Assassin’s Creed III Review

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Assassin’s Creed is a series that I have routinely found enjoyable, but not necessarily earth-shattering. Given that Assassin’s Creed III received somewhat mixed reviews, I didn’t go in expecting much. I actually ended up being pleasantly surprised by this title. While it lacks some of the charm that Assassin’s Creed II boasted, it makes up for a lot of its shortcomings in other ways.

Of the major changes made in Assassin’s Creed III, the combat was one of the things I noticed most quickly. The timing was made more difficult, the controls were overhauled, and your options were made more numerous. Now you can not only counter-kill enemies, but launch quick, surprising attacks to knock foes off balance, throw them off of rooftops, or disarm them entirely. Not only that, but all of your sub-weapons can be used to counter enemies as well, usually with fatal results. Gone are the throwing knives that have made an appearance in every game in the series thus far and the bombs from Revelations, but they have been replaced with other interesting and deadly fare, such as the bow, rope dart, and flintlock pistol. Another interesting combat mechanic is the added ability for your enemies to attack more than one at a time, potentially triggering an impressive cinematic counter-kill that drops both enemies at once. Unfortunately, the same problem that plagued the combat of the previous titles remains in effect here; once you’re used to the timing of the different weapons and the abilities of your foes, you can dispatch them with both extreme ease and extreme prejudice. I occasionally found myself picking fights with groups of six or seven musketeer enemies while completely unarmed, only to beat them all senseless with my bare hands with nary a sweat broken. There are quests and resource-gathering elements to this game that unlock new weapons, but I found myself somewhat disinclined to bother, seeing as I was already a near superhuman killing machine. Even if it is flawed though, the combat is more satisfying than ever; the main protagonist’s combat style is viciously aggressive, and slaughtering a base full of enemies with ruthless efficiency will definitely elicit a few maniacal cackles.

The game begins from the perspective of the soon-to-be-protagonist’s father, which ended up being somewhat of a double-edged sword. On the one hand, Haytham’s James Bond-esque confidence, dry wit and ice-cold imperturbability immediately drew me in, but on the other, it set the bar impossibly high for his son. Connor, by contrast, is bitter, overly defensive, naive, and needlessly hostile with people who could otherwise be friends. After the third time a recurring friendly French brother-in-arms is rebuffed by a firm glare when patting Connor on the shoulder affectionately, I couldn’t help but wonder how he could resist the urge to shout “FINE! BE THAT WAY YOU ANTISOCIAL ASSHAT! WHY DON’T YOU JUST GO SIT IN A CORNER LIKE THE POUTY MAN-CHILD YOU ARE AND THINK ABOUT HOW NOBODY LIKES YOU BECAUSE YOU’RE SUCH A ROYAL PRICK.” I assume it’s because he rather prefers remaining un-stabbed. And if there are two things Connor is good at, they’re being an antisocial asshat, and stabbing people. And climbing, I guess, but that doesn’t count for much in the Assassin’s Creed series.

For some reason that is completely beyond me, if you help a former captain repair his damaged vessel, he teaches you to sail it and names you the new captain. While I do question why anybody would do anything nice for Connor, I must admit that the naval combat was extremely fun, and though it is (almost) entirely optional, I exhausted every mission opportunity available to me. Hearing the crunch of splintering wood and watching an explosive gout of flame roar out of a crippled enemy vessel after you unleash the full force of your complement of broadside cannons is just as exhilarating as it sounds. Part of me wishes they had done more with boarding enemy vessels, but I suppose that would have just lead to more of the melee combat I found so stupifyingly easy. The only other complaint I had about the naval combat was that there wasn’t more of it; there are probably a good dozen missions, which for an optional side-game is quite generous, but I still found myself  walking away wanting more.

Hunting is a new addition as well, allowing you to kill and skin animals for raw materials that can be sold or used to craft new items back at your homestead as part of the new trading and economy minigame. Ambushing animals, setting traps and throwing bait down to draw them in can be exciting at first, but the luster doesn’t last. Getting jumped by a pack of wolves or a mountain lion is kind of exciting the first couple of times, but after that, it just gets tiresome. I also quickly realized that hunting in general was entirely unnecessary; just like the entire economic aspect of your homestead in general.

You have the option to help out and recruit settlers to work at your homestead. Some settlers, like lumberjacks for example, will gather raw materials, where others, like the woodworker, might make use of those gathered materials to craft things.The problem is, very few of these items have any practical use; most of them are loaded into caravans and shipped off to a store to sell. As most players of the series know, money is practically superfluous, and AC3 is no exception. The only thing I found myself bothering to spend any significant amount of money on was upgrading my ship, but even after I had bought all of the upgrades, my trousers were filled with more coin than could fit in Santa’s sack.

There were a few strange oversights and glitches here too. Connor can equip a wide array of weapons, including daggers, but these seemed to be afterthoughts. When equipped with a dagger, all of Connor’s combat animations and sounds are the same as when he is wielding a tomahawk, leading to some very perplexing looking fights indeed. Needless to say, when he swung his small dirk at someone’s head, stopped a couple of inches away with a visceral “thwack”, and then ripped the weapon that never touched the foe back out in a spray of blood, I couldn’t help but quirk an eyebrow. Swinging a dagger like that wouldn’t cause significant injury to a pizza box, let alone an armed and angry British soldier, even if he hadn’t been two inches off. I also killed a bear as teenage Connor with hidden blades I hadn’t yet received. The bear attacking you is even a scripted event; they just sort of… expect you to run, and when you don’t the game just says “well, okay, I guess in that case we’ll just let you have all of the skills, agility, musculature and equipment of a fully-trained master assassin, that’s fine.” It strikes me as quite reasonable to have the bear just outright kill teenage Connor of you’re too stupid to run (I kind of expected to die in fact, but I thought it could be fun to see how it turned out); it would have hurt my immersion far less if they had.

My other major criticism of AC3 was that I was never really entirely clear on who my enemies were, or why I was killing them. Yes, yes, Templars and all that nonsense, but the people in the street, the people I stab on a regular basis are either Redcoats or Patriots. Wait wait wait… I’m no American history major, but aren’t they fighting each other? Who’s side am I on here?

“Why, the Patriots, of course!” the game cheerfully tells me.

“Okay, well, why are your patriots trying to shoot me? And why do they show up as big red dots on my map that scream ‘I’m an enemy please stab my kidneys’?”

“Don’t ask questions, just stab kidneys.”

There were times when bandits were openly coercing and threatening shopkeepers in the streets of New York, so of course, being the good samaritan I am I cut them to ribbons… only to receive a volley of musket fire to the back when a group of patriots decides that I have no business cleaning up their newly-liberated streets. Not that they batted an eyelash at the armed thugs shaking down the poor merchant when they passed by a few moments ago. During the main quest Connor’s loyalty to the Patriots tends to fluctuate a little bit, but the way the game treats them outside of missions always remains the same.

There was one other thing I was expecting going into AC3, but I was very glad not to see it. Judging from the advertisements and setting, i expected AC3 to be a love-letter to the founding fathers, and present the American revolution as a self-indulgent, orgiastic, patriotism-inspired smack-down. And, to my great surprise, it wasn’t. Yes, the British are presented in a consistently negative light, but the game doesn’t gloss over the darker stuff the Patriots pulled, either. I remember a scene after Connor helped the Patriots secure their independence and power-base (SPOILER ALERT: The Patriots win), wherein he watches an auctioneer call out for bids on some black slaves he has tied up with him on the auction block. The look of disgust and existential despair on Connor’s face brought out a great deal of sympathy from me, despite how unlikable I found him; these were the people he had called his allies, and he had helped to get to this point. This was on him. The game also nods to the mistreatment and displacement of the American natives, and the sale of their land by President George Washington to make a quick buck. Another little historical tidbit that is frequently mentioned is General George Washington’s utter incompetence as a General; the real man was indeed outmaneuvered by British commanders on multiple occasions. Your assassin IT guy back in modern times even sends you an email outlining how malignantly homosexuals were treated during those days, with penalties including (but not limited to) castration. All of this added up to an honest (if bleak) presentation of the harsh truths surrounding the founding of America.

As for the modern-day story that sets the stage for your gallivanting around in the past, there’s really not a ton of depth to be found. The ending was not nearly as impressive or interesting as it could have been either, seeing as my attention and time was being constantly directed towards the past, and I felt little connection or interest in the modern-day characters.

All in all, Assassin’s Creed III is a fun game, and certainly a worthy addition to the the series, though it is not without its shortcomings. If you’re looking for an excuse to stab people in an exciting and spectacular way, you’ll be glad for this romp through the colonial era. If you’re hoping for a strong plot and interesting characters with gameplay supporting it, you’d probably be better off looking elsewhere. Baldur’s Gate II Enhanced Edition just came out, so if you haven’t played BG II, you should start there.

Keep on truckin’, assassins.

Uni

Magic 2014 – Deck Pack 1 DLC Review

The first deck pack has come out for Magic 2014, and we’ve been given a white bounce deck and a blue black revive deck.

1. Bounce and Boon

This deck focuses on two things: bouncing stuff and… well… giving you boons. The deck concept here was quite interesting, with lots of ways to pull creatures back to your hand, and numerous creatures that provide benefits when they enter play, or when any creature enters play on your side of the board. Unfortunately, though the concept is sound, the deck itself is not.

There are a lot of cards that could have easily been great staples for this deck that it has too few of. Restoration Angels were practically tailor-made for a bounce deck, being an unbelievably good card under normal circumstances, and an absolutely absurdly good one in a deck like this. For some reason, Bounce and Boon brings only a single one to the party, making it impossible to lean on in any significant way. Similarly, you only get a single Blade Splicer, though they fit this deck beautifully. Even Flickerwisps, Whitemane Lions and Attended Knights, cards that by all rights should be linchpins of the deck, don’t hit the four card maximum. Cathars’ Crusade is your only reliable means of killing enemies with this deck, but there’s only a maximum of two and no reliable draw at all, relegating it to a “delay and pray” approach. Confusingly, there are two other global enchantments that buff your creatures, but neither are as good as Cathars’ Crusade. Why not just include two more Cathars’ Crusades? The Samurai deck has four Glory of Warfares, which is a rare global creature buff enchantment, so there’s clearly a precedent to allow it. There is only one card in the whole deck that affords you any kind of draw, and once again, there is only a single one. There are many card’s you’ll wish weren’t wasting space in your card list at all, and far more you’ll wish had made an appearance.

As for specifics on the cards that are conspicuously absent, where are the Goldknight Commanders that Avacyn’s Glory has? Where is the direct creature removal in the form of Path to Exile? Where are the Geist-Honoured Monks? This deck would have greatly benefited from the appearance of any of these cards.

The biggest problem with this deck overall is that almost all of the cards it contains in any significant number are focused on netting you as much life as possible. However, any experienced Magic the Gathering player will tell you that having a high life total doesn’t win you the game; killing your enemy wins you the game, and this deck is rather poor at that. I once played a match against Bounce and Boon that saw my opponent sitting at over 100 life by the end. I still won, because late game, doing over 100 damage with many decks is fairly easy.

Overall, this isn’t the worst deck in the game, but it’s a far cry from Sylvan Might, Deadwalkers, Mind Maze, Dodge and Burn, or it’s deck pack counterpart, Unfinished Business. Perhaps with a few more promo card unlocks, this deck will measure up, assuming they give you access to the right cards.

2. Unfinished Business

This one, in contrast to Bounce and Boon, is a game-changer. Unfinished Business is quite easily capable of getting game-ending creatures onto the board on turn two, three or four, leaving your opponent scrambling to survive if it doesn’t have any creature removal available. In further contrast with Bounce and Boon, Unfinished Business gets a large number of the cards it needs most; three Reanimates, four Exumes, four Putrid Imps, four Accumulated Knowledges, four Hidden Horrors, and if you decide you want them all, three Doomed Necromancers. I was disappointed there weren’t a greater number of truly massive creatures (this deck would love to borrow a few Eldrazi from Chant of the Mul Daya), but I suppose the deck is powerful enough without giving you access to turn two 11/11 creatures with annihilator 2.

With a plethora of ways to get cards into your graveyard, and just as large a number allowing you to pull them out and onto the board from there, there are a number of different directions you could take this deck. You could focus on maximizing card access by taking all of the 8+ available draw spells, make your deck stronger in the mid-game should you fail to get one of your big boys out on turn two or three by adding more reasonably priced creatures, or go for broke with as much revive and self-discard as possible, hoping to wipe people out with something big before they can gain any momentum.

This deck makes cheap, reliable, unrestricted creature removal practically a necessity, and makes the always-valuable Path to Exile all the more appealing.

Conclusion:

All in all, this deck pack is worth having, if for no other reason than to gain access to Unfinished Business. Even Bounce and Boon can be a lot of fun to play, if you happen to get the right draws; using a Flickerwisp to pop a Cloudgoat Ranger in and out when you have a Cathars’ Crusades on the board is a supremely satisfying experience… just maybe not quite as satisfying as a 9/9 flying trampler on turn two.

Have fun out there,

Uni

Terraria Review

I have to admit, it’s rather hard to pitch Terraria to someone who plays Minecraft.

“Check out this game! You build stuff out of blocks, mine minerals to use to make new stuff like weapons and armor, explore caves and fight monsters!”

“So you’re playing Minecraft?”

“No… no this is Terraria.”

“It sounds a lot like Minecraft.”

“Well for one Terraria is actually two-dimensional.”

“…So it’s two-dimensional Minecraft?”

“Er… well… no. There are a lot more monsters than in Minecraft, and there are boss monsters and stuff.”

“Minecraft has boss monsters.”

“Yeah, but… nevermind.”

Speaking for myself, I was skeptical at first. It did essentially sound like a two-dimensional version of Minecraft. However, underneath this exterior lies a game with a wholly unique heart, soul and identity. The differences between these two games are not so much in what you do, but in the emphasis on the things available to you. Where Minecraft is about being creative and building the secret lair you dreamed about when you were twelve, Terraria is about feeding your nostalgia for Super Mario and Zelda. Combat is the primary means of occupying your time and making money, which you can spend to buy items and supplies from merchant NPCs who will move into your town or abode if it boasts enough space to accommodate them.

Combat consists of fast-paced platforming action, and some of the boss fights are extremely challenging. There is an impressive array of weapons and weapon types, from swords, bows tridents, flails and spells to laser pistols, shotguns and sniper rifles. Every weapon behaves differently, and has its own advantages and disadvantages. Bows are generally not as powerful as guns, but are much easier to craft advanced ammunition for. Spells can take out groups of enemies faster than most weapons, but rely on a finite pool of mana. The laser pistol is great, but only if you wear a specific armor set with it, which is less protective than you might want late into the game. It’s testament to the game’s clever balance that I frequently found myself swapping my gear around and trying out different weapons; it was hard to decide which to use, and that’s a very a good sign.

You’ll frequently experience random events, such as a goblin invasion or a blood moon, which will have you fending off hordes of rampaging enemies. During these events is where Terraria really shines; you don’t feel like a builder or miner in these moments, you feel like a dangerous warrior, which makes all the difference in terms of flavour and excitement. Most standard enemies are simple to dispatch with any weapon, but introduce large groups of them, or have a boss event come up for you at random, and you’ll find yourself struggling to survive.

Unlike in Minecraft, there is a definite sense of character growth and advancement in Terraria. From humble beginnings, you can eventually outfit yourself with deadly swords forged on corrupted underworld altars, spells ripped from the dead hands of the vicious demons of hell, or armor forged from a fallen meteorite. You can battle your way through deificly powerful foes, working your way up until you’re fighting the greatest threats that even hell can throw at you. After that… it’s time to start into hard mode! Enemies scale up, new events become available, and new incredibly deadly bosses begin to pop up. Although there isn’t technically an “end” to Terraria, it does have more of an end than Minecraft; once you’ve gathered all the gear that interests you and you’ve slain all of the bosses, there isn’t much left for you here. Indeed, Terraria loses much of its appeal once you’ve equipped yourself with items you’ll never replace. Fundamentally, that’s what makes Terraria so different from Minecraft; there is a beginning, a middle, and an end. After that, well, I guess it’s time to shack up with the village nurse (or perhaps the gunsmith, if you’re into dudes) and retire. That means there can be more of a sense of finality here that’s otherwise hard to find in Minecraft.

All in all, it’s a lot of fun and surprisingly long, just not quite as replayable or creative as its three-dimensional counterpart. If you find the lack of action in Minecraft boring, or feel more like stomping some demons than building a mountain fortress, Terraria is a good place to turn. It’s also a bargain for the price, and you’ll have even more reason to laugh at your movie theater-going friends for calling video games a waste of money.

Have fun out there, and give my regards to the Wall of Flesh.

Cheers,

Uni

Top five PC game villains of all time

5. Arthas  (Warcraft 3)

“You no longer have to sacrifice for your people. You no longer have to bear the weight of your crown. I’ve taken care of everything.”

– Arthas

The thing that made Arthas so special to me is how relatable his fall is. An entire city is plagued, there is no cure, and when the victims succumb to their illness they rise again as the undead, quickly forming an army of corpses that could overrun your kingdom and plunge the world into darkness. What would you do? Arthas knew what to do; he did his best to kill every last one of them before the plague could claim them. This was the beginning of Arthas’ fall, and the moment when he takes his first steps away from his paladin mentor and down a darker path that culminates in his becoming the Lich King. Could I do better? I don’t think I could. His logic was irrefutable, and though it felt wrong to put all of those innocents to the sword… what else could be done? If he hadn’t killed them, the entire kingdom could have fallen. His actions were for the greater good. Arthas continues to tread a fine line between hero and antihero for the rest of the Alliance campaign.

Ultimately, the reason he became the Lich King was that he was willing to give up everything to protect his people; the sword he claimed that gave him the strength to stop the undead apocalypse claimed his soul. For all he is reviled as a heinous monster, everything he did he did for the best of reasons, and with the best of intentions. The road to hell, as they say…

4. Handsome Jack  (Borderlands 2)

“See, I can’t just have some psychopathic murderers getting to the Vault before I do. Don’t get me wrong, it’s cute that you all think you’re the heroes of this little adventure, but — you’re not. You’re bandits. You’re the bad guys. And I…am the goddamn hero. “

– Handsome Jack

Cunning, juvenile, egotistic, delusional, funny and impeccably written, Handsome Jack from Borderlands 2 is everything a villain should be in a not-so-serious but not-completely-un-serious game. His rise to the top of the corporate ladder and takeover of one of the most powerful organizations in the known universe is downright Machiavellian, and some of the plans he executes throughout the course of the game illustrate what a devious mind he has. One of the things so compelling about Jack as a villain is his inability to see himself or his actions as evil. Rather than reveling in evil the way some game villains do, Jack finds ways to justify even his most horrible actions to himself, including his appalling treatment of the people closest to him. Up to the very end, Jack proclaims that he wanted to bring order to a lawless planet; to bring peace through violent takeover. He refers to himself as a hero and the player characters as murderous bandits, and when the score gets personal, becomes all the more convinced of his position of moral superiority.

Jack is definitely leaning towards the ridiculous, but everything in Borderlands is; the thing that differentiates Jack is that I actually saw some of what could have been a real person behind it all. Jack shared numerous traits with real-world dictators, from his moral justifications and lack of concern for human life to his intelligence and ambition. That shadow of reality and the excellent voice acting behind it really helped set the tone for Borderlands 2, and served as a reminder that shades of grey are sometimes the best you can get.

3. Jon Irenicus  (Baldur’s Gate II)

“I… I do not remember your love, Ellesime. I have tried. I have tried to recreate it, to spark it anew in my memory, but it is gone… a hollow, dead thing. For years, I clung to the memory of it. Then the memory of the memory. And then nothing. The Seldarine took that from me, too. I look upon you and feel nothing. I remember nothing but you turning your back on me, along with all the others. Once my thirst for power was everything. And now I hunger only for revenge. And I… WILL… HAVE IT!!”

– Jon Irenicus

Baldur’s Gate II was one of the best games I’ve ever played, and one of the reasons I enjoyed it was the main antagonist, Joneleth Irenicus. Brilliant, unfathomably powerful and boundlessly ambitious, the once-elf now-exile wizard sought to ascend to godhood, only to fail and be cast out, cut off from the source of elven immortality forever. After being cut off, Irenicus was a shell of a man; his emotions were dulled to the point of near non-existence, and his body began aging rapidly. Irenicus did everything in his power to re-awaken his emotions, cloning his lost love and forcing dryads to assume her shape in an effort to feel again, but to no avail. Refusing to give up on his life and wait to die, Irenicus sought other means to obtain the everlasting life he required, eventually settling on the progeny of the dead god Bhaal, attempting to unlock their power, link them, and absorb their souls so as to acquire new life for himself and his sister. Thereafter, he would again attempt to absorb the power of the tree of life, and ascend to godhood.

One of the satisfying things about Irenicus as a villain was how worthy he was; so often in games, you can look at an antagonist and ask “how in the hell did THAT person manage to get this far?” With Jon, even though the game is linear, it feels like you’re losing at a high-stakes game of chess. When he finds himself at a disadvantage, he turns the tables and changes the dynamic of the game. He pushes you one direction, you pull another, and surprise him with a resourceful turn-around. He frequently out-maneuvers you, but that never bothered me; he should be able to out-maneuver you. It makes the final confrontation with him that much more satisfying that you have to work for it.

2. Andrew Ryan  (Bioshock)

“On the surface, I once bought a forest. The parasites claimed that the land belonged to God, and demanded that I establish a public park there. Why? So the rabble could stand slack-jawed under the canopy and pretend that it was paradise *earned*. When Congress moved to nationalize my forest, I burnt it to the ground. God did not plant the seeds of this Arcadia – I did.”

– Andrew Ryan

Andrew Ryan had a vision of Rapture, an underwater utopia where human advancement wouldn’t be limited by the arbitrary prescriptions of a meddling government. His vision was to create the perfect capitalist city, where every man was entitled to the sweat of his brow. Morally ambiguous at the best of times, Ryan is a visionary with boundless ambition and will. He believed that nobody should own anything they did not earn, referring to people who rely on others or their government to look after them as “parasites”. He filled his underwater city with brilliant scientists, inventors, engineers and artists, but this lead to a top-heavy economy that led to widespread discontent among those who were required to perform some of the more menial tasks in Rapture, such as maintenance and food production. His desire for control was ultimately his undoing; in an effort to control the influence of Frank Fontaine, a would-be leader and  rising star in the eyes of the people, he passed a law that would have smugglers executed. This marked the beginning of the end, as his desperation to maintain control of his pet project resulted in him breaking his one rule that there be no rules.

Untested genetic modifications known as plasmids were having markedly negative side effects on users (visions, episodes of psychotic rage, insanity), and because Ryan refused to impose restrictions on scientific research, the city quickly plunged into chaos as more and more people “spliced up” to better protect themselves through the political instability. In the end, Ryan made his own end; in a truly shocking scene, Ryan demonstrates his devotion to his ideals of freedom and choice in a way that the player won’t soon forget.

1. GlaDOS  (Portal)

“There was even going to be a party for you. A big party that all your friends were invited to. I invited your best friend, the Companion Cube. Of course, he couldn’t come because you murdered him. All your other friends couldn’t come, either, because you don’t have any other friends because of how unlikable you are. It says so right here in your personnel file: “Unlikable. Liked by no one. A bitter, unlikable loner, whose passing shall not be mourned. Shall NOT be mourned.” That’s exactly what it says. Very formal. Very official. It also says you were adopted, so that’s funny, too.”

– GlaDOS

What can I say about GlaDOS that hasn’t been said already? She’s a giant robot with psychotic tendencies and an unflinching obsession with science. She also may or may not enjoy baking, singing and singing while she bakes. Most gamers can’t even think about cake without chuckling to themselves, thanks primarily to GlaDOS. The funniest thing about GlaDOS is that when she’s being funny, it’s entirely unintentional on her part. Her comments are usually an attempt to demoralize you, convince you to do what she wants you to do, or communicate information about tests. Some of her insults are shockingly nasty, much like her tests. Though not human per-se, GlaDOS still exhibits some signs of emotion, though she certainly isn’t healthily balanced. The voice acting was extremely well executed, and the whole experience is punctuated by a brilliant, iconic moment at the end that will endear GlaDOS to you forever.

Minecraft: Survival Mode Tips and Tricks

It’s been a long while since I put up a video game-related post (mostly because nothing has really been grabbing me lately), so I decided I might as well put one up for the instant-classic, Minecraft. Having become a fair veteran of the experience myself, I thought I would compile a list of tips and tricks for you to refer to in your blocky adventures!

I played almost exclusively in Survival mode, so that is what I’m going to focus on here.

1. Have a system of navigation when exploring

This is extremely important. It’s often all too easy to get turned around in a massive, interconnected series of caves and corridors, especially in the excitement of grabbing new and rare resources. You need a system of “breadcrumbs” in place so you can easily find your way back to your initial point of entrance.

The best solution? Torches! But of course, that seems obvious. Just follow your torches out, right? Well, what if you have explored multiple branches in a dungeon, and now you’re not sure if you’re following your torches down a previously explored route, or towards the entrance? This is where the trick comes in: pick a wall, and ONLY PUT TORCHES ON THAT WALL when you’re going further in. For myself, it is the left wall. If you’re moving forward, put torches on the left. If you need more light in a large area, embed one or two in the ground. But if there’s a torch going on the wall, it’s on the left. That way, if you need to find your way out, no matter how labyrinthine the cave system, you’ll find your way; just keep the torches on your right.

2. Don’t bring anything you can’t afford to lose

This is another important one. You never know when some mother****ing sh**bag Creeper is going to sneak up behind you and blow his explosive load all over your butt. But all homoerotic innuendos asside (sorry, couldn’t resist), death can and does happen at any time, even when you’re well prepared to deal with enemies. Therein lies one of the problems: the better prepared you are, the more useful and valuable the stuff you’re carrying. So, if you only have one diamond pickaxe, and you already have all the obsidian you need for the time being, don’t bring it with you. Sure, your iron one is going to be a touch slower, but you might want to leave it behind until you’re as well armored as you can be, or you have a few extra diamonds to spare. Which leads to my next tip…

3. Know when to call it quits

Every now and then, you’ll find a cave system so amazing, so full of awesome stuff, that you won’t want to stop digging. It’s a satisfying and thrilling experience… occasionally offset by the rage-inducing frustration of getting nudged into a lava flow and losing all the stuff you just worked so hard to gather. Once you’ve got a full stack of iron and a couple of handfuls of diamonds on-hand, it may be time to think about following your torches to the exit. If you mark the outside entrance of the cave with a large pillar or a few torches, you can always make a return trip. If you die though, there may be no getting back to grab your original stuff at all, let alone the new stuff you just found.

4. Don’t dig straight up or straight down

This one is a common tip that veterans will vigorously nod their heads about. In an unfamiliar cave system, never destroy the block you’re standing on, only the one just next to it. You never know if you’re digging your way into a pitfall or a lava flow, and you need to be able to stop or get out of the way should the worst come to pass.

5. Install some mods

Minecraft is a great game in its own right, but playing Minecraft without mods is like playing Skyrim without mods; it just isn’t right. There are mods out there that add in new furniture items, additional food sources and types, new mobs, new items, new biomes and more. Here are a few of my favourites:

  • Food Plus
  • Lots O’ Mobs
  • Jammy’s Furniture Mod
  • Mr. Crayfish’s Furniture Mod

There are lots of other great mods out there, depending on your personal tastes and preferences. Check them out, experiment, and explore!

6. Conserve resources

It might be nice to have six empty buckets sitting around your lair for when you need them, but if your supply of iron is running a little low, you’ll be in a bad spot if you run out right before you need some for a new pickaxe. This is even more important for coal, which you can burn through very quickly if you have a lot of ore to smelt or food to cook; you should always have a moderate to large stack of coal in your inventory, along with spare sticks for when you need new torches.

7. Don’t attack zombie pigmen

This can be tempting when you’re looking for a good source of XP or they keep getting in your way when you’re trying to mine quartz, but for the sake of your potential future blocky progeny, don’t attack zombie pigmen. They usually travel in packs of four or more, and a unique feature of zombie pigmen is that they are always neutral until engaged. When you strike even one however, their hive-mind consciousness decides that you need to die, and then typically, you promptly do. They do a daunting amount of damage even when you’re well armored, and they move faster than you do without sprinting. Compounding that is the fact that they continue to bear a grudge against you even after they’re wiping your lifeless giblets off of their swords, and will happily wait to gank you when you come to retrieve your gear. Considering the XP they drop is not particularly special anyways, and their only other drops are golden swords and gold nuggets, there really isn’t any compelling reason to hunt them. So… let bygones be bygones, and leave them be; they won’t hurt you unless you piss them off.

If you do accidentally initiate a murderous porcine free-for-all, quickly switch the difficulty to peaceful, return to the game, and then reset it to your initial difficulty. This forces the pigmen to temporarily despawn (and thankfully, forget about your little indiscretion).

That’s it for now! Get out there and scratch the itch you’ve had since you stopped playing with LEGO!

Uni

Unithralith’s Digital Pathfinder Character Sheets

Unithralith’s Digital Pathfinder Character Sheet Download

At long last, my character sheets are finally done. I encourage you to comment, make suggestions, and ask questions; I’m happy to help. If desired, I can always upload a sample character sheet to show how I’m using the different fields, and thus how I intended them to be used. I did my best to ensure that everything is functioning as intended, but there may still be one or two things I don’t have set up quite right… let me know if you find anything isn’t working correctly.

These are meant (and optimized) to be viewed at 100% zoom.

Overview of Special Features

Stats and Combat:

  • Calculates speed and run multipliers based on load, armor and base speed
  • Calculates ability modifiers based on total ability scores
  • Inputs iterative attacks into your Base Attack Bonus
  • Calculates maximum dexterity bonus and adjusts AC accordingly
  • Pulls ability score modifiers for associated saves and armor class totals
  • Includes Base Attack Bonus in CMB and CMD
  • Includes a section for typing in values of temporary DR (such as Stoneskin or Defending Bone), and amount remaining

In the character window, you now choose your class’ good and bad saves, and what the base attack progression is; from there, it calculates and sums what your combined BaB and base saving throws are across all classes. Never look up a BaB or save progression chart again!

Skills Section:

  • Calculates Armor Check Penalty and applies it to skills, based on load carried and armor (excepting shields)
  • Inputs appropriate ability modifier based on skill
  • Determines your maximum number of skill ranks and indicates through highlighting whether you have spent too many or too few
  • Highlights other miscellaneous mistakes related to skill rank allocation
  • Includes checkboxes to indicate when a skill is a class skill; appropriately applies +3 bonus when 1 rank is applied

Feats, Class Features, and Special Abilities:

  • Favored class bonus skill points automatically applied to skill point total

Equipment:

  • Shows total weight carried based on a per piece and quantity of each item on your person
  • Calculates weight of all coin carried
  • Calculates full value of coin carried in gp
  • Calculates carrying capacity and loads based on Strength score and size

Spellcasting:

  • Calculates pages used in spellbooks after user selects the book in a dropdown menu
  • Sums total number of spell slots based on base spells and bonus spells
  • Calculates spell ranges based on caster level
  • Calculates base save DCs for spells
  • REST button clears out used spell slots

Animal Companion:

  • As the relevant sections from base sheet

Bag of Holding / Party Resources:

  • Compares bag capacity to weight carried and highlights if in excess
  • Sums weight and total value of coinage, as equipment page
  • Calculates the gold / magical components each character in the party is entitled to, assuming even split

If I remember anything else, I’ll be sure to update. I hope you guys enjoy it; it was a lot of work!

Unithralith

Custom Digital Character Sheets Coming!

Hey guys,

I know I’ve been silent for a little while, but I’ve been working on creating a fully custom-designed, excel-based character sheet to view and use on your laptop computer.

I noticed a little while ago that everyone at our game table brought a laptop with them, which got me thinking… we should join the 21st century and start using digital sheets! No more fussing with dry-erase markers, wearing through sheets through over-enthusiastic eraser use, or losing them in the inevitable sea of empty Cheetos bags and Mountain Dew bottles.

Most of my fellow players at my table are already using my current character sheet model, but I’m not quite happy with it yet (I tend to be a bit of a perfectionist when it comes to this sort of thing). I have a couple more things I want to add, and then I will post it. It should be up early this week sometime… maybe even today, if I find the time.

Cheers,

Uni

Summoner of Ultimate Melee Destruction: Pathfinder Charging Summoner Build

Hey everyone,

Alright… I’m dusting off a build I sealed away in my build archive, because my GMs would have quit if I ever brought it to the table. It’s completely legit, assuming Summoners are allowed in your home games (they aren’t in my group’s).

The inspiration for this build came to me when I was looking more closely at Summoners, and what ability scores they need. I noticed that most of their staple spells were buffs for their Eidolons and allies, which meant that high save DCs were not important for them. Their spells only go up to level 6, which means that a modest 16 Charisma is all that is required to cast their highest level spells. Outside of that, the only thing that is affected by their Charisma is their Summon Monster ability, which they can’t use while their Eidolon is out anyways. All of this got me thinking… if they don’t really need any ability score in abundance… what can I do with all of those points I free up by investing lightly in Charisma? The answer frightened me, and shook me to my core.

Behold, and lament for your GM’s monsters, who will surely meet a gory doom at your hands.

Race: 

Half Elf, without question. Their favored class bonus as Summoners is absurdly strong, and you greatly benefit from the flexible +2 to Strength.

Ability Scores: (+2 Str)

Epic Fantasy:

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

High Fantasy:

  • Str: 16 -> 18 (10)
  • Dex: 14 (5)
  • Con: 12 (2)
  • Int: 7 (-4)
  • Wis: 12 (2)
  • Cha: 14 (5)

Standard Fantasy:

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

Low Fantasy:

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

You’re not going to be competing on Jeopardy anytime soon on this character, but he / she is fairly charming; think of yourself as the campaign’s Michael Kelso. The higher the number of points you get on this character, the better; the Epic Fantasy version is extremely powerful, but you’ll barely be able to limp through on Standard Fantasy or Low Fantasy.

Favored Class Bonus:

+1/4 to Summoner’s Evolution pool

Alternate Racial Traits:

  • Ancestral Arms – Lance
  • Arcane Training – Summoner

Progression:

  • 1: Armor Proficiency – Medium, Weapon Proficiency – Lance*
  • 2:
  • 3: Power Attack
  • 4:  +1 Str
  • 5: Furious Focus
  • 6:
  • 7: Mounted Combat
  • 8: +1 Str
  • 9: Ride-by Attack
  • 10:
  • 11: Spirited Charge
  • 12: +1 Str
  • 13: Mounted Blade
  • 14:
  • 15: Weapon Focus – Lance
  • 16: +1 Str
  • 17: Improved Critical – Lance
  • 18:
  • 19: Wheeling Charge
  • 20: +1 Str

* = Bonus Feat

You’re really going to wish you had more feats on this character. There are probably another six or seven feats that would be great to have on this character (not including all the Extra Evolution feats you miss out on), but you’ll have to make do.

Skills:

– Ride (Max)

Strong Traits:

  • Reactionary
  • Lessons of Chaldira / Second Chance

Eidolon:

  • Quadruped

It’s essential that your Eidolon be quadrupedal, as they are the only type to receive the Pounce ability.

Eidolon Feats:

1: Power Attack
3: Weapon Focus – Claws
6: Improved Natural Attack – Claws
9: Lunge
11: Dodge
14: Rending Claws
17: Improved Critical – Claws
19: Improved Natural Armor

Evolutions:

Level 1 (3 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Mount (1)
  • Claws (1)
  • Pounce (1)

Level 2 (4 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Mount (1)
  • Claws (1)
  • Improved Natural Armor (1)
  • Pounce (1)

Level 3 (5 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Ability Increase – Strength (2)

Level 4 (7 + 1 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Gore (2)
  • Ability Increase – Strength (2)
  • Improved Natural Armor (1)

Level 5 (8 + 1 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Gore (2)
  • Ability Increase – Strength (2)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 6 (9 + 1 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Gore (2)
  • Rend (2)
  • Ability Increase Strength (2)
  • Improved Natural Armor (1)

Level 7 (10 + 1 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Gore (2)
  • Rend (2)
  • Ability Increase Strength (2)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 8 (11 + 2 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Gore (2)
  • Large (4)
  • Rend (2)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 9 (13 + 2 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Large (4)
  • Rend (2)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)
  • Improved Damage – Claws (1)

Level 10 (14 + 2 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Large (4)
  • Ability Increase Strength (4)
  • Rend (2)

Level 11 (15 + 2 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Large (4)
  • Ability Increase Strength (4)
  • Rend (2)
  • Improved Natural Armor (1)

Level 12 (16 + 3 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Large (4)
  • Ability Increase Strength (4)
  • Rend (2)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 13 (17 + 3 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Pounce (1)
  • Large (4)
  • Huge (6)
  • Rend (2)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 14 (19 + 3 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Gore (2)
  • Pounce (1)
  • Large (4)
  • Huge (6)
  • Rend (2)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 15 (20 + 3 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Gore (2)
  • Pounce (1)
  • Large (4)
  • Huge (6)
  • Rend (2)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 16 (21 + 4 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Gore (2)
  • Pounce (1)
  • Large (4)
  • Huge (6)
  • Rend (2)
  • Ability Increase Strength (4)
  • Improved Natural Armor (1)

Level 17 (22 + 4 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Gore (2)
  • Pounce (1)
  • Large (4)
  • Huge (6)
  • Rend (2)
  • Ability Increase Strength (4)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 18 (23 + 4 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Gore (2)
  • Pounce (1)
  • Large (4)
  • Huge (6)
  • Rend (2)
  • Ability Increase Strength (4)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)
  • Improved Natural Armor (1)

Level 19 (25 + 4 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Claws (1)
  • Pounce (1)
  • Large (4)
  • Huge (6)
  • Rend (2)
  • Ability Increase – Strength (4)
  • Ability Increase – Strength (4)

Level 20 (26 + 5 pts)

  • Bite (0)
  • Limbs, Legs (0)
  • Limbs, Legs (0)
  • Limbs, Arms (2)
  • Limbs, Arms (2)
  • Claws (1)
  • Mount (1)
  • Claws (1)
  • Claws (1)
  • Pounce (1)
  • Large (4)
  • Huge (6)
  • Rend (2)
  • Ability Increase – Strength (4)
  • Ability Increase – Strength (4)
  • Improved Natural Attack – Claws (1)
  • Improved Natural Armor (1)

There’s plenty of room to change things around here, based on your preferences; just make sure you always have the largest size evolution you can get, Mount, and your maximum number of attacks per round. Claws are your best choice in general, since it’s the most evolution point-efficient way to get a large number of primary attacks.

Spells:

Level 1

  • 1- Enlarge Person
  • 1- Mage Armor
  • 2- Rejuvenate Eidolon, Lesser
  • 3- Shield
  • 7- Magic Fang
  • 11- Reduce Person

Level 2

  • 4- Haste
  • 4- Summon Eidolon
  • 5- Barkskin
  • 6- Bull’s Strength
  • 10- Restore Eidolon, Lesser
  • 14- See Invisibility

Level 3

  • 7- Heroism
  • 7- Fly
  • 8- Greater Invisibility
  • 9- Evolution Surge
  • 13- Dimension Door
  • 17- Wall of Fire

Level 4

  • 10- Stoneskin, Communal
  • 10- Purified Calling
  • 11- Evolution Surge, Greater
  • 12- Overland Flight
  • 16- Transmogrify
  • 20- Teleport

Level 5

  • 13- Heroism, Greater
  • 13- Spell Turning
  • 14- Rejuvenate Eidolon, Greater
  • 15- Dispel Magic, Greater
  • 19- Teleport, Greater

Level 6

  • 16- Maze
  • 16- Protection From Spells
  • 17- Discern Location
  • 18- Dimensional Lock
  • 20- Eagle Aerie

Lots of buffs here, and good ones at that. Between Mage Armor, Barkskin and Shield, you can really bump up the AC of both you and your Eidolon. Heroism should be going almost all the time on both of you once you get it. Communal Stoneskin adds some much needed durability to your whole party before a difficult fight. Once you get Lesser Rejuvenate Eidolon, the other heals are rendered fairly unnecessary, especially if you get a wand of it. Summon Eidolon and Purified Calling are both fantastic though, so get those as early as you can. Enlarge Person is an essential early spell, as it allows you to make your Eidolon big enough to mount before it has the Large evolution. Your 6th level spells are a little lackluster with the exception of Maze, but that fills a unique offensive niche in your spell list, since there is no save attached.

Recommended Gear

  • Armor: Mithral Breastplate
  • Belt:  Belt of Giant Strength (You / Eidolon – the other can lean on Bull’s Strength)
  • Chest: Bane Baldric (Eidolon)
  • Feet: Boots of Speed
  • Hands: Deliquescent Gloves
  • Head:  Jingasa of the Fortunate Soldier (You / Eidolon)
  • Headband:  Headband of Alluring Charisma
  • Neck:  Amulet of Mighty Fists (Eidolon)
  • Ring:  Ring of Protection
  • Ring:  Ring of Protection (Eidolon)
  • Shoulders:  Cloak of Resistance
  • Weapon:  Lance
  • Wrists: Spellguard Bracers
  • Deep Red Sphere Ioun Stone
  • Dusty Rose Prism Ioun Stone
  • Cracked Pale Green Prism Ioun Stone (Saves)
  • Cracked Pale Green Prism Ioun Stone (Attack rolls)
  • Life Link Badge

You and your Eidolon share magic item slots, so some items are labelled to specifically call them out as gear for your Eidolon. Other pieces of gear would be useful to both of you, so divide them out however you see fit.

How it Works:

This character hops onto their rather beastly pouncing Eidolon, two-hands a lance, and charges in right along with it. The amount of single-target damage this combined charge can do is truly stupendous, assuming you both manage to hit whatever you’re attacking. At low levels when your Eidolon is medium size, cast Enlarge Person on it (which works thanks to Share Spells) so you can ride it for a short time.

The build’s biggest weakness is enemies with high armor class; neither you nor your Eidolon have a full Base Attack Bonus, so you’ll both struggle to hit certain enemies. The other problem with this build is that it doesn’t really take off until mid to high levels, since it takes you so long to get all the feats you want. You could dip a level or two of fighter to add some additional feats, but your Eidolon and spell progression would suffer for it, so it may not be worthwhile.

Always remember… the only thing better than a charging, pouncing murder-machine is one with an impressively strong, lance-wielding buff-factory on its back.

Uni

Pathfinder Orc Killer Companion Saurian Druid

Hello, hello…

Life catches up sometimes friends, and lately I haven’t had time to throw anything major together. Here’s a build I’ve found fun and unique for a while now, so take a look and enjoy.

This guy is all about killing stuff with his Animal Companion. Yes, Eidolons can do a great job of killing stuff if the player wants a strong minion, but this guy can tear it up right along with his pet, and many GMs (myself included) have issues with Summoners in general.

Race: 

Orc is the only race that works here, unless your GM allows you to take the favored class bonuses of races besides your own. The crux of this build is the Orc favored class bonus for Druids; the ability to add more damage to your animal companion.

Ability Scores: (+4 Str, -2 Int, -2 Wis, -2 Cha)

Epic Fantasy:

  • Str: 19 (7)
  • Dex: 14 (5)
  • Con: 14 (5)
  • Int: 8 (0)
  • Wis: 14 (10)
  • Cha: 6 (-2)

High Fantasy:

  • Str: 19 (7)
  • Dex: 14 (5)
  • Con: 13 (3)
  • Int: 7 (-1)
  • Wis: 14 (10)
  • Cha: 5 (-4)

Standard Fantasy:

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

Low Fantasy:

  • Str: 18 (5)
  • Dex: 12 (2)
  • Con: 11 (1)
  • Int: 5 (-4)
  • Wis: 14 (10)
  • Cha: 5 (-4)

Be ready to dump your intelligence and charisma on this character; your racial penalty to Wisdom leaves you in a tough spot, and you’ll need to save points everywhere you can to shore it up a little. That being the case, you’ll be spending most of your time shapeshifted, and the rest of your time wielding a melee weapon or buffing your dinosaur, so your Wisdom doesn’t need to be spectacular. Strength is your bread and butter, but you’ll probably want around 14 Wisdom. These ability scores could be adjusted depending on your preferences, but it’s a good idea to make the most of your +4 to Strength.

Animal Companion:

  • Allosaurus / Spinosaurus / Deinonychus

This is a tricky choice. If you go with the spinosaurus, your dionsaur companion’s strength will be monstrously high when it gains its advancement bonuses. On the other hand, the deinonychus will end up with an impressive five primary attacks per round and the always exceptional pounce ability. Fitting in the middle is the allosaurus, who gets pounce, has more size and strength than the deinonychus, and also gains the pounce ability. In this case, the high number of attacks and pounce are too good to pass up in my opinion, since your favored class bonus directly rewards this approach.

As for archetypes, the Totem Guide archetype is quite good, but giving up Evasion and Improved Evasion is painful. The other archetypes are a little lacking, though the Barding Training ability of the Charger archetype is strong. Giving up Share Spells is generally not a good idea, so that puts a high price on taking the Charger or Bodyguard archetypes.

Favored Class Bonus:

– Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.

+1/2 per level may not sound like a lot at first glance, but consider this: it is effectively equivalent to gaining a stacking Weapon Specialization in every natural attack it has every four levels it possesses. That stacks up to become a lot of damage at high levels.

Alternate Racial Traits:

  • Dayrunner

Light blindness sucks, and you won’t really be using many ranged attacks anyways, so you might as well grab this.

Progression:

1: Dodge
2:
3: Power Attack
4:  +1 Str
5: Natural Spell
6:
7: Craft Wondrous Item
8: +1 Str
9: Planar Wild Shape, Nimble Moves*
10:
11: Weapon Focus Claw
12: +1 Str
13: Hammer the Gap, Vital Strike*
14:
15: Weapon Focus Bite
16: +1 Str
17: Powerful Shape, Improved Overrun*
18:
19: Toughness / Blood Vengeance
20: +1 Wis

* = Saurian Shaman Bonus Feat

For this particular build, strong feats are slim pickings. Craft Wondrous Item would be an excellent option if you had the smarts to back it up. As it stands, I figured with a few skill-based buffs and items, you should be able to get by. Grudge Fighter is good on its own, but seeing as most arcane casters (if they’re nice people and tactically-minded) will be hitting you with Heroism before important battles, all you would gain a touch of damage from it. You are in a position to make fairly good use of Hammer the Gap, since you can give yourself a large number of natural attacks, all of which will be at a fairly high attack bonus. Weapon Focus in claw and bite shore up your attack bonus a little when you’re using Wild Shape, which will be most of the time. Natural Spell is a must for all druids, allowing you to buff yourself with natural attack boosting spells while transformed. Planar Wild Shape is excellent at higher levels, giving you damage reduction, elemental resistances and a smite attack (which won’t be at a higher attack bonus, but more damage is always nice).

As for your free Saurian Shaman feats, Nimble Moves lets you charge in situations where you ordinarily couldn’t. The other choices of feats are not stellar; Vital Strike is even less useful for you than most characters, since you can often charge and receive a full attack when you have to move, and the overrun combat maneuver sees very little use, in my experience. You already have Power Attack by this point, and wouldn’t want to wait that long to take it anyways. The only feat remaining, Skill Focus Intimidate, is the worst of the bunch, since your Intimidate check will be awful to begin with.

The Cleave and Vital Strike feat lines could be passable on this build if you transform into a stegosaurus or the like, to give you a single, powerful natural attack. Honestly though, you won’t find many opportunities to use either one, if you stick with the other recommended wild shape forms.

A different option would be to take Spell Focus Conjuration and take Augment Summoning, to make your Summon Nature’s Ally spells more useful.

Strong Traits:

  • Reactionary
  • Lessons of Chaldira / Second Chance
  • Beast of the Society
  • Axe to Grind
  • Theoretical Magician

Theoretical Magician is here strictly for magic item creation, if you happen to go that route. Your Intelligence leaves a lot to be desired, so you need to shore up your Spellcraft skill check as much as you can to compensate. If you opt not to take item crafting feats, the other traits will serve you better.

Animal Companion Progression:

1- Armor Proficiency Light
2- Power Attack
3- +1 Str / Dex
4- +1 Int
5- Armor Proficiency Medium
6- +1 Str / Dex
7-
8- Dodge
9- +1 Str, +1 Str / Dex
10- Improved Natural Armor
11-
12- +1 Str / Dex
13- Weapon Focus Claw
14- +1 Str
15- +1 Str / Dex
16-  Weapon Focus Talon / Improved Natural Armor / Toughness
17-
18- Improved Natural Armor / Toughness, +1 Str / Dex
19-
20- +1 Str

The feats here are intended to directly improve combat effectiveness by adding directly to attack and AC. Combat maneuvers are generally not an efficient way to kill enemies, so they should be avoided. The extra point of Intelligence means that your animal can actually learn to understand Common by putting a point in Linguistics, which greatly simplifies giving it specific instructions beyond what is normally possible with tricks.

Wild Shape Forms:

  • Deinonychus – Medium
  • Megaraptor – Large
  • Allosaurus – Huge
  • Stegosaurus – Vital Strike or Cleave use

Strong Spells:

Level 1:

  • Faerie Fire
  • Feather Step
  • Frostbite
  • Longstrider
  • Magic Fang
  • Obscuring Mist

Level 2:

  • Barkskin
  • Bull’s Strength
  • Cat’s Grace
  • Frigid Touch
  • Lockjaw

Level 3:

  • Companion Mind Link
  • Delay Poison, Communal
  • Greater Magic Fang
  • Resinous Skin
  • Resist Energy, Communal
  • Sleet Storm
  • Spike Growth
  • Vengeful Comets

Level 4:

  • Air Walk
  • Atavism
  • Bloody Claws
  • Echolocation
  • Freedom of Movement
  • Strong Jaw

Level 5:

  • Air Walk, Communal
  • Animal Growth
  • Aspect of the Wolf
  • Wall of Fire
  • Wall of Thorns

Level 6:

  • Dispel Magic, Greater
  • Dust Form
  • Sirocco
  • Stoneskin, Communal

Level 7:

  • Heal

Level 8:

  • Reverse Gravity
  • Wall of Lava

Level 9:

  • Foresight

Recommended Gear

  • Armor: Wild Hide Armor / Wild Ironwood Breastplate
  • Belt:  Belt of Giant Strength
  • Chest: Bane Baldric
  • Feet:  Jaunt Boots / Boots of Speed
  • Hands: Deliquescent Gloves + Gloves of Elvenkind
  • Head:  Jingasa of the Fortunate Soldier
  • Headband:  Headband of Inspired Wisdom
  • Neck:  Amulet of Mighty Fists
  • Ring:  Ring of Protection
  • Shoulders:  Cloak of Resistance
  • Wrists:  Bracers of Sworn Vengeance
  • Deep Red Sphere Ioun Stone
  • Dusty Rose Prism Ioun Stone
  • Cracked Pale Green Prism Ioun Stone (Saves)
  • Cracked Pale Green Prism Ioun Stone (Attack rolls)

There’s some room to make changes here, but not a lot. You’ll need a Headband of Wisdom fairly early to keep up with your increasing spell access, an a Belt of Giant’s Strength is a no-brainer. Anything you can use to increase your AC is helpful, and an Amulet of Mighty Fists can go a long way towards increasing your offensive capabilities. You should generally choose properties over enhancement bonus, as you can cast Greater Magic Fang on yourself to bump up your enhancement.

Seeing as you’ll be spending most late-game combats in Wild Shape, you should purchase Wild armor when you can afford it, unless you have an ally in your group wiling and able to cast Mage Armor on you every day. If you took Craft Wondrous Item and / or other magic item crafting feats, carry a pair of Gloves of Elvenkind for use when crafting, and a pair of Deliquescent gloves for use in combat.

Gear Controversy:

As far as I know, there is no clear consensus on how many magic item slots an animal companion has in Pathfinder. Some people choose to use the Living Greyhawk rules, which state that an animal companion receives only a neck slot, a barding slot (armor), slotless and animal specific items. Others have stated that animal companions have up to as many equipment slots as humanoid creatures, so long as their anatomy can accommodate them. There is a softcover book out right now called Animal Archive that may give a conclusive answer, but unfortunately, I do not own it, and can’t track down what it says. If anyone does have a specific (well-sourced) answer, I will adjust this accordingly.

The power of this build is significantly affected by the GM ruling on this point. Being able to equip your animal with a belt to bump up its Strength, Dexterity or both, an Amulet of Mighty Fists and possibly also a Ring of Protection, can make a world of difference. As of this particular moment, I am working off of the assumption that animal companions have as many gear slots as a PC. If your DM rules otherwise, and you still want to play the Orc dinosaur master, ignore any barred item slots.

How it Works:

This character is quite a beast; literally. Transform into the biggest dinosaur with pounce and multiple attacks that you can, and charge in with your pet. Buff yourself and your pet with your spells, and avoid ones that require saving throws from your enemies like the plague. The nice thing about natural attacks is that they’re all at your highest base attack bonus, allowing you to make a flurry of fairly accurate strikes, especially when charging.

There’s something particularly special about playing a character that transforms into a giant dinosaur; give it a try, and find out for yourself.

Uni

Pathfinder Unarmed Monk of the Sacred Mountain Build

Back again, my friends.

I spoke in my last post about the effectiveness of the unarmed fighting style, something which many Pathfinder players overlook. Thus, I am composing a build centered around unarmed combat, sticking strictly with Monk, since they are the target of so much undeserved hate.

So, without further ado, let’s proceed!

Race: 

Human is generally the best choice here, since you’ll gain a lot out of the +2 to two separate ability scores from Dual Talent. As most of you probably already know, Monks are a very ability score intensive class, so you need all the bonuses you can get. If your DM will allow you to use races from the Advanced Race Guide, Oreads are a great option; though they are only a 6 RP race, they easily measure up to a human thanks to their Granite Skin alternate racial trait. Their favored class bonus isn’t quite as good though.

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

Epic Fantasy:

  • Str: 19 (13)
  • Dex: 14 (5)
  • Con: 13 (3)
  • Int: 8 (-2)
  • Wis: 18 (10)
  • Cha: 7 (-4)

High Fantasy:

  • Str: 19 (13)
  • Dex: 14 (5)
  • Con: 13 (3)
  • Int: 8 (-2)
  • Wis: 16 (5)
  • Cha: 7 (-4)

Standard Fantasy:

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

Low Fantasy:

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

As a Monk, you have two potential dump stats; intelligence and charisma. Since having a good value in nearly every other ability score is important, it’s generally wise to make the most of both of them, especially if you’re playing a low fantasy or standard fantasy game. In epic or high fantasy, this build is a lot easier to run with. If you go with an Oread, your Charisma will end up a truly appalling total of 5 for many of these configurations. It might be a good idea to take a vow of silence on that particular character, since every word out of your mouth will probably make people want to kill you.

Alternate Racial Traits:

  • Dual Talent (Human) / Granite Skin (Oread)

Progression:

1: Dodge, Combat Reflexes*
2: Deflect Arrows*
3: Dragon Style
4: +1 Str
5: Dragon Ferocity
6: Hamatulatsu / Combat Reflexes / Ki Diversity / Mobility
7: Power Attack
8: +1 Str
9: Weapon Focus – Unarmed
10: Improved Critical – Unarmed Strike / Medusa’s Wrath
11: Improved Natural Armor
12:
13: Elemental Fist
14: Spring Attack / Improved Critical – Unarmed Strike
15: Cleave
16:
17: Cleaving Finish
18: Ki Diversity – Wings of the Crane
19: Dragon Roar
20:

There’s quite a bit of room for variation here; the only feats you really have to have are all covered by the time you get to level 7. I would be quite tempted to skip out on all of the feats from levels 13 to 19 and continue to take Improved Natural Armor for each available feat, as it can be selected multiple times. Ability Focus – Stunning Fist is a decent option when you have room for it, as is Extra Ki, if you find your days drag on long enough that you regularly run out of Ki before you get the chance to rest. Hammer the Gap can add a little extra damage, but I don’t think it adds enough to justify taking it. Medusa’s Wrath makes an appearance as a recommendation dependent on your party makeup; if you have an ally or allies able to impose any of the listed conditions, you should definitely make a go of it. A Transmutation specialist Wizard throwing Slow spells around can lead to you making a lot of people very dead.

Another viable option is to branch out into another combat style at level 9, and take the Combat Style Master feat. The trick to using Combat Style Master well is taking one style to keep active on your turn (Dragon Style), and another to keep active off-turn (Crane Style / Snake Style). Though this double combat style approach can be extremely powerful, the heavy feat investment means that it ends up a very late-game strategy. If you’d like to give it a go, replace the chosen feats with the following: 9 – Crane Style, 11 – Combat Style Master, 13 – Crane Wing, 15 – Crane Riposte. Your attack bonus takes a bit of a dip, since you have to fight defensively to make use of Crane Style, but by the time you get up to Crane Riposte, it’s only a -1 penalty, which isn’t too bad. Snake Style is a defensive stance option that doesn’t hurt your attack bonus, but you’ll need to make sure you put enough skill points in Sense Motive and Acrobatics. If you want to go this route, substitute one of your Monk bonus feats for Combat Reflexes so you meet all your prerequisites. Snake Style is even more late-game than Crane Style though, as it doesn’t get really strong until you get Snake Fang, the last feat in the three feat line.

Strong Traits:

  • Quain Martial Artist
  • Honored Fist of the Society
  • Lessons of Chaldira / Second Chance
  • Axe to Grind
  • Reactionary

There are probably a few other decent traits available, but these are the ones that come to mind. Feel free to experiment. Quain Martial Artist is definitely one you should take if your DM allows it though.

Vows:

  • Vow of Fasting
  • Vow of Truth
  • Vow of Silence?

Vows are a nice way to bump up your Ki Pool a bit, and the restrictions they impose are not all that punishing in a few cases. Vow of Fasting is a good option if (like me) you hate using potions, since they’re so damned expensive. Vow of Truth is a good fit for this character, since their Charisma is so bad that nobody is going to believe anything they say anyways. As for Vow of Silence, well… not everyone wants to play a mute punching machine, but the option is there, if you want it.

Recommended Gear

  • Armor: None
  • Belt:  Belt of Giant Strength
  • Chest:  Quick Runner’s Shirt
  • Feet:  Jaunt Boots
  • Hands: Deliquescent Gloves
  • Head:  Jingasa of the Fortunate Soldier
  • Headband:  Headband of Inspired Wisdom
  • Neck:  Amulet of Mighty Fists / Amulet of Natural Armor
  • Ring:  Ring of Protection
  • Shoulders:  Cloak of Resistance
  • Wrists:  Bracers of Armor
  • Deep Red Sphere Ioun Stone
  • Cracked Pale Green Prism Ioun Stone (Saves)
  • Cracked Pale Green Prism Ioun Stone (Attack rolls)

Your choice of gear may change depending on your party makeup. If you have a Druid in your group (or someone with enough Use Magic Device to use wands as if they were one), try to get a Greater Magic Fang cast on yourself every day, freeing you up to take weapon special abilities on your Amulet of Mighty Fists. Barkskin is another spell that you’ll frequently be pleading with your party Druid to cast on you. If you only have a Wizard or Sorcerer in your group, try to get them to throw a Mage Armor on you; the benefit is massive for you at all single-digit levels. If you’re completely on your own or without anyone who can buff you, get yourself a pair of Bracers of Armor as quickly as possible, and carry around a few potions of Mage Armor (and possibly Magic Fang) for special occasions. If nobody has Haste, Jaunt Boots could be switched out for Boots of Speed.

Final notes and other options:

I chose Monk of the Sacred Mountain for the AC bonus and Toughness, which helps quite a bit, but any type of Monk that grants you Stunning Fist as a bonus feat is a valid option here, including Martial Artist. If you went with Martial Artist, you’d have a lot more feat options through the Fighter feat lines (Weapon Spec, Greater Weapon Focus, etc), so you’d probably end up ditching a lot of the latter part of the feat progression listed here.

Whatever you do, make Dragon Style and Power Attack the crux of your approach to combat, as together they allow you to do a truly daunting amount of damage thanks to your high strength score. If desired, I can always crunch out some sample numbers based on a given level and level appropriate wealth.

I assure you, this Monk can do a lot of damage at a decent attack bonus, while maintaining solid AC if they get a little help in terms of buffs. Since you’re a Monk, your saves will be very impressive, especially considering your fairly balanced stat distribution.

Crack a few skulls for me, fellow adventurers.

Uni