Sunday, July 17, 2022

Taking a Closer Look at Illusion Spells (in Pathfinder)

A while back I wrote a post titled Illusion Spells Are Far More Tactical Than We Give Them Credit For. While a lot of folks came away from that article with a new-found interest in this school of magic, a lot of people insisted that I was wrong on a fundamental level about just how useless this school of magic is in Pathfinder. As such, I wanted to take this week's update to talk about some of the incorrect assumptions a lot of us go into the game with when it comes to these spells.

Am I real? Reach out your hand, and find out!

Before we get into the details this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Understanding Illusion


Illusion is one of the more complicated schools of magic, because it isn't just one thing. Illusion spells are broken down into the following categories:

- Figment: Figments create illusory sensations. Everyone who sees a figment, hears a figment, etc., experiences the same thing. Figment food all seems to be the same food to observers, figment fire feels the same to those around it, and so on.

- Glamer: Glamers change and alter something's sensory quality. It makes something look, feel, smell, etc., different. This includes making things disappear.

- Pattern: Patterns create things people can see, but patterns affect the mind directly so that the image doesn't appear in reality.

- Phantasm: Phantasms create images that, typically, only the caster and the subject can see. This also reaches directly into the subject's mind.

- Shadow: Shadow illusions are quasi-real. So even if someone makes the save against a shadow illusion, a shadow creature can still hurt them, a shadow fire still burn them, etc., just not as badly.

Your world is what I want it to be.

As you can see, only two types of illusions (phantasms and patterns) directly affect the minds of enemies. So the most common complaint against illusions, them being they're useless against foes like constructs and mindless undead who are immune to mind effects, applies to only two of the five types of illusion spells. So you could still use shadow, glamer, and figment effects against those enemies.

The other thing to keep in mind is that saving against an illusion isn't done by just causally glancing at it, or hearing an illusory noise. An observer has to study the effect with some kind of focus, or otherwise interact with it in some way. That might mean running their hands over an illusory wall, standing and listening to the approaching snarls of a hellhound to realize it's on a loop, or putting their foot into an illusory fire. And even if a creature does interact with an illusion, that doesn't mean it immediately breaks... an illusionist with a good casting stat, feats to boost the DC of their spells, etc., can create illusions that fool all but the strongest of minds.

While there are lots of things that can give away an illusion, such as it not having a smell if a target has scent, or it not making any impact on the floor if a target has tremorsense, those tend to be specific scenarios that can be dealt with on an individual basis. And while true seeing allows one to see through illusions, that's either a 6th or 7th level spell, or a very rare creature ability. It's entirely possible to go a full campaign, and never once deal with a foe who has that ability... and when it does happen, that's when the illusionist reaches deeper into their bag of tricks for some non-illusory spells, or counts on the rest of the party to pick up the slack.

It's All About Creativity


Of all the spells in Pathfinder, illusions are the ones that are most left up to the spellcaster's creativity in terms of what they look like, smell like, etc. And a large part of their success is going to be based on how well your imagination can fit the scene, and what sorts of things you can spin out of thin air.

Illusions can create amazing disguises for the party, allowing them to look like a squad of prison guards while they're in the middle of an escape. It can create billowing clouds of smoke to hide the party from archers trying to draw a bead on them. It can create false darkness, blocking enemies' ability to see. Illusionists can even make things like ropes, bridges, bars, and more that are woven through with shadow, allowing them to support the party's weight long enough to get them to the other side of a chasm, or to help them get down from a high wall.

The question you face, as an illusionist, is how creative you can be. Because if you've got that, then the rest is just figuring out the best way to match the image in your mind to the spells you can drop on the board.

Before You Go, I Have a New Release!


There's not really a good segue for this, but I wanted to let my readers know that a supplement I've been waiting on has finally dropped! The third installment in what I've been calling my meta series, it began with 100 Tips and Tricks For Being a Better Game Master, and then followed up with 100 Character Goals and Motivations. But now I've got the third part of it out... 100 Tips and Tricks For Being a Better RPG Player!

I wouldn't have written it if I didn't think there were folks who needed it.

Much like the supplement that started this side series off, this player's guide is full of some of the best tips and tricks I've come across over the past decade of writing this blog, along with all my own experiences as a player. So whether you've found these supplements useful and want to check out the new installment, or this is your first time hearing about them, consider giving these books a look!

And if you've already got your copies, don't forget to rate, review, and share it around to spread the word! I've only managed to get two of them to Silver so far, and I'd like to push past Electrum and up into Gold if possible.

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Friday, July 8, 2022

Where Should I Take "Table Talk" From Here?

Regular readers on this blog know that I have 4 themed sections. There's Crunch (where I put my mechanics-focused articles) Fluff (where I put the story and RP-centric stuff), Unusual Character Concepts (just what it says on the tin), and lastly I have Table Talk. While the first three have always been quite popular among my readers, the last one has always been the odd sheep out when it comes to numbers. There's plenty of people who follow the stories I tell, and the comment section is often full of questions... but readership has really fallen off over the last little while.

So I wanted to take this week's Table Talk installment to ask folks directly... what do you want to see more of on these updates?

Seriously folks, I'm all ears!

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Category #1: RPG Horror Stories/Personal Game Tales


My friends, you won't BELIEVE the nonsense...

When I first started Table Talk as a feature, this was sort of its bread and butter. A lot of the stories were one-offs talking about terrible Game Masters, weird incidents that could act as teachable moments, and the occasional comedy of errors that may have been mortifying at the time but which was pretty funny in retrospect.

On the one hand, these kinds of stories are the ones with the most stand out installments... but it's hard to say what makes one story popular, and others just fall through the cracks. For folks who are looking for examples of these kinds of stories, check the links below!

- That One Time My Bard Made The Dungeon Master's Girlfriend Jealous: A comedy of errors where one player was so convinced I was trying to steal her girlfriend that it actually led to a behind-the-scenes breakup I only found out about after the dust had settled. There's also something of a sappy twist, if you like happy endings.

- Game Masters Shouldn't Leave Their Players Twisting in The Breeze: A rather illustrative tale about how a storyteller made it very clear on her first game that she shouldn't be in charge of anything, much less two dozen players in a LARP setting. Judging from the initial readership on this piece, it's an experience quite a few folks have had.

- How To Ruin a Promising LARP in 3 Easy Steps: I was super excited when some folks I knew started getting a Changeling: The Lost LARP together... and then I showed up. It was all downhill from there.

Category #2: Adventure Path Stories & RPG Fiction


Since that was what got me into the field in the first place.

For folks who don't know me, the first major credit on my resume from any RPG company was writing The Irregulars for the Pathfinder Tales. That was many, many years ago now, but I always think of myself as an author who happens to design games, rather than a game designer who occasionally tells stories. I've written the full account of several adventure paths my groups have gone through in the past, but I changed up that formula last year to tell more of these tales in full prose. I've also branched out to other settings, and played around with style to see what grabbed audience attention.

Whether you haven't seen them before, or you need a refresher for style and tone, links to some of the more recent installments are below. And if you have a particular request for a certain setting or adventure path, be sure to mention your request in the comments!

- 50 Two-Sentence Horror Stories (Warhammer 40K Edition): Honestly one of the more popular things I've written recently, I'm thinking on expanding the general format to other settings. Short and punchy, it seems to speak to an audience who isn't willing to commit to a more in-depth tale.

- Silver Raven Chronicles Part One: Devil's Night: Kintargo is haunted. Though the devils of Cheliax descend, you cannot fight smoke and rumor. The Ghost stalks these streets, and he will not be denied. The first in my ongoing series of stories talking about the Hell's Rebels adventure path, Part Two, Part Three, and Part Four are also up!

- Field Test: When Inquisitor Hargrave came to New Canaan just ahead of an ork rock, she claimed she had a unique weapon unlike anything the world had seen before. But there's no ships in orbit, and she brought nothing with her. Just a tech priest, a Catachan... and a strange young man in a too-big greatcoat. But when she unleashes her "weapon" the devastation is unbelievable.

- The Tale of The Bonsai, and The Fall of The Five Storms: My group's play through of the Jade Regent adventure path was somewhat rocky, but this one moment was an astonishing stand out. With enthusiasm flagging and interest scattered, this is what brought everyone back together, coalescing into a single party once again.

Category #3: Audio Dramas




This entry is sort of a cheat, but I genuinely want to test folks' interest on it. For those who haven't subscribed to the Azukail Games YouTube channel yet, which you should take a moment to do, I've been contributing videos there for the past few months. While half of those are just me talking about my design process and what I'm doing with my Sundara RPG setting (more on that here if you're interested), the other half has been dramatizing little pieces of fiction from my RPG supplements.

While I've been improving my technique, getting better equipment, and slowly convincing other folks to help me make these productions, I've also been running out of smaller tales and snippets to dramatize. Which means that I may have to start dramatizing some of the stories I mentioned above, or start writing entirely new tales.

My question for you as readers/listeners is whether that's something you'd be interested in?

While you should definitely leave comments requesting which game system and setting you'd like to see stories for, the best way to make your vote count if you want this option is to subscribe to the channel. I don't run or own it, so I need to convince the publisher that my idea has an audience. If the view count and subscriber numbers go up, that will back up my claims!

Some videos that are already out include:

Sundara Stories


- The Duel: In Ironfire, dueling is often the means by which differences are settled. Given that the city is the center of the mercenary trade in the region, though, it's dangerous to challenge those whose skills you don't know.

- The Applicant: Archbliss is known as the City of The Sorcerers, and those who need help controlling their powers are often taken to the floating towers. But the fates of some are bleaker than even they can imagine.

- Profanity Heralds Discovery: Silkgift is a city of invention and ingenuity, but most discoveries aren't heralded by cheers of success. Usually the ingeneur curses up a storm before realizing what they've actually made.

- Testing Your Wings: A race in the sky with one of the city's Founders, it's just another day in Hoardreach, City of Wyrms!

World of Darkness


- Evil Incorporated: The whirling gears of the machine of capital are hard to make sense of, but when you start making connections you begin to see a deeper pattern emerge... one that can lead you down a rabbit hole until you finally discover a name most have never heard. Pentex.

- The Back Door To Hell: Jacoby just wanted to have a relaxing night in the real world where he could drink a beer, and not worry about the affairs of the Lost. When a fellow Summer Courtier comes to him to beg a favor, though, the ogre can't just turn his back.

- Clean Up: Mourning Cant is the hundreds of languages, pieces of jargon, and code words the Winter Court uses to disguise their true actions. In a small confessional, a handler takes the report from a field agent.

- Missed Connections: The first audio drama I made out of the whole series, it follows a Nosferatu on a mission. A hiccough in its transportation, though, means it has to delve into SchreckNet in order to communicate with the buyer.

What's Next on Table Talk?


That's it for this installment of Table Talk! What would you like to see next? I'm listening for your comments and votes!

For more of my work, check out my Vocal archives, as well as the YouTube channel for Azukail Games. Or, to check out books like my hard-boiled cat noir novel Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.

Tuesday, July 5, 2022

Players, Don't Assume That Rare Items or Resources Will Be Made Available

Most folks who have read this blog, even casually, know that I generally advocate for Game Masters to err on the side of not restricting player options. If a base class, mundane item, spell, or PC species exists in the game world you're playing, and the system you're using is designed to support that option, you gain a lot more by letting your players use these options than you do declaring them off-limits.

This week, though, I wanted to touch on the other side of that coin. Because while I firmly believe players should have access to all the base stuff the game offers as options, I think that far too many players assume they'll also have access to powerful magic items, relics, rare or restricted in-game knowledge, and so on.

And that kind of assumption is something that I think should be curbed as well. Because if you want that, you're going to have to work for it... and even then, it might still be beyond the scope of the game you're currently playing.

What do you mean I can't have the Aegis of The Eagle? Someone ELSE has it?!

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Don't Make Assumptions Beyond The Basics


While I pointed it out in the introduction above, I feel it bears repeating here. Game Masters should make all base player options available that were designed for a particular game, and a particular setting, whenever possible. Sure you might sigh if everyone in the party is playing a full caster, or you might not personally see the fun in gunslingers or barbarians, but if they're a part of the game as it exists, and your players will enjoy them, there's rarely any harm in letting them have their fun.

However, this statement applies only to the things players are assumed to have access to. Any time there's something that's special, unique, difficult-to-acquire, or which has out-and-out in-game limits placed on it, players should not assume they'll simply be able to acquire said thing. Perhaps it will be possible, but if it falls outside the base allotment of resources you have as a player then you're going to have to work it out with the Game Master.

Wait... you want to find WHAT!?

As an example, players should be allowed to have paladin characters. Just because they have a paladin as a character, though, doesn't mean they should automatically be allowed to acquire a Holy Avenger for that paladin. A player should be allowed a warpriest of a storm god, but that doesn't mean they'll be allowed to wield the Maul of Storms. Someone might become a powerful wizard over the course of the campaign, but that doesn't mean they'll be able to acquire an infernal grimoire locked deep in the arcane library of an archfiend.

Again, however, I am not advocating for Game Masters to automatically restrict access even to powerful items, potent prestige classes, or rare and unusual spells. What I'm saying is that players should not go into the game just assuming they'll be able to get the exact magic items they want, that they'll be able to find teachers who fit obscure prerequisites, etc. Perhaps they will, and perhaps they won't.

That should be a conversation with the Game Master.

This is Where "Yes, But" Comes Into Play


Most Game Masters have heard that they should avoid just out and out telling players no whenever possible. Instead they should say, "Yes, and," or, "Yes, but," as a way of trying to meet them in the middle.

And when it comes to gaining access to these powerful options, whether they be prestige classes, relic weapons, feats with difficult prerequisites, etc., this is where I would strongly give that advice... because it gives you a carrot to use to motivate your players instead of just hitting them with a stick.

What are you willing to do for this boon?

Let's go to the paladin example. You have a player who really wants a Holy Avenger. That's a big deal, and you don't just make them pinch their gold pieces until they can buy one. Instead, pay attention to how they act, and who they help. Whether the sword was left with a mountain witch who was guarding it until a worthy paladin came to claim it, or they find it in the lair of the dragon who slew the knight they'd squired for, this can represent a big goal for them to achieve... but the nature of this item is such that they have to still be worthy of it in order for it to find them, and to allow them to use it.

But what about the wizard? Well, if they want this grimoire so badly there are many ways they can acquire it. Perhaps they show mercy to a devil, and make a bargain for it in exchange for the book. Or maybe they need to get several devils to sneak copies of the pages to them, making it a process that's more of a road instead of the culmination of a single event. Perhaps they suggest going to hell to rescue the rogue when they're damned by a fiend, and while going through this jail break they just so happen to swipe a copy of the book they want, as well.

And for that player who desperately seeks to wield the Maul of Storms? Well, it's a potent relic weapon... which means it's not just laying around somewhere. They need to find it, they need to be able to lift it, and they need to deal with whoever it is that currently guards it... or whoever is currently wielding it! A series of tests to determine if they are a better bearer (or even if they'll be allowed to try to lift it at all) could be a fun culmination of that player character's arc, and it would give them a seriously powerful item to use for perhaps the last arc (or even just the final level) of the campaign.

The idea is not to flat-out ban players from getting the "good" toys out. Rather, if you work with them to create a path, and ensure it adds to the story, these things will flow naturally into the game's progression. It also puts at least part of the onus on the players, ensuring that they're willing to put in the time and effort to reach what should be big milestones for their character.

There will, of course, be some circumstances where Game Masters should still say no. A player might want to start the game already in possession of something huge and powerful. They might expect it to just be handed to them when they reach a certain level, or to get the prize regardless of the actions they've taken. However, assuming that your players are acting in good faith and genuinely meeting you in the middle, it is a good idea to use these desires as stakes to keep players interested and involved!

Additional Reading


Whether you're a player looking for additional tips, or a Game Master who'd like more advice along these lines, I'd highly recommend checking out the following:

- 100 Character Goals and Motivations: Whether it's finding a long-lost family member, being knighted by the queen, or being deemed worthy of wielding a holy relic, there's all sorts of motivations you can use to round out your characters in here!

- 100 Tips and Tricks For Being a Better Game Master: Just what it says on the tin. I've been peppering Game Master advice throughout this blog for a decade or so, and the best tips and tricks I've come across wound up in this supplement!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, June 27, 2022

Love Audio Dramas? The World of Darkness? Then Check Out Uncle Yo!

I've spent most of the last year or so elbow-deep in the World of Darkness. From my Changeling supplements like Buyer Beware: 10 Goblin Markets and 100 Gateways Into and Out of The Hedge, to my Vampire pieces like New World Nights: 100 Ghouls For The American Camarilla or the surprisingly popular 100 Resources and Rumors to Find on SchreckNet, or even a brief trip back into Werewolf with my supplement Evil Incorporated: 10 Pentex Subsidiaries, it's been one hell of a time re-familiarizing myself with one sphere after another. In addition to writing new supplements, though, I've also been making little audio dramas out of the fiction I've included with them. These are all on the Azukail Games Youtube Channel (which you should go subscribe to), for those who are interested.

That's a lot of work, and while it makes me want to spend my efforts on something longer-form in the World of Darkness, I just don't have the free bandwidth to do that at time of writing. However, while I try to spin it up, I would recommend that folks check out the Chroniclers of Darkness audio dramas by Uncle Yo!


Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

What is The Chroniclers of Darkness?


The short version is that the Chroniclers of Darkness is a series of audio dramas set in the Chronicles of Darkness universe. Starting with Geist, it moves into Vampire, Changeling, Hunter, and there's even pieces with Mage and Promethean.

And if you're a fan of the Created, you know how rare it is we get content.

I got tapped into this channel thanks to some folks on a Changeling: The Lost subreddit, and I was really excited by what I found there. Though I haven't gone through everything, I did reach out to the channel's creator. Sadly, as of this time, he's moved on to other endeavors. So while the channel is going to stay up, it is very unlikely we're going to get much more from the Chroniclers of Darkness.

However, that does raise a question. Is this the sort of project you'd like to see me step into? Perhaps expanding the wanderings of my one-eyed ogre Jacoby into a full season of a story? Maybe digging more deeply into the doings of the Nosferatu hinted at in my SchreckNet story? Or maybe you feel that Mage, Promethean, or Hunter would simply be more exciting to see a story from?

Leave me some feedback, here or in the comment sections of some of my videos over on the Azukail Games YouTube channel! The squeaky wheel gets the grease, and when you tell me what you want you're a lot more likely to actually get it.




A Shout Out For Some Grim Dark Content, As Well!


In the event that you binge all of Uncle Yo's content (I recommend no more than half a season at a time, perhaps a few episodes before bed to really draw it out), there are two other channels I wanted to give a shout out to. However, these are more for my lovers of the grim darkness of the far future, though I find there's a lot of thematic overlap between the World of Darkness, and the world of Warhammer 40K in terms of themes, style, and tragedy.

That said consider taking a look at A Vox in The Void. With classic stories by authors like Lovecraft and Edgar Allan Poe in between the 40K content, there's a lot to enjoy on his channel, and he really makes content worth listening to!


And if that isn't enough content for your ears, consider taking a look at Cold Open Stories as well! A self-described community theater for the grim darkness of the far future, they've only been going for a few years, but they're getting more and more stuff worth listening to as time goes on.



Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Friday, June 17, 2022

Tips For Unarmed Fighters in Pathfinder (Who Aren't Monks or Brawlers)

Those who fight with their fists, feet, and foreheads are a staple of fantastical tales. Most of us who want to embody someone who treats their body like a weapon will go to either the monk, or the brawler. However, there are times you don't really feel either concept truly embodies what you're going for... but building an effective unarmed fighter outside of those two classes can seem overwhelming.

The following tips don't encompass everything in the rules. They are, however, some useful places to start if you're looking for good ways to start stacking the numbers in your favor.

And they come in a lot of shapes and forms.

Before we get into the details this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

First, What Are Unarmed Strikes?


First things first, it's important to note that all characters are capable of making unarmed strikes. They deal 1d3 damage, if you're a medium creature, and the damage is nonlethal unless you either take a penalty to that attack, or you have a feature that allows you to make your unarmed strikes lethal (such as the Improved Unarmed Strike feat). Unarmed strikes provoke attacks of opportunity from armed opponents without a feature that negates this. Unarmed strikes are light weapons, and the damage they deal is considered weapon damage for any features or abilities that increase weapon damage. That may be important for later, so tuck that away.

Also, consider these.

It is important to remember, as well, that attacks with gauntlets are still considered unarmed attacks. The only advantage they offer is that they allow you to deal lethal damage with your strikes, and later on they provide a convenient place to put a weapon enchantment (or to get metals like mithril or adamantine) to increase the damage your unarmed strikes are dealing.

Consider that a bonus tip! Now, let's get started.

Class Features


The bread and butter of any unarmed fighting build is going to be in the class features you choose to utilize. However, there are a lot of different options on the table that should be considered, depending on the approach you want to take.

Boot to the head, you say?

One of the first options that presents itself is the fighter. Because while the fighter may not gain bigger and bigger damage dice like a monk or a brawler, they do gain bonuses to hit and damage with their favored weapons (which can be unarmed strikes, gauntlets, and other weapons from the close group). So while the 1d3 damage die wouldn't change, that might not matter so much if you're stacking favored weapon damage onto it, along with your Strength modifier, and other bonuses from feats, magic items, spells, etc. If this were an option one wanted to pursue, I'd recommend the brawler fighter archetype (as opposed to the brawler hybrid class), as it gives you bonus attack and damage with your unarmed strikes, but it also allows you to penalize opponents in your threatened area, without making you trade in the defensibility of heavier armor.

Those who want to embrace dirty fighting in its truest form can use the sneak attack or sudden strike class features. The most common classes who get this are the rogue and the ninja (for those who are willing to deal with less-than-full BAB progression), and the slayer (for those who want a full-BAB precision fighter). While sneak attack won't apply to every strike, good positioning, proper use of abilities (like feinting against your foes), and other strategies can let you rock an enemy with a single kick. After all, your unarmed strike damage die is still 1d3, but when you're throwing 4-8d6 along with it, that doesn't matter quite as much.

The vigilante offers several devastating abilities one can use to increase the damage done when fighting unarmed (some of which we see in The Silver Raven Chronicles). Fist of The Avenger adds half an avenger vigilante's class level in damage to unarmed strikes (up to a +5 at level 10), or those made with a gauntlet. Lethal Grace is particularly useful for those who wish to fight with Weapon Finesse, but which still need extra damage dealt by their blows. Stalker vigilantes, of course, receive their own version of precision damage, which can make every blow devastating to their targets.

Keep in mind that spellcasters can incorporate unarmed strikes into their spells. As I mentioned way back in Playing By The Book: Some Rules Pathfinder Players Keep Forgetting, any spell that allows a touch attack may be delivered via an unarmed strike instead. However, it's no longer a touch attack at that point. That's a dangerous place for a wizard or a sorcerer to be, but it might be a solid place for a magus. It may be even better for a warpriest (whose damage die goes up as long as they have Weapon Focus for their unarmed strike), or even a paladin (with their smite damage and full BAB), as they can also add additional enchantments and bonuses to their blows (or to a gauntlet, should that be required).

Lastly, consider the swashbuckler. Their abilities are focused on using light or one-handed piercing weapons, and an unarmed strike normally deals bludgeoning damage. You could add a cestus or spiked gauntlet to overcome this issue, but both of these are weapons in their own right. However, there are feats like Snake Style (level 3) or Boar Ferocity (level 6) that you can take in order to deal piercing damage with your unarmed strikes. While not an ideal build option, this would allow you to get the benefit of your Swashbuckler's Finesse, Precise Strike, and other class features.

Feats


Feats are another important component of most combat builds, and an unarmed fighter is no different. While only dealing 1d3 as your base damage die might seem pathetic, keep in mind that it's really about how many other bonuses you can stack on top of it.

Trust me, you'll hit like a ton of bricks!

- Power Attack or Piranha Strike: Each of these feats lets you take a penalty to attacks for bonus damage on hits. Use the first for Strength, the second if you're going full Dexterity in combat.

- Weapon Specialization, Improved, and Greater: For those who have the ability to take these feats, they can stack a lot of damage onto your strikes. Especially if you're also adding precision damage from Precise Strike, or from Weapon Training as a fighter.

- Accomplished Sneak Attacker: If one multiclasses, or simply doesn't have the full benefits of sneak attack, this feat can add an extra 1d6 of damage to every time you deal this precision damage.

- Heavy Hitter: Technically a trait and not a feat, it still adds +1 damage on unarmed strikes.

- Boar Style: This style allows you to add 2d6 bonus damage whenever you hit an enemy with two unarmed strikes in one round.

- Two Weapon Rend: Deal a bonus 1d10 + 1.5 times your Strength modifier when you hit an enemy with your primary and off-hand weapon once per round. Best used with a two weapon fighting build, as this feat has several prerequisites, including a BAB of 11.

These are just a handful of options for dealing additional damage with unarmed strikes, but they can stack a lot of damage onto your blows... especially when combined with your class features!

Final Thoughts


There's enough variety in abilities and strategies that not everything is going to overlap. Some spells, like magic fang might be useful for you, and you might choose to seek out an amulet of mighty fists to ensure you have a way to enhance all your strikes. You might choose to grab an enchanted gauntlet with the glamered enchantment so it looks like you just have simple gloves on before you slam an iron fisted uppercut into someone's jaw. Belts that improve your physical stats, hand wraps that boost your damage output... there's all sorts of spells and enchanted items that may come into play. Sometimes they work on unarmed strikes, sometimes they expressly don't, and getting a full list of those will probably be its own, separate post.

However, the ability to hit harder, and to deal elemental damage, holy damage, etc., is where even a hard strike is going to turn into a serious weapon. Choose your magic items wisely, but remember that even without them you should still be able to pack a pretty solid punch. Or kick. Or headbutt.

And just in case you need even more...

Lastly, if you're looking for some extra wooge to add your unarmed fighters, consider some of the options I presented in Sellswords of Sundara recently! While there is a monk option for batting aside everything from swords to spells, there's 9 other martial archetypes ranging from the Widowmakers and their ungentlemanly forms of warfare, to the Gray Blades who've seen everything war has to offer, and done most of it at least twice. Check it out, and delve in for yourself!

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Monday, June 13, 2022

More Meta Supplements Are Coming Your Way!

Folks who've been following my work over the past few years have seen all kinds of different supplements with my name on them. I've had general fill-in content for Game Masters like 100 Random Oracular Pronouncements, or 100 Random Mercenary Companies. I've released DND 5E adventure modules such as my murder mystery False Valor, or the horror-themed Ghosts of Sorrow Marsh. I've written 14 different supplements for my Sundara setting at time of writing, all of which are conveniently listed out in my previous entry What Do You Want To See Next in Sundara: Dawn of a New Age? And that's not even counting the various World of Darkness supplements I've put out, or the short stories I've got on the market, like my contributions to the Werewolf: The Apocalypse collection Tales From The Moot, or my Pathfinder Tale The Irregulars.

Needless to say, it's been a busy few years.

However, something that was meant to be kind of a one-off palate cleanser for me as a creator ended up making a far bigger impact than I expected. So, in a classic case of, "follow the audience's interest," it looks like I'm switching to a new project for at least the next few months. And for lack of a better term I'm calling them my meta supplements.

Just in case you didn't see this when it dropped.

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Making More of The Meta


Typically when I put together a supplement it's full of stuff that's meant to be in-world. It's NPCs you might meet, or encounters you might have, taverns you could meet in, guilds or cults you might cross, things of that nature. However, when 100 Tips and Tricks For Being a Better Game Master first dropped, it went Silver within the first few days. I won't say that's never happened to me before, but it is rare enough that when it does happen I sit up and take notice.

Since the response to that supplement was bigger than I expected, I figured I'd try another couple of titles out to see if the response was similar. And while 100 Character Goals and Motivations didn't explode quite as hard as the Game Master tips supplement did, it still went Silver faster than most of my other supplements have. While the third installment, which will be 100 Tips and Tricks For Being a Better RPG Player hasn't dropped yet (though it should be out this weekend, and I'll update the link to reflect that when it comes out), I am currently plotting more of these supplements for the future as long as readers keep checking them out.

So, what makes a meta supplement, exactly? Well, one thing is that they tend to have a lighter tone, as evidenced by Why Are You Here? the introduction from the goals and motivations supplement where we find that the fighter's true motivation is nowhere near as dark, serious, or gritty as everyone else in the party.


Perhaps more important than a lighter tone mixed with a little humor, though, meta supplements aren't in-game resources that are meant to be plopped down as a piece of set design. Instead they're advice on how you can be a better player, a better Game Master, or a discussion of the meta aspects of the story you're trying to tell. In a lot of ways this makes these supplements less concrete than some of the other examples I mentioned in the opener, because they were meant to be point-and-shoot. If you need a bartender, open this supplement. A cult, open this one. A knightly order, a mercenary company, a guild, there's a supplement you can pluck them out of and fill in the blank.

At the same time, though, I have a sneaking suspicion that it is the less concrete aspects of these supplements that might be what makes them popular. There's dozens of splats out there full of character names and the contents of treasure piles, but not a lot of them discussing character motivations, story beats, player habits, and general table behavior. But we'll see how folks respond to the upcoming releases, and whether the demand maintains. Because as I repeatedly say on this platform, as long as readers are buying copies and asking for more, that's a vein I'll continue to mine until I'm completely out of ideas.

Also, if you enjoyed the little audio drama above, consider subscribing to the Azukail Games YouTube channel. We need every set of eyeballs we can get, since YouTube won't monetize it till after it gets 1,000 subscribers and 4,000 hours of watched content within the past year... we're nowhere near either of those, and every drop fills the bucket up a little bit more!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, June 6, 2022

Looking For a Change of Pace? Grab a Copy of XCrawl!

We've all had those moments when our group has been on a little hiatus. Maybe it was end-of-campaign burnout and everyone needed a break, or life stuff happened and some members had to move, change jobs, or handle any of a dozen other things. But when you're looking to get the gang back together, you often want to do something a little different to bring some zest to your next game. Something a little off-the-wall. And if you've been looking for a spark to re-invigorate your group, then might I suggest trying out XCrawl if you haven't done so yet?

Seriously, this thing is a ball!

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

What The Hell is XCrawl?


Some of you may have come across this game before, or seen me talk about it in older entries on this blog. However, if you're utterly unfamiliar with this game, the elevator pitch for XCrawl is that it's what happens when WWE has a baby with DND. In a modern fantasy version of our world, dungeon crawling has become a major, televised event with Dungeon Judges lording over their arenas, and "crawlers" becoming one part celebrities, one part athletes, and one part stage persona as they compete for the public's viewing pleasure.

And as they say in Gladiator, you aren't the best because you kill quickly... you're the best when you win the crowd! Which is why crawlers tend to have signature moves, grandstanding and mugging checks (for playing to the audience or the camera, depending on), ring personas they can build up like legends in the minds of the audience, and why it's just as important that you look good when you win as it is that you win in the first place!

And the crowd is hungry for entertainment!

That is a pitch that sticks in your head. Especially when you consider that XCrawl is set in its own version of the 1980s (ish) where you add in elements of The Running Man, the rise of corporate power, and all of the social pressures going on in the American Empire outside the arenas themselves. This can give it a feeling that's almost akin to Shadowrun, especially if you start getting into political corruption, the false face of sports empires, market backstabbings, and whether the games are being used for nefarious purposes. So while you can run a campaign that's just televised dungeon crawls, you've got options for things you can do beyond that as well!

Now, I found the XCrawl core rulebook sitting in my hobby store years ago, and it was for the 3.0/3.5 version of DND. However, Goodman Games has ported this setting to a variety of different systems, including one for Pathfinder Classic for folks who want all the conversions done for them. There's also add-ons that cover additional aspects of the game and the setting such as XCrawl: Sellout which has additional information on gear, agents, fame, and more for players, along with adventures like Dungeonbattle Brooklyn for GMs who just want to pick up and play.

A Few Episodes or a Season, It's Up To You!


I've run XCrawl on and off over the years, usually as a one-shot for a convention game because its premise is absolutely wacky enough to get folks to sit down and play, but it doesn't wear out its welcome by the time the final boss falls. It's also flexible enough that you can make up shows, such as the one-shot I ran that I titled Jersey Shore: Undead! as a way of making fun of both reality TV and the way The Walking Dead had utterly saturated pop culture with zombies.

However, the current idea came from a line in the core book that I'd seen before, but forgotten about. To paraphrase, it recommends starting characters off at level 3 if they're going to be a Division IV team (which is where the death games come in). While you could run a Division III game if you feel you could make it interesting and engaging, the stakes are much smaller in arenas that are geared to be less than lethal.

And since I was still rolling with ideas after my Let's Talk About Non-Lethal Damage in Pathfinder post, I figured I'd actually go against the rulebook's recommendation and start my team off at the beginning of their story in the games. A Division III event called the Mall Crawl!

And you thought YOUR Black Friday sucked...

Because while the world of XCrawl is absolutely bonkers, I wanted to bring a gaggle of new players in at the bottom rung. They're discovering who they are, forming their team (in order to gain access to the precious Mojo that lets you spend resources for bonuses during the game), looking for sponsorship, and getting their feet under them... sure, that hobgoblin might not kill them, and that booby trap they set off is likely to be a firehose instead of a spiked pit trap of death, but they're going to have all kinds of stuff to deal with... like the judgment of the crowd when a bunch of nobodies step into the ring!

Anyway, I wanted to talk about that this week because I'm digging through the rulebook for the first time in a while, and whatever your preferred edition of the game, I think this is a setting that more people should really check out for themselves!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!