Multiclassing and You: 5th edition… edition

Hello all!

Dungeons and Dragons 5th edition is out, and I’ve seen quite a lot of skepticism with respect to the new multiclassing rules. Honestly, I was pretty shocked; multiclassing is still extremely effective if done right, though people seem to be struggling to see that. That being said, let’s take a look at how it works, shall we?

Picking the right classes to combine is certainly the most important part of the process. In keeping with 3rd edition tradition, weapon-based classes tend to combine best, but certain caster combinations (such as Warlock and Sorcerer) can be very powerful indeed. The reason warrior classes combine well is that 5th edition has made it exceptionally difficult to make more than two attacks with a single attack action. Where a barbarian or monk in Pathfinder or 3.5 edition would be able to make flurries of attacks at high level, now only a fighter gets more than two base attacks per round, and only at levels 11 and 20. Thus, the primary reason to stick with a class is to get access to your higher tier class abilities. Here’s the thing though; some of the early-level benefits of other classes are of equal (or greater) value.

Multiclassing Clarifications:

– Your proficiency bonus is equal to that of a character of your total character level, not that of your highest level class

– Your class levels do not stack to determine when you acquire an ability increase / feat

– You cannot combine the Extra Attack class features (or the Thirsting Blade warlock invocation with the Extra Attack feature), or Unarmored Defense class features

– You can gain the benefits of the Fighting Style class feature more than once, but you must select a different style each time

– Spellcasting functions differently depending on combined classes

How to do it:

In most cases, you’re going to want to start off with a warrior class (in this case, by “warrior class” I mean a class that eventually gets the Extra Attack class feature), and once you hit level 5, dip into another class. From there, you can either stick with the second class, or take four levels in it before dipping into another. Below are a few promising examples:

Fighter 5 + Barbarian / Paladin / Ranger / Rogue / Cleric X

This is one of the better and more obvious multiclass combinations; you get to cherry-pick some excellent abilities from two (or more) classes while only slowing down your ability score / feat progression by 1 level. A fighter / barbarian is going to be restricted to medium armor, but will have access to rage and the excellent barbarian archetype abilities, while gaining a fighting style that they otherwise wouldn’t have access to from the fighter side. A fighter paladin can pick up channel divinity and a bit of spellcasting, while still having access to the ever-excellent Action Surge, Second Wind abilities, and two fighting styles, likely bumping up your AC by 1 with the second one.

The others mentioned above are interesting in their own rights, particularly a fighter / cleric, but rogue is the other stand-out. After 5 levels of fighter, you’d be able to dual-wield weapons highly proficiently, making three attacks per round with paired shortswords or rapiers. If you make all your subsequent levels rogue levels, your sneak attack becomes far easier to land every round (since you have three attacks with which to try to apply it), and even when Sneak Attack is unattainable, your damage will be impressive.

Warlock 2 + Sorcerer X

This is a sneaky one. You set back your sorcerer spellcasting progression a bit in favor of increasing your go-all-day effectiveness. The two warlock levels give you two warlock spells slots that recover after just a short rest, but the real gem here is the Eldritch Blast cantrip. If you grab the Agonizing Blast invocation at level 2, your Eldritch Blasts will be doing daunting damage for your whole career, allowing you to branch out into more utility spells, or giving you an impressive backup ability for when you’re low on spells.

Monk 5 + Cleric X

This man or woman of the likely literal cloth gains some solid offensive combat abilities before moving on to spellcasting, and benefits greatly from wisdom in both roles. This multiclass combination lends itself to a more agile character, making it ideally suited to wood elves.

Monk 5 + Rogue X

Another cool way to supplement the rogue’s lack of attacks per round, even RAW you can use a shortsword to apply your Sneak Attack. It would also be quite reasonable for a DM to allow you to apply your Sneak Attack with unarmed attacks as well, though that would require special permission, technically.

Blade Pact Warlock 5 / Rogue X

This is the build of my current D&D character. If you choose a rapier as your pact blade, you have a reliable and powerful weapon for delivering Sneak Attack, with two attacks per round thanks to Thirsting Blade. Taking the Hex spell gives you a way to supplement your damage in a way that makes up for some of the lost Sneak Attack. Wielding a dagger in your off-hand gives you another chance to apply the Hex damage or your once-per-round Sneak Attack. I’ve run the numbers, and overall, the warlock / rogue will out-damage a single-class melee rogue at any level combination.

Other notes:

There are many other options out there, as I’ve only highlighted a few here. Again, the key here is to try not to slow down your ability score / feat progression too much, while picking up the Extra Attack feature as quickly as you can where applicable. Sometimes even a 1 level dip is worthwhile, as many classes provide great entry-level abilities you can benefit from right away, which will more than offset the slower ability progression.

I hope this was helpful, 5th ed fans!

Happy gaming,

Uni

What Dungeons & Dragons is and can be

I’ve sometimes found it difficult to explain exactly what D&D means to me to quote-unquote “normal” people, but I decided recently that I want to try to find the words. Many people don’t really understand what it is, or how people can form such strong attachments to their characters. Even my parents, who are open and understanding people by nearly any standard, had trouble understanding just what it meant to us.

I vividly remember losing my first ever character when I was in my late teens. I came home looking despondent and distant, and my mother asked what was wrong. When I told her my character had died, she smiled and responded that “it’s just a game, you can always play again.” I just shook my head at the time, knowing that she didn’t get it. Couldn’t get it. But I’m going to make an attempt to help the rest of you get it now.

With the recent shift in modern television towards more dark and gritty content, I think I am in a better position to make the attempt. Do you remember when your favourite character died in Game of Thrones, or The Walking Dead, or some other television or novel series? That sinking feeling you get when you watch a character you’ve grown attached to and spent a dozen hours of your life watching leave you forever? Multiply that feeling by ten. That’s what it feels like to lose a D&D character, and for good reason. A D&D character isn’t just a fictional character that you become attached to. A D&D character is your character; a character you have guided, controlled, spoken for and cultivated relationships with for a hundred hours of your life or more. Your own tremendous effort, ingenuity, strategy and luck saw that character through innumerable trials and tribulations. That alone would be enough to make them more meaningful than most fictional characters for an individual player, but there’s more to it than that, too. These characters, when they’re done right, when they’re created a certain way, are a reflection of the player who created them. It’s not “them” exactly, but it could be a part of them. It could be the embodiment of their passions or convictions. It could be an exploration of their own morality, or a moral view that troubles them and bears study. It could be a part of themselves they struggle to express, but long to. We speak for them, we decide what they do, and how they feel. For all intents and purposes, they are us. In short, a character in D&D, or in any role-playing game for that matter, can have deep, personal significance to a player.

The relationships cultivated with friends in D&D are unlike anything I have ever experienced, before or since. How many times in your life have you risked yourself to save a friend? How many times have you stood with them against impossible odds, knowing that death is practically assured, because you refused to leave them behind? These sorts of things don’t often happen in our day-to-day lives, but they do in D&D. I know some people might scoff at that; it is just a game after all. Nobody is really losing anything. That’s where you’re very wrong. The average D&D session for us was about 6 hours in length, and we tried to meet every weekend. In high school, we met even more frequently for play sessions, and for longer periods of time. I have probably spent more time with my first D&D character than you have with any fictional character, ever (that campaign ran for over four years). Since characters can have such deeply personal roots and such a long history with us, their sacrifices are genuinely painful for us too. Characters very dear to me have stood between friends and certain death. I knew that I might be trading my character for theirs, and the thought of losing my character hurt profoundly, but it was worth it because theirs meant just as much to them. I had touching arguments with players out-of-game, telling them they had to go, that my own character was a lost cause and there was no point losing everyone, only to have them adamantly refuse.

“I‘m not leaving you behind.”

It’s amazing how much those five words can solidify and strengthen a friendship, even in this context. We refer to characters in those terms: I, you, we, us. Those moments, fictional or not, are meaningful. I knew my friend wasn’t just saying he wouldn’t leave my character behind, he was saying he wouldn’t leave me behind. He was saying he had my back, even when it would be easier for him not to have it, here or in the every-day world.

Of course, not everyone plays for that sort of emotional experience. Some people prefer to keep things light, and engage in some cooperative monster slaying, loot some bodies, and call it a day. There’s nothing wrong with that. My own home group has been moving more in that direction lately, possibly because we have a couple of new people who aren’t entirely comfortable with role-playing yet. That does sadden me, a little bit. But I can, without shame or reservation, say that playing D&D with my best friends in high school helped shape who I am and the relationships I cultivated, and helped me find my confidence. My friends and I stood together against insurmountable odds, carried each other, stuck together through thick and thin. We were more than friends; we were a team.

We should all be so lucky as to be D&D nerds growing up.

– Wes Rowley

On Alignment

Hello all,

Alignment is the subject of much debate among players of Dungeons and Dragons and Pathfinder, and a subject I find quite fascinating. The idea of a non-subjective morality is a challenging one to grasp, as morality itself can be so complex an idea. Is a character who makes sacrifices for the greater good truly good, or are they monstrously evil? Does it depend on the degree of sacrifice? Where does one draw the line? In my games, alignments are guidelines in place for the purpose of certain mechanics, not hard and fast restrictions. That way, if you or another player is having trouble picking an alignment,you can ask questions about what kinds of creatures he or she would be diametrically opposed to, and make a decision accordingly. A crusading zealot who takes their beliefs a step too far isn’t necessarily good, nor necessarily evil, but would probably still be an implacable enemy of all things evil. That being the case, it is logical to assign them a good alignment; that way, an evil creature could smite them, the spells that harm evil would be freely accessible to the player, and weapons or abilities that break evil damage reduction could be wielded without penalty.

Moral grey areas are quite common in modern entertainment, and with interest in fantasy settings on the rise, people are becoming more drawn to realistic, rounded characters that are difficult to pin down to a hard and fast objective moral stance. Terms like “good” and “evil” are used sparsely in such settings, because in our own modern lives we find little occasion to use them. By avoiding them, the setting feels more believable and engaging.

Another important thing to keep in mind with respect to character alignment is that an alignment does not necessarily govern how a character will react to every given situation. For example, Raistlin Majere from the Dragonlance book series shows great compassion and kindness to the physically disadvantaged and weak despite his evil nature, as he relates to their situation on a personal level. The Phantom of the Opera is a murderer who extorts money from the owners of his theatre home to survive, and yet he loves Christine with all his heart and soul, and would surely die to protect her. Evil does not mean that a character is incapable of love or having meaningful relationships. Even evil party members can develop camaraderie and / or affection for each other over time if under the right conditions. On the other side of the coin, a good character may be cowardly and fail to protect people who rely on them, despite their fervent desire to do so. A good character may be prejudiced against certain groups of people or hopelessly self-centered, despite being a force for good.

Below are some examples of MY INTERPRETATION of the alignments of some characters from popular culture, along with quotes that illustrate the core of their beliefs and / or the attitudes they embody. I highly recommend the source material for all of these characters, if you’re old enough. Keep in mind that alignment is subjective, and there are people who will disagree with me on these. That being said, these should give you an idea how to play a character of a given alignment, or what alignment best suits the character you’re picturing.

Lawful Good:

Batman

Batman: “People need dramatic examples to shake them out of apathy and I can’t do that as Bruce Wayne. As a man I’m flesh and blood, I can be ignored, I can be destroyed, but as a symbol, as a symbol I can be incorruptible. I can be everlasting.”

————————————————————————————————————————————–

The Joker: This is what happens when an unstoppable force meets an immovable object. You truly are incorruptible, aren’t you? You won’t kill me out of some misplaced sense of self-righteousness.

Superman

Superman: I am Superman. I stand for truth, for justice, and for the future.

Ned Stark (Game of Thrones)

Eddard Stark: The man who passes the sentence should swing the sword.

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Robert Baratheon: The whore is pregnant.

Eddard Stark: You’re speaking of murdering a child.

Robert Baratheon: I warned you this would happen, back in the North. I warned you, but you didn’t care to hear. Well, hear it now: I want them dead. Mother and child both, and that fool Viserys as well. Is that plain enough for you? I want them both dead.

Eddard Stark: You’ll dishonor yourself forever if you do this.

Robert Baratheon: Honor? I’ve got Seven Kingdoms to rule! One king, Seven Kingdoms! Do you think honor keeps them in line? Do you think it’s honor that’s keeping the peace? It’s fear! Fear and blood!

Eddard Stark: Then we’re no better than the Mad King!

Captain Jean-Luc Picard (Star Trek)

Captain Picard: “The Prime Directive is not just a set of rules; it is a philosophy … and a very correct one. History has proven again and again that whenever mankind interferes with a less developed civilization, no matter how well intentioned that interference may be, the results are invariably disastrous.”

Neutral Good:

Spiderman

Green Goblin: In spite of everything you’ve done for them, eventually they will hate you. Why bother?

Spider-Man: Because it’s right.

Sam Gamgee (Lord of the Rings)

Sam: I know. It’s all wrong. By rights we shouldn’t even be here. But we are. It’s like in the great stories, Mr. Frodo. The ones that really mattered. Full of darkness and danger, they were. And sometimes you didn’t want to know the end. Because how could the end be happy? How could the world go back to the way it was when so much bad had happened? But in the end, it’s only a passing thing, this shadow. Even darkness must pass. A new day will come. And when the sun shines it will shine out the clearer. Those were the stories that stayed with you. That meant something, even if you were too small to understand why. But I think, Mr. Frodo, I do understand. I know now. Folk in those stories had lots of chances of turning back, only they didn’t. They kept going. Because they were holding on to something.

Frodo: What are we holding onto, Sam?

Sam: That there’s some good in this world, Mr. Frodo… and it’s worth fighting for.

Luke Skywalker (Star Wars)

Luke Skywalker: So. You got your reward and you’re just leaving, then?

Han Solo: That’s right, yeah. Got some old debts I gotta pay off with this stuff. Even if I didn’t, you don’t think I’d be fool enough to stick around here, do you? Why don’t you come with us? You’re pretty good in a fight. We could use you.

Luke Skywalker: Come on. Why don’t you take a look around. You know what’s about to happen, what they’re up against. They could use a good pilot like you, you’re turning your back on them.

Chaotic Good:

Robin Hood

Robin Longstride: Rise and rise again until lambs become lions.

Captain Malcolm Reynolds (Firefly)

Sir Warwick: You have to finish it, lad. You have to finish it. For a man to lay beaten… and yet breathing? It makes him a coward.

Inara: It’s humiliation.

Mal: Sure. It would be humiliating. Having to lie there while the better man refuses to spill your blood. Mercy is the mark of a great man.

[superficially pokes Atherton with the sword]

Mal: Guess I’m just a good man.

Captain James Tiberius Kirk (Star Trek)

Spock: [stuck in a volcano] We must maintain the Prime Directive…

James T. Kirk: Nobody knows the rules better than you, Spock, but sometimes exceptions have to be made!

Wolverine (X-Men)

Bobby: This is Cyclops’ car.

Wolverine: Oh, yeah?

[pops his middle claw, and uses it to turn the ignition]

Lawful Neutral:

Robocop

RoboCop: Let the woman go, you are under arrest. [Draws his gun]

Creep’s Buddy: You better back-up, pal! ‘Cuz… He’s gonna kill her… He’s gonna kill her!

[RoboCop tries to subdue the suspect without hurting the woman, aiming his gun around them both]

Creep’s Buddy: He’s gonna kill her, man! He, he’s gonna kill her!

[RoboCop shoots through the woman’s skirt and the Creep’s crotch, who then crumples to the ground screaming in pain]

RoboCop: Your move, Creep.

Creep: Oooow! Ooow! Ooooow!

[Lies on the ground wincing in pain and holding his groin]

Creep’s Buddy: Okay, okay, it’s okay! [surrenders]

Victim: Oh God. Thank you. Oh, thank you.

RoboCop: Madam, you have suffered an emotional shock. I will notify a rape crisis center.

Stereotypical Samurai

Takamasa Saegusa: ‘It is the way of the samurai to take the head of the defeated enemy on the battleground. Do not hesitate! If you are a samurai, you must carry out the duty of a samurai!’

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Yoshikawa: “Fighting isn’t all there is to the Art of War. The men who think that way, and
are satisfied to have food to eat and a place to sleep, are mere vagabonds. A
serious student is much more concerned with training his mind and disciplining
his spirit than with developing martial skills.”

————————————————————————————————————————————–

Hagakure: Life is not so important when forced to choose between life and integrity.

Stannis Baratheon (Game of Thrones)

Matthos Seaworth: …and I declare upon the honor of my House, that my beloved brother Robert left…

Stannis Baratheon: He wasn’t “my beloved brother”. I didn’t love him. He didn’t love me.

Ser Davos Seaworth: A harmless courtesy, your Grace.

Stannis Baratheon: A lie. Take it out.

[Matthos erases the word “beloved”]

Matthos Seaworth: …that my brother Robert left no trueborn heirs, the boy Joffrey, the boy Tommen, and the girl Myrcella, being born of incest between Cersi Lannister and her brother Jaime Lannister. By right of birth…

Stannis Baratheon: Jaime Lannister, the Kingslayer. Call him what he is.

[Matthos adds the words “the Kingslayer”.]

Matthos Seaworth: …and her brother Jaime Lannister, the Kingslayer. By right of birth and blood, I do this day lay claim…

Stannis Baratheon: Make it SER Jaime Lannister the Kingslayer. Whatever else he is, the man’s still a knight.

[Matthos adds the word “Ser”]

Matthos Seaworth: …Ser Jaime Lannister the Kingslayer. By right of birth and blood, I do this day lay claim to the Iron Throne of Westeros. Let all true men declare their loyalty.

Stannis Baratheon: When Eddard Stark learnt the truth, he told only me. I’ll not make the same mistake. Send copies of that letter to every corner of the realm, from the Arbor to the Wall. The time has come to choose. Let no man claim ignorance as an excuse.

Ser Davos Seaworth: Your Grace, the Lannisters are the true enemy. If, for the time being, you could make peace with your brother…

Stannis Baratheon: I’ll not make peace with Renly while he calls himself king.

True Neutral:

Treebeard (Lord of the Rings)

Treebeard: We Ents cannot hold back this storm. We must weather such things as we have always done.

Elrond (Lord of the Rings)

Elrond: This evil cannot be concealed by the power of the Elves. We do not have the strength to withstand both Mordor and Isengard. Gandalf, the Ring cannot stay here. This evil belongs to all of Middle-Earth. They must decide now how to end it. The time of the Elves is over, my people are leaving these shores.

Dr. Manhattan (Watchmen)

Dr. Manhattan: [remembering Janey while on Mars] Janey accuses me of chasing jailbait. She bursts into angry tears, asking if it’s because she’s getting older. It’s true. She’s aging more noticeably every day – while I am standing still. I prefer the stillness here. I am tired of Earth. These people. I am tired of being caught in the tangle of their lives.

Chaotic Neutral:

Rocket (Guardians of the Galaxy)

Rocket Raccoon: That’s for if things get really hardcore. Or if you wanna blow up moons.

Gamora: No one’s blowing up moons.

Rocket Raccoon: You just wanna suck the joy out of everything.

————————————————————————————————————————————–

[Quill has just retrieved the prosthetic leg Rocket asked for in order to break out of prison]

Rocket Raccoon: You actually got it? I was just kidding about the leg, I just thought it’d be funny!

Captain Jack Sparrow (Pirates of the Carribean)

Jack Sparrow: Me? I’m dishonest, and a dishonest man you can always trust to be dishonest. Honestly. It’s the honest ones you want to watch out for, because you can never predict when they’re going to do something incredibly… stupid.

Tyler Durden (Fight Club)

Tyler Durden: Fuck off with your sofa units and strine green stripe patterns, I say never be complete, I say stop being perfect, I say let… lets evolve, let the chips fall where they may.

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Tyler Durden: Man, I see in fight club the strongest and smartest men who’ve ever lived. I see all this potential, and I see squandering. God damn it, an entire generation pumping gas, waiting tables; slaves with white collars. Advertising has us chasing cars and clothes, working jobs we hate so we can buy shit we don’t need. We’re the middle children of history, man. No purpose or place. We have no Great War. No Great Depression. Our Great War’s a spiritual war… our Great Depression is our lives. We’ve all been raised on television to believe that one day we’d all be millionaires, and movie gods, and rock stars. But we won’t. And we’re slowly learning that fact. And we’re very, very pissed off.

————————————————————————————————————————————–

Tyler Durden: Reject the basic assumptions of civilization, especially the importance of material possessions.

Early Han Solo (Star Wars)

Princess Leia Organa: It’s not over yet.

Han Solo: It is for me, sister. Look, I ain’t in this for your revolution, and I’m not in it for you, Princess. I expect to be well paid. I’m in it for the money.

Lawful Evil:

Darth Vader (Star Wars)

Darth Vader: Luke, you do not yet realize your importance. You have only begun to discover your power. Join me, and I will complete your training. With our combined strength, we can end this destructive conflict and bring order to the galaxy.

Alexander Pierce, Hydra Leader (Captain America: The Winter Soldier)

Alexander Pierce: I can bring order to the lives of seven billion people by sacrificing twenty million. It’s the next step, Nick. If you have the courage to take it.

Predator (Predator, Predator 2, Alien vs Predator, etc)

Sebastian de Rosa: Thousands of years ago, these hunters found a backwater planet. They taught humans how to build, and were worshiped as gods. Every hundred years, the gods would return. And when they did, they would expect a sacrifice. Humans were used to breed the ultimate prey. The hunters would battle with these great serpents to prove themselves worthy to carry the mark. But if the hunters lost, they made sure nothing survived. An entire civilization wiped out overnight.

Neutral Evil:

Riddick (The Chronicles of Riddick, Pitch Black)

Riddick: Don’t bother. Guards ain’t there. They figured out the Necros are comin’ for me. Plan was to clean the bank, ghost the mercs, break wide for the tunnel. And then somebody got a lucky shot off with this rocket launcher here… and took out the sled. Guards took off on foot but rigged the door so no one could follow. They’ll take the one ship in the hangar and leave everyone else to die.

Toombs: How come you know all this shit? You weren’t even here.

Riddick: Cause it was my plan.

————————————————————————————————————————————–

Richard B. Riddick: Remember that favorite game of yours?

Kyra: “Who’s the Better Killer?”

Richard B. Riddick: Let’s play.

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Johns: Battlefield doctors decide who lives and dies. It’s called ‘triage’.

Riddick: They kept calling it ‘murder’ when I did it.

Petyr “Littlefinger” Baelish (Game of Thrones / A Song of Ice and Fire)

*POSSIBLE SPOILERS*

Petyr: So many men, they risk so little. They spend their whole lives avoiding danger, and then they die. I’d risk everything to get what I want.

Sansa Stark: And what do you want?

Petyr ‘Littlefinger’ Baelish: [pauses] Everything.

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Petyr ‘Littlefinger’ Baelish: I have only loved one woman, only one, my entire life.

[Lysa stops whimpering and smiles]

Petyr ‘Littlefinger’ Baelish: Your sister.

[Lysa’s smile fades and she stares at Littlfinger in horror, only now realizing he has been using her all along. Before she can react, he pushes her backwards. She falls screaming through the Moon Door to her death]

Jayne (Firefly)

Jayne Cobb: Ain’t logical. Cuttin’ on his own face, rapin’ and murdering – Hell, I’ll kill a man in a fair fight… or if I think he’s gonna start a fair fight, or if he bothers me, or if there’s a woman, or if I’m gettin’ paid – mostly only when I’m gettin’ paid. But these Reavers… last ten years they show up like the bogeyman from stories. Eating people alive? Where’s that get fun?

Chaotic Evil:

The Joker (Batman, the Dark Knight)

Alfred Pennyworth: some men aren’t looking for anything logical, like money. They can’t be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn.

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The Joker: [to Det. Stephens] Do you want to know why I use a knife? Guns are too quick. You can’t savor all the… little emotions. In… you see, in their last moments, people show you who they really are. So in a way, I know your friends better than you ever did. Would you like to know which of them were cowards?

Alex (Clockwork Orange)

Alex: “And, my brothers, it was real satisfaction to me to waltz-left two three, right two three-and carve left cheeky and right cheeky, so that like two curtains of blood seemed to pour out at the same time, one on either side of his fat filthy oily snout in the winter starlight.”

————————————————————————————————————————————–

Alex: “To devastate is easier and more spectacular than to create.”

Patrick Bateman (American Psycho)

Patrick Bateman: I have all the characteristics of a human being: blood, flesh, skin, hair; but not a single, clear, identifiable emotion, except for greed and disgust. Something horrible is happening inside of me and I don’t know why. My nightly bloodlust has overflown into my days. I feel lethal, on the verge of frenzy. I think my mask of sanity is about to slip.

————————————————————————————————————————————–

Patrick Bateman: My need to engage in homicidal behaviour on a massive scale cannot be corrected but, uh, I have no other way to fulfill my needs.

Flamin’ Shafts of Smiting – Paladin / Sorcerer / Arcane Archer Build

Arcane Archers are a classic, and they’re certainly not slouches in combat. Bow-based combat is probably the best supported fighting style in Pathfinder, with a plethora of wonderful feats available and solid gear to supplement it. This, however, is not your traditional Arcane Archer.

Archetypes:

  • Divine Hunter (Paladin)
  • Draconic: Gold  OR  Crossblooded Draconic: Gold + Primal: Fire (Sorcerer)

Divine Hunter is essential here, as it allows you to hit your feat prerequisites for Arcane Archer and leaves you room for one extra early feat (Rapid Shot). The Crossblooded Sorcerer thing would help make the few spells you get more punchy late in the game when your caster level improves… just going with a straight up Draconic (Gold) Sorcerer is preferable if you don’t want to lose out on spells known and take a hit to your WIll save. I would generally recommend going with the standard Sorcerer.

Race:

  • Human

Arcane Archers are no longer restricted to being elves and half elves, which means the oft-superior humans can now swoop in and show these elves how it’s done.

Ability Scores: (+2 Dex or +2 Cha)

Epic Fantasy: 

  • Str: 14 (5)
  • Dex: 16 (10)
  • Con: 12 (2)
  • Int: 8 (-2)
  • Wis: 10 (0)
  • Cha: 16 -> 18 (10)

High Fantasy:

  • Str: 14 (5)
  • Dex: 16 (10)
  • Con: 12 (2)
  • Int: 8 (-2)
  • Wis: 10 (0)
  • Cha: 14 -> 16 (5)

Standard Fantasy:

  • Str: 12 (2)
  • Dex: 16 (10)
  • Con: 12 (2)
  • Int: 7 (-4)
  • Wis: 10 (0)
  • Cha: 14 -> 16 (5)

Low Fantasy:

  • Str: 12 (2)
  • Dex: 14 -> 16 (5)
  • Con: 12 (2)
  • Int: 7 (-4)
  • Wis: 10 (0)
  • Cha: 14 (5)

To boost the attack stat, or the casting / special ability stat… the eternal conundrum of the Paladin. I almost always like to have as high an attack stat as possible, but a multiclass Paladin / Sorcerer is kind of a special case. Nevertheless, I wouldn’t drop your Dexterity below 16, or you’ll really start to feel the hurt when it comes to landing your shots. Strength makes a big difference to your overall damage output, so a decent investment there is important. Since you won’t be on the front lines, Constitution doesn’t need too much attention, and Intelligence is your ideal dump stat. Your Will save will be decent thanks to your Sorcerer dip and your Paladin save bonuses, so Wisdom can hover around 10. This character is another that really appreciates a higher power pointbuy, since it likes so many different ability scores.

Alternate Racial Traits:

  • Silver Tongued / None

I know what you’re thinking… a human that didn’t take Dual Talent?! I’m surprised too. Still, the extra feat helps you cover all of your important archery feats in short order, and it’s highly recommended that you don’t swap it out for anything else. An extra skill point per level never hurts either, but if you want to be a superb diplomat, trade it in for Silver Tongued. If you really can’t live with yourself for not taking Dual Talent, you’ll have to postpone taking Deadly Aim until level 11, as that’s probably the earliest it can be fit in.

Skills:

  • DIplomacy
  • Intimidate
  • Stealth
  • Perception

You are human, so you’ll get a couple of skills. Arcane Archer will net you more too, since they get 4 per level. Perception and Stealth are never bad choices.

Progression:

  • P1: Point Blank Shot, Rapid Shot*, Precise Shot*
  • S1:
  • S2: Deadly Aim
  • P2: +1 Dex
  • P3: Weapon Focus – Longbow
  • P4:
  • P5: Manyshot
  • AA1: +1 Dex
  • AA2: Clustered Shots
  • AA3:
  • AA4: Improved Critical – Longbow
  • AA5: +1 Dex
  • AA6: Snap Shot
  • AA7:
  • AA8: Improved Snap Shot
  • AA9: +1 Dex
  • AA10: Combat Reflexes
  • P6:
  • P7: Improved Initiative
  • P8: +1 Dex

*Bonus Feat

There are a few interesting options here that bear mentioning. For one, swapping out your last three Paladin levels for Eldritch Knight levels will further supplement your Sorcerer spellcasting without negatively impacting your attack bonus, making it an appealing option. This does cause you to lose out on an extra smite per day, better smite damage, Distant Mercy and Aura of Care though, so it is a bit of a trade-off. Taking another two levels of Sorcerer is also worth considering, as you’ll get the best possible spell progression, only lose one Base Attack Bonus, and pick up your Draconic Resistances bloodline power.

You’ll notice you actually take two levels of Sorcerer before you continue on with Paladin, despite only requiring one to meet the Arcane Archer prerequisites. This is mainly because 2nd level of Sorcerer grants you more spells per day while still providing a point of Base Attack Bonus. This also means that your Arcane Archer bonuses to your Sorcerer casting progression will be more helpful earlier on. If you aren’t concerned at all about your spellcasting, you could always take just a single level of Sorcerer and grab the 6th level of Paladin, giving you access to Distant Mercy before you start your new career as an Arcane Archer. You also get a +1 bonus to all saving throws at that level, which never hurts. Personally, I would go for the extra Sorcerer level to make the most of your spellcasting abilities.

Your last few feats could be swapped out for whatever else you like. The Snap Shot line is as good a choice as any, though it takes a while to pay off.

Traits:

  • Magical Knack – Sorcerer
  • Reactionary

Magical Knack is fantastic for this character. For your second trait, Reactionary is always a good choice for a character primarily focused on ranged attacks.

Favored Class Bonus:

  • +1 to Energy Resistance of one kind of energy / +1 HP / +1 SP  (Paladin)

All of the favored class options are pretty good, so feel free to take whatever strikes your fancy. Energy resistance to fire might be nice, since it is a common element, and you may well be throwing a fair bit around yourself, considering your Draconic bloodline.

How It Works:

Sorcerer, Paladin and Arcane Archer dovetail beautifully together thanks to the synergy between the primary casting stat of Sorcerer and the primary special ability stat of Paladins. Archer Paladins are strong already thanks to Smite Evil, which directly rewards characters who can make multiple attacks, so adding Arcane Archer on top of that just adds insult (and more injury) to injury. The Draconic Bloodline Arcana of the Sorcerer is one that isn’t negatively impacted by your low number of levels in the class, making it an ideal option for someone looking to dish out damage with the few spells they have. The other wonderful feature of this build is its daunting saving throws, which will grant the benefits of both dipping into multiple classes for quick save boosts and the Paladin’s Divine Grace. You pick up Divine Bond right before becoming an Arcane Archer too, which is another great way to temporarily supplement your damage should you choose the (recommended) weapon version. Other than that, you basically just shoot things, buff yourself or your allies, or blow up your enemies with spells.

Closing Statement:

Sure, you could play your standard elf Ranger / Wizard / Arcane Archer, but why would you do that when you can be a smiting saving throw machine with great cross-class synergy? I assure you, this build is powerful, reliable, and the bane of all evil creatures lacking energy resistance.

All aboard the pain train! Toot toot!

Uni

Fun With Non-lethal: Unarmed Ninja Build

Ever wanted to play a character that strikes to disable rather than to kill? Ever wanted to play a bounty hunter that pulls a Batman and beats the living bejesus out of thugs, but refuses to take a life? If so, then this is your (wo)man, right here.

Nobody does non-lethal quite like this build does. If you can start out adjacent to an enemy and take a full attack on them while they are still flat-footed (which should be possible, thanks to vanishing trick), their lights are practically out already.

Archetypes:

  • Scout Ninja
  • Martial Artist Monk

The scout archetype for rogues is a big help to this build. If you were wondering, James Jacobs has already confirmed that alternate classes can take archetypes, so you can definitely legally play a scout ninja. The monk archetype (if any) isn’t too important here, since you only take a single level of it. I slotted in martial artist so your alignment isn’t restricted.

Race:

  • Human

Ability Scores: (+2 Str, +2 Dex / +2 Wis)

Epic Fantasy: 

  • Str: 14 -> 16 (5)
  • Dex: 14 -> 16 (5)
  • Con: 14 (5)
  • Int: 10 (0)
  • Wis: 14 (5)
  • Cha: 14 (5)

High Fantasy:

  • Str: 14 -> 16 (5)
  • Dex: 14 -> 16 (5)
  • Con: 12 (2)
  • Int: 8 (-2)
  • Wis: 14 (5)
  • Cha: 14 (5)

Standard Fantasy:

  • Str: 14 -> 16 (5)
  • Dex: 14 -> 16 (5)
  • Con: 10 (0)
  • Int: 8 (-2)
  • Wis: 14 (5)
  • Cha: 12 (2)

Low Fantasy:

  • Don’t. Just don’t.

If you thought the last build was needy when it came to ability scores, this character is going to be dumbfounding. Strength is your primary attribute, but you simply won’t be able to start with 18 if you want to be reasonably durable. AC is already not exactly the strong suit of this character, and lowering dexterity or wisdom any further will cripple you completely in this regard. Dexterity and wisdom supplement your AC, constitution gives you some extra (much-needed) HP, and charisma helps improve your ki pool. You could opt to gimp your charisma a bit to supplement your other scores, but I believe a more balanced approach will yield better results.

I wouldn’t even attempt this build in a low fantasy campaign.

Alternate Racial Traits:

  • Dual-Talent – +2 Str, +2 Dex / +2 Wis (Human)

As usual, humans are one of the strongest choices mechanically. A strength boost is of paramount importance, since even with the boost you’ll only be at 16 in a best-case scenario. The second boost can go to either dexterity or wisdom, though personally I prefer the boost to the former. Half elf or half orc could work if you use the flexible boost for strength, but your AC will be worse than the human (and as I mentioned, it’s weak to begin with).

Skills:

  • Acrobatics
  • Stealth
  • Use Magic Device

Acrobatics for Dragon Style, as per usual with a strength-based unarmed character. Stealth is another essential skill, since you’ll be slinking around in the shadows or invisible as often as you can. Use magic device isn’t required, but is highly recommended.

Progression:

  • N1: Sap Adept
  • M1: Improved Unarmed Strike*, Stunning Fist*, Dodge*
  • N2: Dragon Style, Vanishing Trick**
  • N3:
  • N4: Dragon Ferocity, Combat Trick – Power Attack**
  • N5:
  • N6: Sap Master, Weapon Training – Unarmed Strike**
  • N7:
  • N8: Shadow Strike, Rogue Talent – Offensive Defense**
  • N9:
  • N10: Improved Initiative, Invisible Blade**
  • N11:
  • N12: Knockout Artist, Unarmed Combat Mastery**
  • N13:
  • N14: Enforcer, Advanced Rogue Talent – Hunter’s Surprise**
  • N15:
  • N16: Improved Critical – Unarmed Strike, Evasion**
  • N17:
  • N18: Deflect Arrows, See the Unseen**
  • N19:

* Monk Bonus Feat

** Ninja Trick

There isn’t a lot of flexibility when it comes to feats, but there is a lot when it comes to your ninja tricks. You could however, move around the feats at levels 8 through 18 to suit your tastes. ALL of the ninja tricks listed here are great to have, so take them in whatever order suits you. There’s an argument to be made for taking Weapon Training – Unarmed before Power Attack, and taking Offensive Defense before either one might be worth considering too. You might also decide that invisible blade isn’t as worthwhile as the better unarmed damage, so you might grab Unarmed Combat Mastery when you hit level 11.

A second level in Monk is tempting, as it improves your flurry of blows attack bonus, all three saving throws, and slaps on an extra bonus feat. My line of reasoning in not taking the extra monk level is due to this character’s heavy reliance on sneak attack; the more monk levels you take, the lower your sneak attack is going to end up. The extra level is worth it mechanically though, so don’t hesitate if you want to go that route.

Traits:

  • Quain Martial Artist
  • Reactionary
  • Group Fighter
  • Blade of the Society

Quain martial artist is a no-brainer. Reactionary works great combined with your sneak attacks, allowing you to sneak (or charge) in and land a nasty hit or two before your enemy can get their footing. Group fighter will give you a better attack bonus when flanking enemies with your allies, which is always helpful. Blade of the society will increase your sneak attack damage by 1, but at the end of the day, that’s a drop in the pond for this character.

Favored Class Bonus:

  • HP
  • +1/6 of a new rogue talent?

You’ll have to talk to your GM about this one. A strict rules-nazi might declare that ninja tricks are technically not rogue talents, so you can’t take the extra 1/6 of a rogue talent favored class bonus. I think most reasonable GMs will allow it, but you never know. I’ve plotted out the build above assuming your GM is unfavorable. If they are favorable, just try to bump the rogue talents listed here down to an earlier spot. For the extra room that frees up later, consider taking deflect arrows, flurry of stars, and maybe ghost step.

The extra HP isn’t a strictly bad option though, so if earlier access to the good ninja tricks doesn’t appeal that much, you could always go that route.

How It Works:

This character can do unbelievable amounts of non-lethal damage when landing sneak attacks. Unarmed attacks are bludgeoning, and non-lethal unarmed attacks are… well… non-lethal bludgeoning weapons. What that means is that your unarmed attacks can benefit from sap adept, sap master, and of course, knockout artist, all of which dramatically increase your effectiveness when sneak attacking with unarmed attacks. At level 12 when you finally get all three, you’re looking at the following:

  • Base SA:  6d6
  • Sap Master: +6d6
  • Sap Adept:  +24
  • Knockout Artist:  +12

= 12d6 + 36    (48 – 108)     (avg. 78)

That’s just the sneak attack damage, before unarmed damage dice and bonuses from enhancement, strength and anything else. Landing two or more hits, this character can easily clear 100 non-lethal damage. If they manage to land all their attacks, they’re likely looking at over 300.

Thanks to your monk level, you can use flurry of blows for an extra unarmed attack per round, and thanks to dragon style and dragon ferocity, it should be at a sizable damage modifier. Since you only have one level of monk, your AC doesn’t scale with level though, which leaves you in the dust defensively. Keep this in mind, and see if you can get an ally to throw a mage armor on you every day. Barkskin can make a big difference, and carrying a wand of shield for special occasions isn’t a bad idea, if you have use magic device.

This character is not without their weaknesses; undead (which are a common staple of many campaigns) and a few other creatures are immune to non-lethal damage, which turns this character from one of the most dangerous on the field into a squishier-than-normal monk. You’ll still have your sneak attack though, so if you position yourself well and use your vanishing trick to make yourself an unfavorable target, you should get by. Your damage will still be good, and should carry you through most combats, even if you can’t do what you were made to do. Check with your GM on what types of thematic enemies will be common in the campaign, if they’re willing to divulge such information.

Your gold should go primarily towards increasing your AC, as that is your biggest flaw. Otherwise, gear that bumps up your strength, attack rolls and saving throws (in order of priority) is always excellent to have.

Closing Statement:

This character is a powerhouse with fun flavor attached. You’ll have a lot of trouble with undead, but otherwise, non-lethal damage isn’t a whole lot worse than real damage, mechanically. Functionally, an unconscious enemy is equivalent to a dead enemy, at least until they wake up. Clerics running around with massive healing spells can be a thorn in the side, since they can continue to heal characters that would be dead had the damage you dealt been lethal, but you can always just knock them out too.

Lots of crime-fighters on T.V. and in movies are known for their tendencies to strike to disable rather than to wound; it’s refreshing to see that the mechanics can play so nicely with such an iconic flavor.

When you’re about to land a devastating sneak-punch, make sure you shout  “FALCON… PUNCH!!” so everyone knows you really mean business.

Have fun out there,

Uni

The Angry Kickpuncher: Savage Barbarian / Martial Artist Monk Build

Hello hello,

It’s been a little while, and I think it’s time to bring out an old favourite of mine.

Monks are an interesting class to multiclass with, thanks to their eclectic mish-mash of combat-practical abilities, excellent saves and unique flavour. Many were the times that people like myself wished they could make a really angry monk that kicked a whole lot of ass, and this character does just that.

Combat style feats are excellent already, and this character benefits a lot from a couple of different ones. Functionally, this character plays like a monk, even though they have a far greater number of barbarian levels. Rage powers are exceptional, and can help round out the character nicely, dovetailing surprisingly nicely with the fighting style and abilities of the monk side.

Check it out, and enjoy!

Archetypes:

  • Savage Barbarian
  • Martial Artist Monk

Here’s where things get interesting.

First of all, go with the savage barbarian archetype; it dovetails beautifully with multiclassing into monk, and takes what would have been a completely useless archetype and makes it quite practical. When it comes to Monk, you’ve only got one option: martial artist. You need to be non-lawful to be a barbarian, and every other type of monk demands a lawful alignment. You miss out on a ki pool, but exploit weakness will be useful at lower levels. Unfortunately, it will start getting a little less practical at higher levels as it becomes steadily more difficult to meet the DC of the wisdom check, but at that point you can always choose to use it for a bonus to AC.

Race:

  • Human
  • Dwarf

Generally, I would recommend going human so you can take Dual-Talent and give yourself a nice boost to both Strength and Wisdom, but Dwarf gives you great bonuses to saving throws, though your attack and damage will be lower. I’m going to continue on the assumption that human is selected; if you decide you want to go with Dwarf, you’ll probably have to re-evaluate your ability scores to lean more heavily on Strength.

Ability Scores: (+2 Str, +2 Wis)

Epic Fantasy: 

  • Str: 16 -> 18 (10)
  • Dex: 14 (5)
  • Con: 14 (5)
  • Int: 9 (-1)
  • Wis: 16 -> 18 (10)
  • Cha: 7 (-4)

High Fantasy:

  • Str: 16 -> 18 (10)
  • Dex: 14 (5)
  • Con: 13 (3)
  • Int: 7 (-4)
  • Wis: 16 -> 18 (10)
  • Cha: 7 (-4)

Standard Fantasy:

  • Str: 16 -> 18 (10)
  • Dex: 14 (5)
  • Con: 13 (3)
  • Int: 7 (-4)
  • Wis: 14 -> 16 (5)
  • Cha: 7 (-4)

Low Fantasy:

  • Str: 14 -> 16 (5)
  • Dex: 14 (5)
  • Con: 13 (3)
  • Int: 7 (-4)
  • Wis: 14 -> 16 (5)
  • Cha: 7 (-4)

I’m not going to lie to you, this character is a tricky one to balance the stats for. Strength is of primary importance, and should be kept as high as possible, but additionally this character cares a lot about wisdom and dexterity, and more-so than most monks about constitution thanks to the barbarian levels. Dexterity, combined with a good wisdom, helps to keep your AC and saves respectable, and constitution adds to your rounds of Rage per day, which can be important.

Dwarves will have less of a problem with number of rage rounds per day thanks to their favored class bonus and constitution boost, which is a nice perk; I still don’t think it justifies the lower Strength score though, seeing as this character wants to focus on being an offensive powerhouse.

Alternate Racial Traits:

  • Dual-Talent – +2 Str, +2 Wis (Human)

You really want the Dual-Talent alternate racial trait here; this character is very ability score-hungry. On a dwarf, go with whatever you want, but for the love of the gods don’t replace your bonus to saves against spells with spell resistance. It is not worth it.

Skills:

  • Acrobatics

Acrobatics is necessary to meet the prerequisites for Dragon Style, which is exceptionally important to this build. Go with whatever else you like. Taking sense motive opens up the possibility of taking the snake style line of feats, but that generally isn’t as tempting as some of the other combat styles are. Stealth and perception are never bad choices, if you’re having trouble deciding.

Progression:

  • B1:  Power Attack
  • M1:  Dodge*
  • M2:  Dragon Style, Deflect Arrows*
  • M3: +1 Str
  • M4:  Dragon Ferocity
  • M5:
  • M6:  Weapon Focus – Unarmed, Combat Reflexes*
  • B2:  Superstition**, +1 Str
  • B3:  Weapon Specialization – Unarmed
  • B4:  Reckless Abandon**
  • B5:  Extra Rage
  • B6:  Ghost Rager / No Escape**, +1 Str
  • B7:  Improved Natural Armor
  • B8:  Increased Damage Reduction**
  • B9:  Ability Focus – Stunning Fist
  • B10:  Eater of Magic**, +1 Str
  • B11:  Elemental Fist
  • B12:  Come and Get Me**
  • B13:  Improved Critical – Unarmed
  • B14:  Clear Mind**, +1 Str

* Bonus Feat

** Rage Power

Level 5 in martial artist monk is phenomenal for this character, since the extreme endurance ability dovetails so swimmingly with rage. Going up to level 6 in monk gives you a better exploit weakness, +1 to all saves, a bonus feat and increased movement speed. The downside is the slower barbarian rage progression and slower access to rage powers. If you prefer to be a little more barbarian-y, feel free to drop level 6 monk for another barbarian level. The extra rage feat would be a godsend at lower levels, but it’s practically impossible to make room for it. If your DM lets you take an antihero feat in place of hero points, that could be a good use for it. Either that, or take weapon focus – unarmed there and throw in extra rage at level 7.

Taking the beast totem line of rage powers is a tempting option, as it gives you access to pounce eventually, but the lesser beast totem and (normally stellar) beast totem powers are largely wasted on you (since you already have natural armor and they don’t stack), and you wouldn’t get the capstone until level 16, which is too late to matter in many campaigns.

You might ask why this doesn’t include the monastic legacy feat since this is a perfect character for it, but regrettably, since you don’t get the still mind class feature as a martial artist monk, you don’t meet the prerequisites. You can’t always have your cake and eat it too, I suppose.

The feats from level 11 onward are all quite flexible, as none of them are strictly essential. Improved critical is there because it’s pretty much your last available option for increasing your damage, but it isn’t especially useful, since unarmed attacks only have a 20 x 2 critical. Elemental fist is quite useful against targets without energy resistance, but since many enemies will have resistances at that level, it loses some of its luster. Ability focus – stunning fist is there to improve upon your already impressive stunning fist attack, as the pain points ability of the martial artist has already made you better at this than conventional monks. You could always just take improved natural armor for every feat from level 13 onward, if your DM doesn’t put the kibosh on that. Other decent feat options include punishing kick, toughness, hammer the gap, extra rage, and extra rage power.

Your rage powers are mainly used to improve your defensive capabilities, though reckless abandon and come and get me add a little offensive punch when needed.

Traits:

  • Quain Martial Artist
  • Berserker of the Society

If you can get away with it, Quain martial artist is the best trait possible for this build. Your DM may decide to bar it though, given that it’s from a fairly obscure book. Berserker of the society is another great one, if you’re allowed to use pathfinder society traits.

Favored Class Bonus:

  • +1/3 to the bonus from the Superstition Rage Power (Human)
  • +1 to number of rounds of Rage per day (Dwarf)

How It Works:

It gets angry, it enters stances, and it punches things. A DM could make the argument that you can’t enter dragon style while you’re raging, as (s)he might deem that it requires patience and concentration, but since the stances don’t say as such, you should be able to persuade them. If not, you might be better off going with a single-class barbarian or monk. There is some amount of debate as to how power attack interacts with dragon style, as technically speaking, your first unarmed attack each round while dragon style is active is a primary natural attack that deals 1.5 x your strength in damage, which in theory satisfies the requirement for hand-and-a-half power attack damage (ie. +3 damage per -1 attack). You’ll have to leave this one in the hands of your DM, as I have heard arguments both in favour and opposed, and (as far as I know) there is no official word on this.

Your attack and damage are truly monstrous on this character while you’re raging. Make sure you get an amulet of might fists with the furious property on it, to make the most of your time while flying off the handle. If possible, beg and plead with your party caster to take craft wondrous items, so you don’t have to break the bank on it. In terms of gear, you’ll enjoy bracers of armor (or a mage armor buff from a friendly caster, if you can justify taking it on a barbarian with the superstition rage power), the aforementioned amulet, rings of protection, various ioun stones, belts of strength, headbands of wisdom, cloaks of resistance and anything else that increases your attack, damage or AC. Unfortunately, the amulet of mighty fists prevents you from wearing an amulet of natural armor, but a Naga-Scale Bindi or other similar items can give you a boost without one. Make sure you grab items to increase your mobility, like a quick-runner’s shirt and jaunt boots, so you’ll have an easier time setting yourself up for full attacks.

Overall, your AC will be good, but not stellar. Your saves will be almost insurmountable between the monks bonuses and the superstition rage power though.

Oh, and if you didn’t notice, this guy’s fast. Really, really fast.

Closing Statement:

I have to say, there’s something supremely satisfying about beating monsters to death with your bare fists, possibly while completely naked.

I didn’t put any crunch-numbers up here, but I’ve played this character at level 13 or 14 in a quick one-shot delve once, and he was easily doing between 25 and 35 damage a hit with all his gear on, while hitting quite reliably.

If you were looking for a unique take on either a barbarian or monk, or wanted to play a particularly brutal and savage Chuck Norris, you’ve come to the right place.

Go forth, and knock some heads! (Or, more likely, render them into a fine puree.)

My love for you is like a truck,

Uni

Pathfinder Dwarven Barbarian Build

I have previously made reference to Barbarians that are extraordinarily difficult to deal with, but I have yet to put up a build for one here. That changes today. Or maybe tomorrow, depending on how long it takes me to write. But for you, it effectively changes RIGHT NOW! As of you reading of this. There are Barbarians with a little more punch in terms of damage than these guys, but nobody’s got anything on their saves vs. spells while raging.

Archetype: 

– Armored Hulk

This is the way to go for sure. Armored Hulk gives you access to heavy armor, which will make full plate your armor of choice. You’re a Dwarf too, so you won’t be slowed down by it at all, like other Barbarians would be. Plus a Dwarf in heavy armor is like a fish in water thematically.

Race:

Dwarf is the entire point of this build, so this isn’t really a point of discussion. The Dwarven racial features dovetail beautifully with the Barbarian bonuses that you most want, rendering you nigh-immune to magic.

Ability Scores:

Epic Fantasy:

  • Str: 18 (17)
  • Dex: 14 (5)
  • Con: 14 -> 16 (5)
  • Int: 10 (0)
  • Wis: 10 -> 12 (0)
  • Cha: 8 -> 6 (-2)

High Fantasy:

  • Str: 18 (17)
  • Dex: 12 (2)
  • Con: 14 -> 16 (5)
  • Int: 8 (-2)
  • Wis: 10 -> 12 (0)
  • Cha: 8 -> 6 (-2)

Standard Fantasy:

  • Str: 17 (13)
  • Dex: 12 (2)
  • Con: 12 -> 14 (2)
  • Int: 10 (0)
  • Wis: 10 -> 12 (0)
  • Cha: 8 -> 6 (-2)

Low Fantasy:

  • Str: 16 (10)
  • Dex: 12 (2)
  • Con: 12 -> 14 (2)
  • Int: 8 (-2)
  • Wis: 10 -> 12 (0)
  • Cha: 8 -> 6 (-2)

Strength is the primary building block for your character’s power. Since you’re a Dwarf, you don’t need to heavily invest in Constitution to have a decent hit point pool and Fortitude save. Wisdom is shored up by your other racial bonus, and Charisma, a natural dump stat anyways for most Barbarians, is given the axe. Intelligence dips here with some point totals in favour of increasing scores that make a bigger difference to your character’s power and survivability, but could be adjusted if the flavour doesn’t suit you, or you dislike the idea of having two dump stats. If you were feeling particularly cheesy, you could even drop your Charisma (or Int for that matter) down to 7 to score an extra two points, but 5 Charisma is nearing “reasonable people flee on sight” territory, and your party members kicking you out because you’re just that intolerable (not that 6 Charisma is going to win you any popularity contests). There is a fair bit of flexibility here, but I wouldn’t drop below 16 Strength with any pointbuy, as any less would start to significantly diminish your combat effectiveness. Getting Dexterity up to 16 on a higher pointbuy is tempting, as it would allow you to gain the full Dex bonus from mithral full plate, but it’s a big investment, and is difficult to pull off without negatively impacting your other scores to a significant degree.

Alternate Racial Traits:

  • Rock Stepper

You don’t particularly want any of the alternate racial traits for Dwarves, but Rock Stepper is generally worthwhile. There are some other ones you could take if you like the flavour, like Craftsman or Wyrmscourged, just don’t take anything that replaces the Hardy trait, as it is essential for this character.

Skills:

  • Any

It doesn’t really matter what you pick here, as you don’t dip any prestige classes. Your primary skill-set revolves around rampant carnage on the battlefield anyways. Still, Perception is always a good choice, if you really can’t decide.

Progression:

  • 1: Power Attack
  • 2: Superstitious (RP)
  • 3: Steel Soul
  • 4: Lesser Beast Totem (RP)
  • 5: Weapon Focus – Nodachi / Falchion
  • 6: Beast Totem (RP)
  • 7: Furious Focus
  • 8: Guarded Life / Reckless Abandon (RP)
  • 9: Improved Critical
  • 10: Greater Beast Totem (RP)
  • 11: Lunge
  • 12: Eater of Magic (RP)
  • 13: Improved Initiative
  • 14: Guarded Life / Reckless Abandon (RP)
  • 15: Extra Rage Power – Fearless Rage
  • 16: Witch Hunter (RP)
  • 17: Extra Rage Power – Increased Damage Reduction
  • 18: Increased Damage Reduction (RP)
  • 19: Extra Rage Power – Increased Damage Reduction
  • 20: Clear Mind (RP)

A bunch of your higher level choices, including both Rage Powers (RP) and feats, can be swapped around however you like. I would recommend sticking with the progression chart up until level 10 though. If your GM likes long slogs, you may want to throw in an Extra Rage feat at level 11 or somesuch, though fitting it in earlier would diminish your combat effectiveness. As for weapon choice, nodachi and falchion are your best options, as they maximize your threat range, which is generally superior to scoring critical hits less often for more damage. If you like the flavour of some other weapon though, any two-handed weapon will be sufficient.

Traits:

  • Glory of Old
  • Lessons of Chaldira / Berserker of the Society

Glory of Old is essential here. Other than that, there are a few good options, including Berserker of the Society to snag some extra rage rounds per day, or Lessons of Chaldira to cover yourself when you happen to roll badly on an important save. Having another saving throw booster in there might sound nice, but since trait bonuses don’t stack, there aren’t a lot of ways to make it worthwhile. If you can’t take either of the last two, just grab whatever appeals to you.

Favored Class Bonus:

– +1 round of Rage / day (Dwarf Barbarian)

How It Works:

Between monstrous damage, a truly daunting hit point pool, decent AC and absolutely absurd saving throws against spells, especially while raging, this is one tough customer. Your GM will quickly realize that targeting you with the spells of even Wizards with Spell Focus and Greater Spell Focus is generally a waste of an action and time, and supplementing this resilience with Rage Powers like Eater of Magic can help save your skin in the rare situations where you roll a failed save. Since you’re a warrior class (with pounce, no less), Haste is still your best friend, so try to cajole one of your friends into casting Haste at the beginning of every fight before you start to rage, so you don’t have to roll a save against it. You can always role-play your character as accepting it reluctantly, but out of character, you’re definitely going to really want Haste to happen.

I won’t go into a detailed gear breakdown, but suffice to say you want a belt to increase your Strength, and items to boost your attacks, saves, damage and AC. Adding a little extra mobility with Jaunt Boots is always a good idea for a melee character as well, for those situations where pounce isn’t going to work for you.

Bring this Dwarf to bear and experience a whole different kind of power; the power of a character nearly immune to the most dangerous aspect of the game… magic.

That’s all for now.

Until next time,

Uni

Pathfinder Advanced Class Guide Playtest Analysis

As some of you Pathfinder fans may be aware, Paizo recently released a revised Advanced Class Guide playtest that was open access for everyone. I’ve seen the slippery slope that is power creep destroy 3.5 edition, mainly due to new base classes and prestige classes being added, so I was a little wary of this new offering. Nevertheless, I delved in and had a close look at all of their new classes, and I found the results quite mixed. Some of them seem a little stronger on paper, if you compare them to other base classes. Nevertheless, a lot of the concepts are good, and the abilities interesting and flavourful, which is the most important part; balance can always be tweaked. Anyways, let’s have a look at each class a little more closely, shall we?

Arcanist

Hit Die:  d6

Alternate Classes:  Wizard and Sorcerer

BAB:  Low

SP / Lvl:  2

High Saves:  Will

Profs:  Simple weapons

Strengths:

– Gets to “prepare” the spells they want to spontaneously cast each day

– Can gain access to the majority of the most useful features of both Sorcerers and Wizards through Arcane Exploits

– Can spend points from their Arcane Resevoir to boost caster level or saving throw DC

Weaknesses:

– Needs to invest in more ability scores than a pure Sorcerer or Wizard

– Slower spell progression than a pure Wizard

– No nifty favored class bonuses

Summary:

If one of these classes in particular is overpowered, it’s probably this one (not surprising, considering it’s a hybrid of two of the most powerful base classes). You gain the best of both worlds when it comes to both spontaneous and prepared casting, and you have access to the vast majority of the stuff you would care about from Sorcerer and Wizard from your Arcane Exploit abilities. Bloodline Development gives you access to the all-important Bloodline Arcana for a Sorcerer bloodline of your choice. Potent Magic is another incredible option, allowing you to make your most important spells extremely difficult to resist. If you’re going more of a blaster route, taking School Understanding and grabbing the abilities of the Evocation school or the Admixture sub-school will make you a powerhouse that might even surpass the Crossblooded blaster Sorcerer. Of course, there are no favored class bonuses to elemental damage available for the Arcanist right now, so you would lose out a little there by comparison, but you would be far more versatile.

The biggest problem the Arcanist faces is managing its ability scores. Where having a Sorcerer or Wizard start with 20 Charisma or Intelligence was possible (if a little tricky), it is far more difficult for an Arcanist. Though their spellcasting is all based on Intelligence, all of their abilities rely on Charisma. That means that they’ll need a heavy investment in Intelligence, at least a moderate investment in Charisma, and a passable investment in both Dexterity and Constitution. In all likelihood, you’ll be starting at 18 Intelligence, which is still quite good, especially considering you can boost your DCs by spending points from your Arcane Resevoir.

These guys are going to be complete powerhouses, if they’re kept like this. If they had access to either a school ability or a bloodline, they would just be strong, but being able to take both makes them monstrously effective. I suppose a similar effect can be achieved by dipping a single level of Sorcerer on a Wizard in order to gain access to the Bloodline Arcana of your choice, but I would think that a lot of DMs would put the kibosh on that level of munchkinery. Long story short, beware of optimizers playing this class.

Bloodrager

Hit Die:  d10

Alternate Classes:  Barbarian and Sorcerer

BAB:  High

SP / Lvl:  4

High Saves:  Fort

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– Good base attack bonus and Rage ability makes them capable in melee

– Gains access to a few Sorcerer Bloodline abilities and feats

– Can cast a small number of Sorcerer spells

Weaknesses:

– No Barbarian Rage Powers

– Lower hit die

– Can’t wear heavy armor without suffering from spell failure

Summary:

While on the surface the disadvantages of playing a bloodrager are minimal, losing access to rage powers is devastating for a Barbarian. Some of them, like Superstition, are so powerful that high level Barbarians can become nigh-unstoppable; their hit point pools are exceptionally high, and they become practically immune to spells that allow saving throws if you take the human favored class bonus. That’s outside of the crazy pounce shenanigans you can get into with the totem powers.

The trade-off, however, is still quite good. Being able to cast spells like Shield, Blur, Displacement, Haste, Heroism, and Stoneskin on yourself makes you far better than most Barbarians at defending against physical attacks, and decreases your reliance on fellow party members for your offensive buffs. The bloodline powers and spells you gain access to are much different from those of your Sorcerer counterparts; most of them provide you with options better for physical combatants. Unfortunately for you though, unlike the Magus, you have no way of reliably combining physical attacks with your spells. Given that you’re going to need high Strength, Dexterity and Constitution, your Charisma probably won’t be higher than 14. As such, your save DCs are not going to be competitive, making buff spells your best bet for your spells slots. Still, it is nice to have a Magic Missle or Scorching Ray in your back pocket for those occasions when an enemy thinks that hovering above your melee reach is an effective defensive strategy.

Bottom line, overall, is the Bloodrager more powerful than the Barbarian? The short answer is “maybe”; it depends how you played your Barbarians before. I can assure you that a Dwarven Barbarian with a lot of Strength, the Superstition Rage Power and the Steel Soul feat is unbelievably hard to deal with. Once they get Greater Beast Totem at level 10, it’s all over. With the Bloodrager, you’re forced to invest in what is in most cases a dump stat (Charisma), your saves against spells won’t be quite so ridiculous, and you won’t get the opportunity to pounce anyone. If we are comparing the average Barbarian (not the optimized one I was just discussing) to the average Bloodrager, well… the story might be a little different. Either way you slice it, I think this class is well-balanced enough to see play at my table.

Brawler

Hit Die:  d10

Alternate Classes:  Fighter and Monk

BAB:  High

SP / Lvl:  4

High Saves:  Fort, Ref

Profs:  Light armor, simple weapons, handaxe, short sword, “close” weapons

Strengths:

– Can qualify for both Fighter and Monk feats

– “Real” full BAB

– Can give themselves temporary access to new combat feats on the fly

– Somewhat better at Combat Maneuvers

– Knockout ability can be dangerous

– Does not require as many high stats

Weaknesses:

– No Ki

– Low Will save

– No Wisdom bonus to AC

Summary:

These guys are… well, they’re a combination of a Monk and Fighter. Like me, you may be asking, ‘wait… wasn’t Fighter and Monk already combined in the Martial Artist Monk Archetype?’ Yes, it was in fact. I suppose they felt like it wasn’t… fighter-y enough, or something. Or, more likely, they’re running low on ideas. One of the nicer things about this class is that it doesn’t require a large investment in Wisdom, though your Will save will be pretty lackluster. You can and should wear armor, and will likely greatly benefit from throwing a feat into Armor Proficiency Medium and wearing Mithral. It still counts as light (though you do require the proficiency), so it won’t impede your abilities at all.

The Martial Maneuvers ability is the only other thing that makes these guys stand out, but it is pretty interesting. You start off being able to spend a move action to grant yourself the benefits of a combat feat of your choice for one minute. Later on, you can give yourself two or even three feats, or activate the ability as a swift action. This could have some neat applications, especially when you’re giving yourself access to more than one feat at a time. Martial Maneuvers takes feats that would normally be highly situational, and makes them eminently practical, since you can pick them up and drop them again at your leisure. Really need to bull rush that guy off of a ledge? Well, now you have the Improved and Greater Bull Rush feats. Find yourself imprisoned? How does Weapon Focus and Weapon Spec shiv sound? Yeah, I know you could just punch them, but I’ve always wanted to play a character with Weapon Spec shiv.

The verdict… these guys certainly aren’t overpowered. Arguably, a standard Monk is better thanks to their superior saving throws and access to Ki. Nevertheless, the flavor is interesting (I’m kind of picturing Kelgar from Neverwinter Nights 2), and the mechanics are sound, while still adding a unique twist in the form of Martial Maneuvers.

Hunter

Hit Die:  d8

Alternate Classes:  Druid and Ranger

BAB:  Med

SP / Lvl:  4

High Saves:  Fort, Ref

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– Solid spellcasting and decent combat ability

– Stronger than normal Animal Companion that you can give flexible buffs to

– Share Teamwork Feats with your Animal Companion

Weaknesses:

– Benefits don’t seem to equal those of either the base Druid or Ranger

– Will likely fizzle out at double-digit levels

Summary:

These guys are a weird one. Their spellcasting follows the Bard / Inquisitor model of only reaching 6th level spells, and their Base Attack Bonus is equal to the worse of the two classes it is derived from. They are basically Animal Companion specialists able to buff up their companion (or themselves, for a more limited duration) and give them access to Teamwork Feats. My inclination is that they should be okay overall, but they’ll lack the kind of clout that a full-on warrior class would have. Animal Companions tend to be a little on the fragile side, and can start to dwindle in usefulness once you approach double-digit levels. Regrettably, I doubt this class will prove an exception to that general rule, especially considering they get very little love post level 8.

I feel like this class didn’t get enough to justify their decrease in casting effectiveness compared to the base Druid, which is already fairly powerful; perhaps an increase to high Base Attack Bonus would help balance them out a bit, though then their solid casting would need to be re-evaluated. They don’t have any particularly unique abilities outside of their ability to buff their companion and share teamwork feats with it, and the Cavalier can already do something fairly similar, only they grant it to the entire party! That said, at least there’s no rampant power-creep here, so for those who wanted a character who possesses a deep bond with an Animal Companion, maybe this will fit the bill.

Investigator

Hit Die:  d8

Alternate Classes:  Alchemist and Rogue

BAB:  Med

SP / Lvl:  6

High Saves:  Ref, Will

Profs:  Light armor, simple weapons, hand crossbow, rapier, sap, shortbow, short sword, and sword cane

Strengths:

– Excellent skill user

– Has access to Alchemist Discoveries (including Mutagen) and Rogue Talents

Weaknesses:

– Studied Combat doesn’t last long enough to be reliable, and they only receive one “Sneak Attack” per standard action they spend setting it up

– Has to focus on Intelligence to make the most of their abilities, to the detriment of combat stats

Summary:

Investigators are the class for your group’s consummate role-player; they’re the ones that love speaking in character and write complex personalities and back-stories full of intrigue and subtlety. They’re excellent skill monkeys, possessing a number of tricky ways to bump up their skill checks. Investigators aren’t particularly useful in combat, though they can hold their own well enough if they take the right abilities, like the Alchemist’s Mutagen. Their access to Alchemist extracts also helps give them a bit more combat strength and general versatility.

Unfortunately, their only trick for doing less-than-shoddy damage is quite limited. Studied Strike is an ability that pairs with Studied Combat; the latter is activated first, and once it is switched on, provides a bonus to attack rolls equal to half their Intelligence modifier. The three glaring problems with this ability are that it requires a standard action to activate, it only lasts for a number of rounds equal to half their Intelligence modifier in addition to only using half as a bonus, and a target can’t be affected by it more than once per day. But wait, it gets worse. Studied Strike, (which already does significantly less damage than Sneak Attack) immediately ends your Studied Combat state, which means that you get one good hit, and then you’re fighting like a Rogue who has no Sneak Attack. In case you didn’t know, a Rogue without Sneak Attack is really, really bad. Actually a normal Rogue is pretty bad under most circumstances. So this is… well, it’s a special kind of bad normally reserved for Wizards who run out of spells and aren’t carrying staves or Pearls of Power. It really says something that even if they could do this at will, it still wouldn’t be good. Why the arbitrary limitations? Because they’re fairly good with skills? Using skills and being in combat are two completely different types of challenges; there is no reason one character should be punished in one for being good in the other. But anyways, that’s a difference in design philosophy on my part. and I digress.

An Investigator’s only solace lies in leaning on their Alchemist side. Drinking buffing extracts and a Mutagen could make them… well… not a complete waste of space on the battlefield, just don’t expect miracles here. Investigators don’t get access to the Greater or Grand versions of Mutagen, nor can they get the more powerful Alchemist Discoveries that push Alchemists up to a top-tier class.

Overall, even a standard Rogue will likely be more effective in combat than an Investigator, but if you’re planning a campaign in the Eberron setting wherein someone wants to play an Inquisitive (fantasy detectives), this would be the right class for it… just make sure most of the campaign involves conversation as opposed to combat.

Shaman

Hit Die:  d8

Alternate Classes:  Oracle and Witch

BAB:  Medium

SP / Lvl:  4

High Saves:  Will

Profs:  Light armor, medium armor, simple weapons

Strengths:

– Flexible bonuses from different spirit animals

– Access to the Druid spell list without losing some of the best Cleric buffs

Weaknesses:

– Nothing really makes them stand out from your usual divine casters

– Abilities granted by spirits tend to be worse than the best Cleric domains and worse than most Oracle Mysteries

Summary:

I’ve read through most of what this class does a couple of times now, and I feel I can definitively state that I have no idea what to think of it. Their spellcasting progression is fast, and they have access to some solid spells, but at the end of the day, they just feel like a watered-down Cleric. Though they call them Hexes, the abilities you gain access to are closer to Cleric Domain abilities or Oracle Mysteries than they are to Witch Hexes, only they’re less powerful than either. Their proficiencies, hit die and casting stat are the same as a Cleric’s (which is weird, because neither the Witch nor the Oracle rely on Wisdom). Additionally they get this kind-of sort-of spontaneous casting ability, but it has more in common with a Cleric’s domain slot than it does with spontaneous casting. This whole class probably would have made more sense as a Cleric Archetype. Anyways, I’ll stop griping and get down to the nitty-gritty.

Shamans have some interesting flexibility thanks to their Wandering Spirit ability, but I don’t know how much of a help that would be in game, considering most of the spirit abilities are lackluster, outside of the Battle spirit. Interestingly, Shamans pull from the Druid spell list, and have a few of the better Cleric self-buffs thrown on for good measure. This could have some useful applications, including providing access to Barskin and Stoneskin, but it also gives you a lot of useless Animal Companion-related junk as well.

Shamans should be roughly on-par with a Cleric, which is certainly not the worst class to be tied with. If you like the idea of a character who runs around calling to the spirits to aid them in battle, maybe play one of these instead of a Cleric; they’re pretty much the same thing anyways.

Skald

Hit Die:  d8

Alternate Classes:  Bard and Barbarian

BAB:  Medium

SP / Lvl:  4

High Saves:  Fort, Will

Profs:  Light armor (casting permitted), medium armor (casting permitted), simple weapons, martial weapons

Strengths:

– Throw your allies into a Barbarian-like Rage

– Your allies gain the benefits of Rage Powers while affected by your Raging Song

– Has a limited access to spells not on the Bard spell list

– Medium armor proficiency and ability to cast spells while wearing it

– Proficient with all martial weapons

Weaknesses:

– Effectiveness is primarily dictated by party composition

– Cannot use any of the “utility” songs of the standard Bard

– Still primarily a support character

Summary:

I can’t believe it, someone is actually trying to fix the Bard class. And, well… they actually did a decent job of it. Where many classes experienced substantial boosts in power from 3.5 edition, Bards were left mostly by the wayside. It is my theory that Paizo, like so many other producers of D&D-based game products, secretly hates Bards (see Grobnar from Neverwinter Nights 2 for an example of how much contempt some designers have for them). Bards share the bottom of the power totem pole with Rogues, who are notoriously spotty in effectiveness. Since the Ninja archetype has been introduced, Bards have held that lonely, shameful title all by themselves. Yes, their spellcasting is okay, but they primarily specialize on enchantment spells, and they’re a far cry from the effectiveness of a Fey bloodline Sorcerer. They can’t be competitive in physical combat either, as they lack the potent self-buffs of the Cleric, Oracle or Alchemist, the Sneak Attack of the Rogue, the Base Attack Bonus of the warrior classes, and the speed and endurance of the Monk. Their Bardic Music is okay, but the bonuses for Inspire Courage don’t stack with other competence bonuses, which can be obtained through equipment, spells or abilities which can remain active nearly all the time. You could say the other standard Bard songs don’t really strike a chord with me. That’s enough harping (HUZZAH BARD PUNS!) on the core Bard though; let’s take a closer look at these guys.

The Skald has a few features that greatly differentiate it from the standard Bard, and all are extremely helpful. For one, the Skald loses access to the other standard songs of the Bard in exchange for a single, powerful one in the form of Raging Song (so much for “music calms the savage beast”). Raging Song does what you might expect; it allows the listeners to fly into a rage similar to that of the Barbarian class, though to a lesser degree (at first). This gives your allies a morale bonus to Strength and Constitution, which will have your party warriors showering you with loving adoration. It doesn’t stop there though; every three levels, the Skald gains a Rage Power that those under the effects of their song can benefit from, allowing you to do things like, oh, I don’t know… GIVE YOUR ENTIRE ADVENTURING PARTY POUNCE. I know, right? How about giving every character in your party the benefits of the Superstition Rage Power when you enter battle with a powerful caster? That’s an easy one.

Hold on, don’t get too excited yet… it gets better. The Skald’s Spell Kenning ability lets them cast a spell of your choice (of a level you can cast) from the Wizard or Cleric spell list once per day, giving you access to stuff like Divine Power, Teleport, Transformation, or even direct attacking spells like Fireball or Battering Blast. This helps give Skalds the tools they need to buff themselves, while at the same time fitting the “jack-of-all-trades”, versatile flavour of the class. The last big thing that Skalds get is the ability to wear medium armor while casting spells. This takes away the necessity of heavily investing in Dexterity and allows you to focus more on your Strength score, which will make you far more effective than most other Bards in melee combat. Throw a feat into Heavy Armor Proficiency and you can rock the mithral full plate like a champ! Slap on a two-handed martial weapon (which you’re also proficient with), and you’re ready for a night on the town! Oh and in case you weren’t impressed yet, you also get a little DR at higher levels.

The only real problem with this class is that its effectiveness is primarily dictated by your party composition. If your group consists of a melee Alchemist, a two-hander Fighter, a warrior-Cleric, a Strength-based Ninja and an archer wielding an Adaptive composite bow, you’ll probably be the MVP of your party for the entire campaign. If your party consists of a Magus, caster-Oracle, Sorcerer, Swashbuckler (see below) and a (shudder) vanilla Bard, your party members will probably scowl at you patronizingly when you start your Raging Song. Coordinate character creation with your gaming group to maximize the benefits of this excellent team-player.

Bards really needed some love, and love this surely is. Though this class can be very powerful in certain parties, I don’t think that’s really a bad thing; a character dedicated to a support role should be making a significant difference for their party. If these guys make it to print as currently written, it might finally be time to dust off your lutes, my friends.

Slayer

Hit Die:  d10

Alternate Classes:  Ranger and Rogue

BAB:  High

SP / Lvl:  6

High Saves:  Fort, Ref

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– High Base Attack Bonus and some Sneak Attack progression

– When sneaking up on enemies, can easily set up on them with Favored Target

– Gains access to your choice of (some) Rogue Talents and Ranger Combat Style feats

Weaknesses:

– Sneak Attack improves slowly

– No way to obtain the Ninja Ki Pool extra attacks

– Favored Target isn’t as useful when you don’t sneak up on your enemy until you hit 7th level

Summary:

I’ll start off by saying that I really like the Slayer. I love Sneak Attacking classes, and their Favored Target ability dovetails beautifully with a stealthy build. Boasting a high Base Attack Bonus to go along with their modest Sneak Attack progression, Slayers make for great assassins (either just in flavour or in prestige class). For those of you familiar with the Baldur’s Gate series of games, these guys play a little like a Fighter / Thief; they do better damage when they sneak up on someone, but they can really kick some teeth in in toe-to-toe combat too. Favored Target is quite powerful and far more versatile than Favored Enemy, but setting it up mid-combat will slow your momentum if you haven’t hit level 7 yet. Their class skills are good and they have an impressive number of points to spend, though regrettably they didn’t inherit Disable Device or Trapfinding from their Rogue half.

Slayers can cherry-pick the best of the Ranger Combat Style feats and have access to a good chunk of Rogue talents as well. Some of the Advanced Rogue Talents are glorious on a character so proficient in combat; Opportunist in particular will be devastating if you went with a two-handed weapon. Slayers benefit a bit from having a healthy Intelligence, so balancing your stats might be slightly tricky at times. Your Will save is already pretty bad, so dumping your Wisdom could prove dangerous, though Charisma is as viable a dump stat as ever, assuming you don’t care much about using Bluff, Disguise or Intimidate. I’m a little perplexed as to why they didn’t get access to the Knowledge (nature) skill though; having good Knowledge (dungeoneering) and Knowledge (nature) would make Slayers great scouts, and give them a unique niche way to spend their plethora of skill points. It would also fit with the whole part Ranger thing.

On the flip-side, your Sneak Attack progresses quite slowly; in fact, you don’t even get your first die until level 3. The benefits of a higher Base Attack Bonus weighed against the amazing power of the Ninja Ki Pool isn’t clear cut either; yes, the Base Attack Bonus is always there and you always benefit from it, but being able to get additional attacks at your highest Base Attack Bonus is incredibly strong. You also can’t completely replace a standard Rogue, since you lack Disable Device and Trapfinding. Rangers have the advantage of some minor spellcasting and an Animal Companion, and Favored Enemy is undeniably punchier than Favored Target when a Ranger is fighting an enemy they can apply it to.

All told, this class is effective and well-balanced. I have no doubt that they will fit in fine within a party of core characters without your fellows crying bloody murder about power-creep. The flavour is fun too, and fits well with the underhanded, dishonorable, and practical warrior archetype, such as Bron from the Game of Thrones series.

Swashbuckler

Hit Die:  d10

Alternate Classes:  Fighter and Gunslinger

BAB:  High

SP / Lvl:  4

High Saves:  Ref

Profs:  Light armor, bucklers, simple weapons, martial weapons

Strengths:

– Good damage with light, one-handed piercing weapons

– Some useful defensive abilities and other miscellaneous tricks

– Can generate attacks by spending Panache to parry

– Does not require exceptionally high stats

Weaknesses:

– Fortitude and Will saving throws will likely be very poor

– Can’t do much to enemies at a range

Summary:

And, at long last, Paizo reveals a Swashbuckler class. Overall, it is quite effective, though they make the Duelist prestige class seem pretty superfluous. Swashbucklers can do truly daunting damage thanks to their Precise Strike ability, and when under attack, can counter-stab enemies quite viciously. Combat Reflexes is practically a necessity, since Opportune Parry eats up an Opportunity Attack. Menacing Swordplay is another neat feature you get access to early, allowing you to spend a swift action to Intimidate enemies who you strike in melee. Swashbucklers, somewhat unsurprisingly, also really enjoy the use of bucklers, and are one of the only classes to do so. Perhaps the most amazing thing about Swashbucklers is that as of level 4, their levels count as Fighter levels for the purposes of meeting feat prerequisites. Weapon Specialization, Greater Weapon Focus and Penetrating Strike are all within reach for you, and all are godsends.

The Swashbuckler’s only good save is Reflex, which will probably already be very high thanks to their Dexterity-focused abilities, meaning that Fortitude and Will will likely be left lacking. They can make up for this deficiency with their Charmed Life ability, which lets them add their Charisma modifier to a saving throw roll as an immediate action. They actually get a pretty solid number of uses per day of this as well, incentivizing you to load up on Charisma for a reason outside of your Panache pool.

The effectiveness of this class might partially be affected by what types of weapon enchantments your GM allows you access to; a weapon with the Agile property would help stack on some more damage and turn Strength into a relative dump stat (10 or 12 would probably be sufficient). Otherwise, you might want to get it up to 14 or so to give you a decent base damage mod.

It’s hard for me to say this, because I really love the flavour of Swashbucklers, but I do think this class is a little overpowered. They outclass a sword-and-board Fighter in nearly every conceivable way by adding their level to damage, having access to all the fighter-only combat feats, being able to generate extra attacks for themselves, and having superior defensive options. The only real fix that is needed is a removal of the ability to take Fighter-only feats. If you do decide to allow this class at your table, I recommend you make that change. The Charmed Life ability should probably be toned down a bit too, perhaps starting with one or two initial uses. It’s a cool class with a cool flavour, it’s just a little bit excessive in its implementation.

Warpriest

Hit Die:  d10

Alternate Classes:  Cleric and Fighter

BAB:  Medium (technically)

SP / Lvl:  2

High Saves:  Fort, Will

Profs:  Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons

Strengths:

– Killing things

– Buffing and then killing things

– Healing self, for to better continue killing things

Weaknesses:

– Requires a number of ability scores

– Channel energy is a waste of an option

– “Fake” high Base Attack Bonus slows meeting prerequisites for feats

– Few Skills

– Fighter party members will whine about how awesome you are  😥

Summary:

Oh Warpriest, Warpriest, Warpriest… what am I going to do with you? In the first playtest package you were too weak, in this one, you’re too strong. Surely there’s a happy medium somewhere?

This is a guy (or girl) well poised to ruin your day. For starters, although Warpriests technically have a medium Base Attack Bonus, while wielding their Sacred Weapon (ie. anything they have Weapon Focus with, apparently), they count as having a high one. That means a dauntingly high attack bonus, and faster progression to iterative attacks. Slap on Inquisitor spell progression, self-healing as a swift action, and the ability to quicken any spell they have prepared multiple times per day and you have the basic skeleton of the Warpriest. Yes, you read that right; MULTIPLE SPELL-LEVEL INDEPENDENT QUICKENS PER DAY. If your jaw hasn’t dropped off your face yet, I don’t think you realize just how unbelievably powerful that is. Warpriests have a pool called Fervor, which they can use to heal themselves as a swift action, heal others as a standard action, or quicken a spell they have prepared. The only real restriction here is that you can only target yourself with the spell. BOO-HOO, I can only quicken my SELF-ONLY buffs which are my BEST SPELLS TO BEGIN WITH. So how large is this Fervor pool, you may ask? Half your level plus your Charisma modifier points, that’s how many. And I’ll tell you something… that’s actually a LOT OF USES for something so earth-shatteringly powerful. Granted, it shares uses with your swift action self-healing, but if you took the Healing Blessing (Warpriest’s version of Domains), you can quicken healing spells on yourself with a SEPARATE POOL OF QUICKENS, and THAT pool is equal to THREE plus half your level. Anyways, I think you get the idea.

Thankfully, Warpriests don’t get to snag all the Fighter feats like a Swash can, but they do get a Magus-like ability to temporarily enchant their weapons and armor, adding bonuses and properties to them. You can only enchant your weapon for 1 round / level per day, with the armor one lasting 1 minute / level per day, though you don’t acquire it until level 7. Warpriests also pick up Channel Energy at level 4, though they would have to expend uses of their Fervor pool for it, and SCREW THAT NOISE. Warpriests get to select two “Blessings” at level 1, giving them access to a couple of unique abilities. As I mentioned earlier, they function a lot like domains, but they give you specific abilities you can use a limited number of times per day, and don’t grant any extra spells. Some of those, like the aforementioned Healing Blessing, are quite powerful. The Strength Blessing is another winner, giving you a bonus to all of your attacks equal to half your Warpriest level for 1 round as a swift action (are you sensing a theme here?), though Liberation and Luck are other fantastic ones, also activated as swift actions.

The last awesome thing about Warpriests is that their weapon damage dice with their Sacred Weapon is determined by an increasing progression based on their level or their weapon, whichever is better. This is more flavourful than it is powerful, but it has some neat applications. A high-level Warpriest with good Dexterity dual-wielding kukris could be quite fun, and surprisingly effective. Certain weapons that have interesting properties but poor damage may see some use here as well, such as a bill or scythe. I would be very interested in statting out a Warpriest built around shield bashes or armor spikes with this in mind, too. If you didn’t mind spending lots of money on ammunition, you could even make a badass shuriken Warpriest.

In short, this class is stupid, stupid powerful. Between swift action stuff all over the goddamn place, a very solid spell progression and a functionally full Base Attack Bonus, the Warpriest shrugs nonchalantly when a Fighter boasts about their Weapon Specialization and Weapon Training. They chuckle audibly when the Ranger proudly mentions their ability to cast spells that supplement their combat prowess. They quirk an eyebrow at the Paladin who declares himself the ultimate divinely-powered warrior. They scoff openly when the Magus declares herself the best at combining spellcasting with combat. In other words, these guys are kind of overpowered, and probably need a solid whack from the nerf bat.

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Well, that’s it for my analysis of the new revision of the playtest! Go try out your favourites, and happy gaming to you.

Uni

Baldur’s Gate Enhanced Edition and Baldur’s Gate 2 Enhanced Edition Best Sword and Sorcery Character Builds

Baldur’s Gate and Baldur’s Gate II Enhanced Edition have been out for a while now. Though the “enhancements” that have been offered are not the most compelling (save for the multiplayer lobby perhaps), the game itself still stands the test of time. Being a veteran of the original series myself, I’ve played around with a vast range of character classes and builds. Personally, my favourites are the ones that combine swordplay and sorcery. So, what is the best way to become a spell-slinging swordmaster? Here are a few options!

1. Dual class Kensai / Mage

This one is restricted to humans, and it is truly a devastating approach to combat. Robes don’t count as armor, so a Kensai / Mage can equip a wide range of helpful pieces of equipment in an otherwise useless slot, including the Robe of Vecna and Robe of the Archmagi. Kensai normally have poor AC, but thanks to your mage buffs, you can turn yourself into a monstrous defensive machine. You can also achieve Grand Mastery in a weapon of your choice, giving you an excellent combat advantage over a Multiclass Fighter / Mage too. There are a few good levels at which to switch to mage; 7, 9, and 13 stand out in particular. If you switch at level 7, you gain the first bonus half attack per round from being a level 7 fighter, and you’re sitting at a net +2 to attack and damage from your Kensai bonuses. Holding out until level 9 gives you another attack and damage, as well as better HP overall. Level 13 is the best possible time to switch for your end-game Throne of Bhaal power, giving you the last extra half attack per round, and leaving you with a daunting +4 bonus to attack and damage from your Kensai abilities, but getting yourself to level 14 in mage is going to be a painful process. Personally, I would probably go with the level 7 switch so you gain the one extra half attack, and don’t have to painfully suffer through most of Shadows of Amn.

Pros:

  • Excellent combat ability with little impact on overall mage development in the long-term
  • Inability to wear armor is barely a disadvantage at all because of your mage buffs

Cons:

  • Cannot wear the Elven Chainmail that other Fighter / Mage characters have access to
  • Doesn’t learn Fighter High-Level Abilities (no Greater Whirlwind)
  • THAC0 tapers off at high levels

2. Multiclass Fighter / Mage (Illusionist)

Multiclass Fighter / Mages are consistently powerful throughout their careers (though their mage levels are fairly useless through the first part of Baldur’s Gate), as they don’t have to dual-class the way humans do. The best thing about Fighter / Mage multiclass characters is that they can pick a race other than human. Gnome Fighter / Mage characters are extremely resilient, thanks to their “shorty” saving throw bonuses (basically, make sure you have 18 Con and your saving throws will always be stellar), not to mention the fact that they’re the only race allowed to be a multiclass specialist mage (illusionist). Although Fighter / Mage is not quite as punchy as Kensai / Mage, I find it far more palatable to play since it is far less “munchkin-y” and far more consistent.

Pros:

  • Consistently powerful
  • Access to both Mage and Fighter High-Level Abilities
  • Good number of High-Level Abilities by the end of the game because you have two classes
  • Allows you to pick stronger races than human, such as Gnome for amazing saving throws and Illusionist kit

Cons:

  • Can only achieve Specialization (**) in weapons
  • Can’t choose a Fighter kit

3. Blade Bard

Blades are a bit of a strange bunch. Some people unequivocally say that they are nothing more than pretenders (they are actors, after all) wishing that they were Fighter / Mages. That isn’t entirely true, but it isn’t entirely false either. Blades can’t put more than a single proficiency point in any weapon, though they can gain up to three in Two-Weapon Style. They don’t get any extra attacks per round as they level, and their THAC0 is almost always going to be worse than a Kensai / Mage or Multiclass Fighter / Mage. Though they can cast mage spells, they’ll generally be casting fewer of them per day, and can’t go above 6th level spells in the vanilla game.

Blades make up for their significant shortcomings through the use of their spin abilities. Starting with 1 use of Offensive Spin and Defensive Spin at 1st level and gaining an additional use every four levels, they eventually have enough that they can use them with relative impunity. Offensive Spin grants the Blade a +2 bonus to attack and damage, grants an additional attack per round and causes all of their attacks to deal maximum damage for the four round duration. The big caveat here is that Offensive Spin doesn’t stack with Haste or even Improved Haste, which is a massive damper on their overall damage output (an unnecessary one, if you ask me). Defensive Spin roots the Blade to a single spot, preventing them from moving (though you can still attack), and improving their Armor Class by 1 per level, to a maximum of 10. Thanks to Defensive Spin and their access to strong buff spells like Blur, Mirror Image, Spirit Armor and Stoneskin, Blades can be your staple tank for particularly hard-hitting enemies throughout BG1 and BG2. Even in BG1, it is relatively easy to get a well-prepared Blade down to nearly -20 AC when in Defensive Spin. In this capacity, no other sword and sorcery character can equal them. Blades also cast spells at their full bard level, meaning that a Blade’s spells will hit harder, and their dispels will be more powerful than the other characters above, or even a pure mage, for that matter, since they level the fastest of any class in the game. Blades still have pretty good lore and pick pocketing ability despite their kit penalties, but this is a pretty situational fringe benefit. The lack of extra attacks per round when leveling and their inability to specialize in weapons is a pretty massive downside, but wielding weapons like Kundane, Belm and the Scarlet Ninja-to can help minimize this disadvantage.

If you do decide to go with a Blade, I highly recommend you download the Rogue Rebalancing Mod (which was recently made compatible with BGEE and BG2EE). The Rogue Rebalancing Mod gives them *** in Two-Weapon Fighting to start with (as per PnP rules), allowing them to spread out their proficiency points into a wide array of weapons. It also tweaks their High-Level Abilities, giving them access to the amazingly strong Whirlwind Attack, which can be combined with Offensive Spin to give a Blade a significant amount of late-game punch. It also fixes their spell progression so that it continues to improve once they’ve reached 20th level, eventually getting them up to 8th level spells. They lose access to the special traps that rogues normally get, but it didn’t really make sense for Bards to throw around masterfully constructed explosive traps anyways.

Overall, Blades are fairly strong, but they can’t quite measure up to the raw combat ability and reliability of a fighter class, though they do have a bunch of neat tricks up their sleeves.

Pros:

  • Decent combat and spellcasting ability
  • Access to the Use Any Item High-Level Ability
  • Can become defensive monsters through buffs and Defensive Spin
  • Offensive Spin’s buffs are significant
  • High caster level

Cons:

  • Cannot gain extra attacks per round through leveling or specialization in weapons
  • Limited to only Proficiency (*) in weapons
  • Tapers off at high level without the Rogue Rebalancing Mod
  • Spellcasting is mediocre and never improves past level 20 without the Rogue Rebalancing Mod

4. Multiclass Fighter / Thief / Mage

This one is a mouthful. The FTM is a consummate jack-of-all-trades, master of none. Their THAC0 is going to be decent, though certainly the worst of the actual fighter types most of the time. Their spellcasting is going to be significantly less effective and improve far more slowly than any of the other options listed here, even compared to the Blade, They also miss out on 9th level spells, as when they hit the level cap they are only able to cast 8th level spells. That being said, there is a special kind of joy in being able to cast Invisibility on yourself with impunity on a character with an impressive backstab multiplier and the weapon-skill of a fighter. This is a character that warriors, clerics and other rogues will despise fighting, since as soon as they close the distance (or perhaps begin targeting you with a spell in the case of some clerics) you’ll vanish, only to pop up behind them and splatter their guts on the floor. Even more-so than with the other builds listed here, your spells should primarily be reserved for buffs, since your caster level is comparatively low, making you a poor blaster mage. Spells like Invisibility, Mislead, Improved Invisibility, Haste and Breach should all make regular appearances on your spell list. If you can load up on a higher caster level mage or bard to throw around Remove Magic for you, you should be all set.

All that said, setting yourself up for backstabs is your primary strength, and later on in Throne of Bhaal some of the more threatening enemies are immune, relegating you to the shameful and loathed role of “crappier Fighter / Mage”. You do get a veritable ton of High-Level Abilities by the end of the game, but none of those will include the juicy 9th level mage spells a single, multi or dual classed mage would get. FTMs are amazing solo characters though, and if you remove the experience cap from the game, they can become a veritable one-person army. The worst thing about playing an FTM is how painfully slow the leveling gets; once you breach the double-digits in all your classes, your leveling slows to a crawl.

Pros:

  • Ability to set themselves up for devastating backstabs
  • Highly versatile, and great for soloing
  • Lots of High Level Abilities, and many strong options to choose from
  • With the experience cap removed, they can become monstrously powerful

Cons:

  • No 9th level spellcasting
  • No mage High-Level Abilities
  • Painfully slow leveling
  • Can end up lackluster in a larger party late game due to lack of focus

Alright guys, that’s it for now. Get out there and slay some dragons or something.

Cheers,

Uni

Baldur’s gate II: Enhanced Edition Review

Happy holiday season from Uni!

What better way to enjoy the holidays than to revisit a revised classic?

Baldur’s Gate II ate up a lot of my free time when I was a young teenager. I even had a few high school friendships blossom through shared stories and strategies from what certainly hits number one on my list of top ten PC RPGs of all time. The combat system was needlessly opaque (though this was more the fault of AD&D in general), it wasn’t particularly concerned with game balance, and some of the romances were a little shallow, but Baldur’s Gate II started something; it ushered in a new, story and character-driven approach to western RPGs that struck a chord with gamers everywhere. I could go on and on about the sense of scale and scope in this series, the endearing characters that still hold a special place in my heart, the strong voice acting and the daunting, diabolical villains, but this isn’t really about Baldur’s Gate II; we know that’s a good game. The question is, is the Enhanced Edition worthy of your time and money?

One of the biggest draws of BGEE was the prospect of having all the flexibility, kits and features of Baldur’s Gate II in the original game (though to be fair, modders had already accomplished this). Needless to say, Baldur’s Gate II already has all of the features they carried over into BGEE, so what exactly did they add to BGIIEE? Well, frankly, not a lot. The NPCs they added in BGEE make a return, and two out of three are quite strong as party members. They all have their own unique quest lines, and in at least two cases, romance options. The NPC quests include new areas to explore as well. Outside of that, there’s The Black Pits 2, a continuation of the pit fighting mini-game they added in BGEE, but it seems riddled with bugs that make it difficult to play at best. There’s also a ground loot window that you can scroll through to quickly pick up the choice morsels from the ground without tediously clicking individual body piles (my favourite new feature) and the multiplayer functionality has been improved as well. And… well, that’s it, actually. That’s what they want you to pay $25 for.

There are numerous reasons why this is a steep asking price, not the least of which is the fact that the majority of what they added is new NPCs, something which is available in droves of varying quality from the modding community. The loot window is excellent, but certainly not worth $25. The only thing that could redeem it is the multiplayer functionality, which having tested it a few times with friends now, I must say is leaps and bounds better than the original games. Games are now listed in a multiplayer lobby, which your friends can scroll through to find your game. You can set a password to restrict access, as well. It’s fast and it’s fairly easy, though it would be nice if we could use Beamdog user names and passwords and filter games by friend; the only holdups we had were when we couldn’t find the right game in the dozens of others that were up and running.

One of the things that particularly irked me about this enhanced edition is that some of the bugs present in the original game have carried over into the enhanced edition. The Shapeshifter Druid for example would be excellent, if it worked as intended, scaled up properly and were properly coded, but all of the bugs and mistakes that plagued the class have resurfaced here.

“Perhaps it is just really difficult to modify such a unique class,” you might think to yourself. If it is difficult though, modders already figured it out years ago; there’s a mod for the original BG2 that overhauled the Shapeshifter completely. That Beamdog didn’t bother to fix this or some of the other glaring issues with certain classes screams of lazy development and a cash-in mentality, which is what I’ve suspected Beamdog of harboring since the announcement of the first enhanced edition. Clearly, the thing Beamdog is most concerned with enhancing is their account balance.

Gripes aside, Baldur’s Gate II is a fantastic game and terribly fun, it’s just that the original game isn’t so easy to find anymore.

I would recommend Baldur’s Gate II: Enhanced Edition to people who don’t mind old-school graphics and who haven’t had the pleasure of playing the original, but veterans may find the offerings lacking here, especially if they don’t have friends who want to join in on the action. Needless to say, I’m having a blast with it, but that’s not really Beamdog’s doing… it was Bioware’s 13 years ago.

Uni