I was thinking for a moment about campaigns I have run in GURPS.

Reaching way back to college to present day (or, really, a few years back, when last I actually ran anything):
Dark Conspiracy – I hated hated hated the Dark Conspiracy game system. It just did not work for me. So my very first campaign, I converted to GURPS. Good move. I also used nearly every rulebook I had. Bad move. Overall, the campaign was a success, but I spent way too much time looking stuff up.
I ran some sort of Generic Fantasy game early in Grad School. Wasn’t terribly memorable, though I remember getting into an argument with one of my roommates about the proper composition and tree density of the forest in which I’d staged a combat. Surprise surprise, it didn’t last. 
I also ran a game called, I think, the Earth Federation campaign. A post-apocalyptic game which was my reaction to Babylon 5. Set on a space station where the characters were all members of, um, some sort of FBI-like organizations. That went on several sessions, and was a LOT of fun. Good interconnected plotlines, a few bad guys, some secret science that would lead to warp drive. 
Next up was, I think, my Black Ops campaign. I think +Brett Slocum may have played in that one, along with +Gene Ha and a bunch of others, including my wife, her sister, and diverse others. I remember it fairly fondly, and it’s left me with a love for the monster hunting and special ops genre that I have not lost. It was the source of my almost-first project with SJG, an adventure called OMEN TOWER that died a horrible death due to some very unfortunate circumstances at the time. 
I also ran a game, another fantasy one, that ported over a lot of the religious background from The Deed of Paksenarrion (it was well thought-out and complete), but with my own map (I was into Campaign Cartographer a bit at the time) and backstory. I actually ran a prequel adventure, deliberately on rails and with my players pre-agreement, giving the backstory by which the Big Bad Evil Guy was returned to the world. The “Blasingdell” campaign was a solid one, which I’d hoped to revisit.
Again reaching to Babylon 5, I brought the Lords of Shadow and Light to earth, where I revisited Dark Conspiracy-like going’s-on with the twist that two forces, one of order and stasis, the other of chaos and mayhem, had gained access to Earth through an accidental wrong place/wrong time dimensional rift. That only lasted a few sessions, but it was going to be a fun ride.
My last campaign was straight-up GURPS Firefly. It rocked, and had a good story behind it. Good times.
What I’d love to play in?
I would really groove on getting into a Monster Hunters game. 
I am always happy to revisit the worlds of Dark Conspiracy and Black Ops. I’m enjoying the hell out of my paladin in Dungeon Fantasy, and would love playing in +Peter V. Dell’Orto‘s Felltower campaign, I suspect. +Sean Punch‘s ongoing campaign, which he records on his LiveJournal, seems to rock on toast.

I got to play GURPS at TL9 this past Saturday, with +Jeromy French , +kung fu hillbilly , +Alina Cole , +Carl Miller , and +Matt Sutton .

We got into a battle with lasers and slugthrowers. There was an awful lot of successful dodging going on. Some of this just “the dice say what the dice say.” But after a bit, you could tell from the body language (and post-game conversation) that the overall assessment of that was “no frackin’ way.”

GURPS has a fairly realistic outcome level when it comes to gun battles. The real level of hits in combat at ranges spanning a mere 3-10 yards is something like “less than 10-15%.” If you figure GURPS Dodge scores on the order of 6-10, (15-50% chance of a successful dodge), you’re still looking at “attack” level percentages on the order of no more than 30%. That’s 8- or 9- at best net/net, even before dodging.

So at 3-10 yards (-4 down to -1) skill levels are presumably in the 9-13 range (not spec ops, from “joe average or a cop who doesn’t do much range time). Again . . . realistic. Most of these exchages involve considerable fear and andrenaline, and sighted but not aimed shooting. See GURPS Tactical Shooting for how these differ.

Given “on the range” bonuses of something like +6 to +8 for knowing range, not being in any sort of danger, no stake in the outcome, etc, that’s likely looking at range-level accuracy on the order of 15 to 21, plus Acc 3 of the gun. Net raw score is likely 17-24, meaning that on a quiet range shooting once every second or two, you can probably put every shot on the paper (at a raw skill of 9) to being able to eat a -6 penalty to put 90% of all your shots in a 0.2-yd circle: every shot in an 7″ circle.

When I took a range accuracy test in Texas years ago, shots from 3-25 yards were all within 6″ of target. I’ll admit it (Texas rules apply – if you can do it, it ain’t braggin’): I’m a good shot on the range. You might also call much range shooting Guns (Sport) and hit shooters with an additional -3 in real combat situations unless they’ve been on live-fire, shoot/no-shoot, or kill house training.

And yet . . .

Lasers. There’s no recoil to deal with, unless you’re ejecting a chemical cell. If you can put the red X on the target and pull the trigger, they shouldn’t get to dodge. They just take it. Beam spread is certainly not appreciable at the kind of distances we were facing.

So:

DECIDE . . . and quickly

Well, one possible thing to do is steal from T-Bone: use his DECIDE rules where you declare your defenses before you know if a blow hits. That means you have to declare defenses before the to-hit roll is made, or sometimes you can do it retroactively at a penalty (but not for lasers, he clarifies).

There are ways to tweak this, such as if the defender succeeds, you still roll to-hit, fishing for a critical.

You can also do something like this:

Evasive Movement (a sort-of variant on All-Out Defense)

At the beginning of your turn, you may declare you are moving evasively. You’re bobbing and weaving, moving side to side, up and down, etc. You can take a certain penalty to all your actions on your turn, in exchange for inflicting that same penalty on your foes’ ranged weapon attacks. This has zero effect on your foes’ incoming melee attacks (but still penalizes you!). The maximum penalty you can voluntarily accept is (say) how many yards you actually moved this turn, plus your Basic Speed.

I might need to divide that by two. So if you have Basic Speed 6 and have moved your full 6-yard allotment  the best you can do is take a -6 to your own stuff and -6 to your foes.

Maybe I even need an exchange rate. You can inflict up to -6 on your foes, but you take -12. You may be disrupting everything you do, but it’ll be easier for your foe to plug you than it will be to shoot him while doing the crazy dodge and zigzag thing.

Blended


I have always liked the logic of DECIDE, but the all-or-nothing of the attack/defense sequence, even when you declare first, bothers me. There’s an argument, and not a bad one, for allowing Prediction Shot (-2 to hit for -1 to penalize Dodge for ranged weapon attacks) in realistic games. It’s in GURPS: Gun Fu, probably among other places.

Yes, both Gun Fu and Tactical Shooting were written by +Hans-Christian Vortisch. He’s just good that way.

Still, a nice way to split the difference is to reverse it. Use DECIDE, and make the defender choose his decision first. But . . . apply double the margin of success of the Dodge roll to the to-hit chance. A critical success on the defense roll means your foe must fire, and always misses (though might hit someone else). But any other result only alters the to-hit penalty. A critical success on the attack roll obviates any penalty from the defense except a critical, which has primacy of place. This favors defense over attack in this case, but since defenses are usually so very much lower than attacks, I’m cool with that.

I think I like DECIDE + Blended.

You’re shooting a laser at someone. They can’t react to the fire after they know it hits; they must choose whether or not to defend (nearly always dodge). If they roll vs. their Dodge-9 and get a 6, making it by 3, then you take -6 to hit. If you miss, you miss. If you hit, or hit with many shots, so be it. But they have to declare the defense (and suffer the consequences for things like Dodge and Drop) ahead of time.

[Note: I clearly have a rodent living in my wall, eating away at my insulation. It is distracting, and will ultimately be expensive. Sigh. I can hear the bastard chewing away.]

The decision order and how defenses only need be rolled on a successful hit raises eyebrows for nearly everyone. I can see why it’s done; why drive extra rolls on a miss? But for people with sparring, combat, or any kind of experience with fighting, it always strains, sometimes breaks, suspension of disbelief.

I think there are fixes to this that won’t burden the GM or players, but will help with the “yeah, that makes sense” factor.

Might result in some dead PCs, though. Better hope you took Luck and its variants.

Seeing It Coming


After I posted this, I remembered something. GURPS appropriately doesn’t allow any defenses against stuff you can’t see coming. So in order to actually be allowed to make the DECIDE roll:

  • If you’re defending against someone you’re actively attacking or aiming at – you get to make the  call, no problem. Just DECIDE.
  • If you are not engaged in an Aim or other “stare at someone” action (Wait, Evaluate, for starters) you should probably be able to make a modified Perception roll to see someone bearing down at you. 
  • If you are actively focusing on someone, then your Per roll is modified severely downward for tunnel vision. 
For the second one, you can probably take a general “Evaluate” that says “I’m looking for threats” that gives a bonus to the “does anyone draw a bead on me?” roll, but doesn’t give the usual Evaluate bonuses for focusing on one guy.
Note also that Tactical Shooting has actual playtested rules for situational awareness that certainly must apply here!

What’s a gun?

OK, back up. We know what a gun is. A slugthrower. Chemical combustion or explosive powered projectile delivery vehicle.

Or is it?

In GURPS, a gun is a kinetic energy delivery vehicle. Since Fourth Edition did away with blowthrough – a mechanic where massive damage would overpenetrate and be lost – more energy is more damage is more dead foes. See an old but interesting discussion thread here.

The mechanics of GURPS damage, their basis in a formula based on the square root of kinetic energy, divided by some factor related to caliber . . . all based in solid approximations of real-world physics.

But . . . 

What about in TV and movies? 

Well, there’s TVTropes. Wow. That’s a lot of tropes. And most of them? Most of them don’t make much physical sense. In fact, one of my hidden moments of infamy is here in GURPS’ TVTropes listing: 

  • Arbitrary Gun Power: One of the most systematic aversions possible. The closest anyone’s been able to come to divining the formula used by the authors goes on for pages.
Hey! That’s me!
But seriously: Arbitrary Gun Power?
Yes. In TV and many movies, a gun is a symbol and part of a character’s description. It tells you about the person. In practice, though? It may or may not kill you, depending on the needs of the plot. Full auto AK-47 might tell you one thing. Belt-fed tells you something else. So might a tricked out .22LR. Any of those will either kill you dead or miss you completely, might punch through the frontal armor of an M1A2 or ricochet harmlessly off of a cell phone in you pocket. They might hit you right in the chest and you’re up and at ’em despite being wounded, or ping you in the shoulder and kill you dead. The key bit isn’t the joules of energy, or the caliber, or the wounding modifier . . . it’s just a bit of characterization, that might also be used to make a plot point through violence, justified or not, mindful or mindless.
This actually occurred to me before I looked at the FATE Kickstarter draft. Actually, I still haven’t read it (but I will).
But once I had the thought of guns as merely characterization devices and plot points, I figured that FATE would handle it in a similar way. I still don’t know if it does . . . but since the draft doesn’t have a chapter on equipment in the Table of Contents at all (or at least, as such), I’m going to anticipate being (a) right, and (b) satisfied. 
Sometimes a gun is hot lead and cold death. But sometimes, it’s a fashion statement, or a nametag that says “Hello . . . My Name Is Professional Warrior.”
Sometimes that’s all that’s important.

Skipping over all varieties of introductions and back story.

Brody, our resident sneak-a-holic, returns from a foray into infiltrating the local nest of scum and villainy, to report that the girlfriend of the leader of the local Rimerunner’s guild has become recently reclusive and purchased an old hall a few days outside Karlsgard, the town we’re in. Naturally, Brody came by this information through legal but duplicitous means – Social engineering for the win.

Lot of money being poured into the place, and the girlfriend spends a lot of time there. We’re hoping to find the long-lost sword from far-off Tian. Of course. In the words of our GM, +Nathan Joy  relaying this to us:

“…a sword from far-off Tian, and we were attacked by shadowy warriors who fit the description of elite assassins from far-off Tian, and the Rimerunners Guild is apparently a front for an assassin’s guild called the Frozen Shadows, whose modus operandi matches that of the shadowy warriors who attacked us….”

A few of our party are afflicted with the Honesty disadvantage, which means that we can’t just haul off and break into stuff. I will admit Cadmus, my Warrior Saint, is one of those, and so is Brother Michel+Mark Langsdorf‘s Mage/Cleric Uber-IQ guy.

But we’re told there might be demons there, and since Pharasma and demons do not get on well, Cadmus states that where there are rumors of demons, there must I go.

Oh, and we also find out that the undead Viking we just killed used to own the house. And his notional second-in-command now owns it. So the Ravenscraeg hall is now owned by our prime candidate for current bad guy’s (Longthews) girlfriend Silverskorr, being fixed up. That was enough for us to decide to pay a visit. Despite the rumors of horrible things, people never return, Mad Reaver, etc.

We’d placed an order for better gear, spending money from the loot we got from Brinestump Castle. Our group is using a mish-mash of Dungeon Fantasy and more advanced rules (lots of stuff from Martial Arts, the armor weights from Low Tech), so my old panoply was pretty darn complicated. A mix of mail and plates (one of the best armors by weight and cost per unit of DR, in Low Tech), cheap mail (which ain’t bad either), different quality and thickness front and back to save cost and weight, etc. There’s only so far $3500 in signature gear and starting cash can take you, and I optimized horribly (meaning as munchkinly as I could manage. This is Dungeon Fantasy, after all).

The new kit cost me just shy of $12,000 but is both simpler and better. We have a couple house rules in play that boost the cost even more. You can only enchant gear that has at least a x2 cost multiplier. TL 4 armors also have that same x2, and that counts. So I wind up with a Lightened full suit of padded cloth (DR 1*), Heavy Mail legs and arms, both with lighten x3/4 and fortify +1, and a full helm and torso armor with DR 7 plate as the base, with fortify and lighten again. So DR 9 on the torso and head, DR 6/4* arms and legs. Plus some pretty lame boots, honestly. Better not step on any caltrops.

So we find out through research and carousing where this house is located, and set off. After some riding (we all bought horses, using this excellent writeup of various horse types by Icelander; Cadmus has a Rouncey), we were making our way through a swamp when my horse stepped into a puddle of water, only to come up with skin blistering, covered in some sort of goo.

I forced the horse to jump over the water, clearing the obstacle. The goo continued to smoke and hiss, and the water began to writhe and ripple, and something emerged from that. My comrades and I immediately “took a tiny step and there conclusions were” and decided that hitting this stuff with regular weapons would be Grade A stupid. So Staver, our resident infernal scout, started shooting 2d fireball arrows at the ooze. It hit, boom, splat, and a whole bunch of these things make their appearance.

They start flinging acidic slime balls at us. Our Knight, Thumvar (winged gargoyle knight) blocks twice, and I dodge twice, succeeding both times thanks to my +3 Defense bonus from my light large shield. The shield is not happy. At all.

We continue with fireball arrows, throwing liquid fire, casting Create Fire, etc. Cadmus moves his horse 7-8 yards away, and critically succeeds in my rapid dismount roll. 9.8, 9.9, 9.7, 9.8, and 4.5 from my mother, disguised as the East German judge.

Then the ooze starts moving towards us. Yeeps.

So my Warrior Saint does what Warrior Saint’s do in these cases.

He prayed. He prayed for the confounding of his enemy and the health of his mount. These rolls are made in secret, and are against my Divine Favor of 8 (with modifiers, etc) and then a reaction roll. Also, I have to pray for 1d6 seconds to make this happen.

Nate must have rolled really well. The very next turn, all the oozes freeze in place, and my horse’s leg stops smoking, as I receive a tailor-made miracle, with thanks to Pharasma. I choose to maintain my prayer, noting that faith is not a fire-and-forget missile. Nate says “good call” in retrospect; my awesome effect would have been lost had I tried anything else.

The oozes flung more acid at us; three more balls at me, one of which crit-hits, one misses, the other I dodge. The crit spatters on my nice, new, magical breastplate. But our resident mage can burn them all to death and Mend my armor before the acid ball eats all the way through my DR 9.

We called the session there.

**********

That could have gone a few ways, and that any of these methods would have been viable is why I love GURPS.

1) We could have tried to jump the puddle and just left. But seeing the fire arrow hit for effect, we decided to stay.

2) My prayer was technically a long shot. Maybe 9 or less on 3d6 (37% chance). It only took me 1 second to pray, and it could have been six. And my petition roll, which was good enough to heal the horse and freeze them in place, turned this into “have the fire-wielding guys burn them all to death.”

3) Had this not worked out, it was pretty clear that had we stood and fought, we were risking massive damage to our gear. Cadmus has a dueling poleaxe that he rarely uses that he could have tried, but it just seemed intuitive (especially after Thumvar deliberately sacrificed a thrown hatchet to prove the point) that mundane weapons would just be ruined. Fire seemed the only way, though I’m sure that there’d be others. Not all of us have fire. Might have to fix that.

I had options the entire time. Ride, pray, swing weapons, etc. Cadmus is 313 points, so his combat options are pretty good. But melee wasn’t in it this time, and that was pretty fun. We’ll have to work a bit on the teamwork thing, and I’m still getting used to the DF threats. As an example, I did not silver-coat my axe, which is an “of course!” move for the more experienced crowd. We are not purposefully equipped (yet) against creatures who do not respond well to being chopped or bashed, though our mage/cleric (Brother Michel) is darn versatile and eats paut (a magical version of a Cliff Bar) like there’s no tomorrow (in fairness, he eats it because if he doesn’t, for some of us there will be no tomorrow, so it’s all good).

Lessons learned? We’ll see.

This is a continuation of my read-through of Chapter 3. Eleven base classes means a crazy-long entry; I broke it up.



A retroactive introduction: After an actual-play hiatus where I was mostly writing and playtesting for GURPS. I was invited to play in a Pathfinder game, and after a few sessions, it was time to buy the book and learn the rules! I decided to try and read the Pathfinder rules cover-to-cover and see what inspiration strikes, for good or ill!

This is a compilation of the links to read-throughs of Pathfinder-related material

Pathfinder Core Rulebook

0.  Prelude
1.  Introduction
2.  Races


3a. Classes (Barbarian – Monk)
3b. Classes (Paladin – Wizard)

Please make any comments you have at the individual entries!

So: we continue!


Paladin

Hit Die (HP at 10th): d10 (60 HP)
Skill Ranks (Number of Class Skills): 2 (10 skills)
Skill-Ability Breakdown: STR (0); DEX (1); CON(0); INT (4); WIS (3); CHA(2).
BAB Total (10/20): +10/+20 (extra attack every 5 levels past first)
Save Total: (+17/+30)

Everyone loved to hate on Paladins back in my day. Well, it’s still my day, but they did get trash-talked a lot. Goody two-shoes holy roller, God-Botherer, etc. I always thought that the stalwart protector of Good was a great character concept. Then I read Elizabeth Moon’s The Deed of Paksenarrion, which I really, really enjoyed, and saw what fun a Paladin played right could be. I play one now (technically a Warrior Saint of Pharasma), in a Pathfinder-based GURPS Dungeon Fantasy Campaign.

Wow, that was a lot of links.

Paladins get the same choices of weapons as Fighters, less tower shields, which seem to be a specialty item. Right away, Paladins pick up the ability to detect evil . . . and be detected as Good. The Smite ability allows some serious bonus-stacking, based on CHA and level. Plus nifty AC bonuses against the smitten (smote? smacked-down? smited?) foe.

Note that the Paladin’s smite evil ability and the Dungeon Fantasy Learned Prayer called Smite, and it’s bigger, much badder cousin, Smite (Enhanced) from the exceptionally awesome book GURPS Powers: Divine Favor are cousins in terms of badassery.

As she levels up, the options for smiting become pretty varied, sometimes transferable, and  you get access to a limited number of spells, plus some cool healing powers. The Paladin powers aren’t as universal as Feats (again, the Fighter’s niche), but boy in their element they seem pretty rockin’. If you want the maximum spell level possible (level 4), you’ll want at least CHA 14 – in practice, more than that since many of a Paladin’s abilities are keyed off of CHA.

A Paladin is a living embodiment of doing good through personal risk, putting flesh and faith between evil and those whom evil would seek to harm. They are a God’s will made manifest, and those who fight near them are inspired and enabled by their presence. 

Quibble: you have to be mighty close – within 10 feet – to benefit from some of these nifty features. In GURPS that would be three hexes to the left or right, in a battle line, which is quite reasonable if the PCs can get their shit together and form a line of battle. I’m not sure how many Pathfinder tokens fit in a 10×10 square, normally. Presumably this will be explained in the Combat chapter.

I make no bones about loving the Paladin archetype. It’s a bias of mine, but I have a ton of fun with this class, even (or perhaps more so) when I play in classless systems like GURPS.


I don’t know much about Prestige Classes yet. It almost seems as if Paladin would make a natural one – and indeed, checking the net finds the Holy Vindicator, where a fighter/cleric or cleric can pick up some paladin-like abilities without actually being one. Hrm.

Ranger

Hit Die (HP at 10th): d10 (60 HP)
Skill Ranks (Number of Class Skills): 6 (15 skills)
Skill-Ability Breakdown: STR (2); DEX (2); CON(0); INT (5); WIS (4); CHA(2).
BAB Total (10/20): +10/+20 (extra attack every 5 levels past first)
Save Total: (+17/+30)

Along with the Barbarian, Fighter, and Paladin, Rangers are front-line types in essence, with BAB equal to their level. They use up to medium armor and shields (without tower shields) like the barbarian, and use simple and martial weapons. 

The Ranger’s first schtick is the ‘favored enemy.’ One or more types of critters that they get bonuses to identify, know stuff about, track, and (of course) kill.

They must also specialize in either archery, making them a stand-off expert, or two-weapon fighting, which can put them on the front line (but watch for that lower armor and no shield thing). This increments every four levels; you must choose your path on hitting 2nd level – that is, almost immediately.

Like their namesake Strider from The Lord of the Rings, Rangers are long-walkers and far-trekkers. Their bonus feats are mostly based on movement, and that includes endurance, moving quickly through obstructed terrain, evasion, and survival. They also pick up spells that feel pretty Druidic in nature, which is appropriate to the archetype.

I remember from my old AD&D days that rangers were one of my favorite classes. Good fighting, with a smattering of cool abilities that made you a bit of a fighter-cleric or (later) fighter-druid. This still seems true. They can fight, but will have lower AC than others (it’s still weird to say that, since I’m old enough to remember when low AC was a good thing; I dimly recall that plate mail and DEX 18 was an AC of -2, perhaps?). They will do well hunting and killing from a distance, and can cast spells and gain abilities to do this over long marches and with some degree of surprise. They seem to also, at higher levels, potentially make pretty good back-up healers.

Rogue

Hit Die (HP at 10th): d8 (49 HP)
Skill Ranks (Number of Class Skills): 8 (21 skills)
Skill-Ability Breakdown: STR (2); DEX (5); CON(0); INT (5); WIS (3); CHA(6).
BAB Total (10/20): +7/+15 (extra attack every 7-8 levels past first)
Save Total: (+17/+30)

Sneak Attack and mondo levels of skill. Oh, sure the Rogue Talents can be cool, but with a decent INT score you are going to be putting +1 in half your skill list every level – and depending on what kind of Rogue you want to be, that won’t bother you. If you’re a Traps and Stealth rogue, you can cover that and more. If you’re a Merchant rogue, no problem. You might not even have to choose. With the right racial and feat bonuses (+2 Per, +1-3 for ability scores, and Skill Focus) my 4th level piratey rogue has Stealth +12, Perception +11, and a bunch more in the +6 to +9 range. And that’s AFTER I fixed the problem I had giving more ranks than hit dice (oops).

The sneak attack thing is pretty nice too, since you basically get +1d6 every two levels to damage, an average of just under 2 points of damage per level . . . if you can flank your foe, which you should always try and do anyway.

You’re going to want to avoid direct combat, since you’re restricted to light armor, no shields. I have gotten far more mileage out of a composite shortbow than any amount of Dagger Fu. That being said, some of the other simple weapons, such as the heavy mace, do a bit more damage than my rapier, and the long spear is a reach weapon with 1d8 and a x3 critical. A heavy crossbow is pretty nasty too, but only every other round capable. 

I might really need to look into using a long spear. 

Sorcerer

Hit Die (HP at 10th): d6 (38 HP)
Skill Ranks (Number of Class Skills): 2 (9 skills)
Skill-Ability Breakdown: STR (0); DEX (1); CON(0); INT (4); WIS (1); CHA(3).
BAB Total (10/20): +5/+10 (extra attack at 12th level)
Save Total: (+13/+24)

These guys can’t take a hit, don’t have very good saving throws, and have very few skills. 

This bodes well for what they are good at, I presume. It better.

Sorcerers are new to me, since they’re not even close to anything from the D&D games I used to play. They can cast spells because they are inherently magical, rather than through study. You have to choose a background, called a bloodline, that defines from whence your magical gift flows.

Some of these are pretty horrid. At high level, an Aberrant gains misshapen and deformed physiology. Abyssal, Infernal, and Undead bloodlines do not end well. Well, unless you’re into that sort of thing. The book says any bloodline can be paired with any alignment, but that grates. “O Hai! I’m a Lawful Good sorcerer with an Abyssal bloodline! I have claws, can summon demons, and like long, slow, deep, soft, wet kisses that last three days!” (Warning: that link is Not Safe For Work).

You get a few powers along the way. These seem to be a limited set of immunities, one or two ways to do damage (not trivial: Gold Draconic bloodline at 18th level can breathe fire in a 30′ cone twice per day for 18d6 damage), and often some sort of movement power.

The sorcerer can know a limited number of spells, but can cast up to 6 spells per day, plus your CHA bonus (interesting choice of Ability base, there). You may, however, only learn a certain number, and this is independent of ability scores. That being said, if you like Fireball and have CHA 18 for a +4 bonus, you can cast it ten times a day at 9th level. That will thus be the only 3rd level spell you cast that day, but you can sling a lot of fireballs.

Sorcerers and Wizards use the same spell list. Way back when, if you managed to live through the lower levels, you became a walking artillery piece, capable of rearranging whole battlefields; +Wil Wheaton makes exactly this point here. I have since lost my old AD&D books (maybe my mom tossed ’em; she never liked me roleplaying anyway – now that I occasionally get paid for it, she merely vacillates between neutral and unknowing. Improvement? Perhaps.) but let’s check out some 9th level Wizard/Sorcerer battle magic that you pick up at 18th level. I’ll presume level 18 and key stats, where they matter, of 20. Yes, that’s high, but since your max spell level is often 10+the spell level, you need ability scores of 19 or 20 to lay down proper fire and brimstone. So, 20 it is.

Crushing Hand and Meteor Swarm. Hey, Meteor Swarm . . . I like the sound of that. Range is over 1,000 feet, four impact zones of 80′ in diameter. 6d6 of pain fills the area, and you can hit a creature more than once. So up to 24d6 (24-144 per strike). The entity known as Treantmonk posted a guide to making Monks, and notes that with the right build, you can get up close and personal doing seven to nine hits per turn, each at maybe 2d10+20. Call that 16d10+160, and you’re looking at 176-320 damage per turn until you run out of ki. I suspect a dedicated Fighter build can do as well. Of course, you have to overcome your foe’s AC, where spells, I believe, are a save vs. the DC of about 24. 

Of course, the Sorcerer hits you at 1000′ away if he can. The Monk has to get a wee bit closer.

I’m out of my league comparing builds, but it would appear that the up-close-and-personal types can lay down some serious hurt.

In GURPS, the trick to running a spellcaster is often not to try to deal direct damage. You buff your friends – Great Haste is a perennial favorite – and do tricky stuff. The Tickle spell, for example, incapacitates your foe for a full minute – that’s 60 combat rounds – of hysterical laughter. Whereupon your fighter or some random barmaid can slit his throat.

Perhaps the Sorcerer/Wizard follows the same path; I will find out when I get to Chapter 10!

Wizard

Hit Die (HP at 10th): d6 (38 HP)
Skill Ranks (Number of Class Skills): 2 (7 skills – but one is “any” Knowledge skill)
Skill-Ability Breakdown: STR (0); DEX (1); CON(0); INT (5); WIS (1); CHA(0).
BAB Total (10/20): +5/+10 (extra attack at 12th level)
Save Total: (+13/+24)

The wizard is the book-larnin’ relative of the Sorcerer. Familiars, the power item, and the spellbook are all present, which satisfies my sense of nostalgia. The key stat, as you might imagine, is INT. As high as possible. CON probably couldn’t hurt; you’ll need the HP.

No armor, no shieids. You can probably, and should probably, look for magic robes to give some sort of armor bonus, but really, just stand back and fling arcane energy from a distance.

No doubt someone can come up with an up-close-and-personal Wizard build. To that I say: Cool! Bring it on, post comments. Lemmee see it.

One thing that’s interesting about Wizards is they do get an unlimited number of castings of 0-level spells called cantrips. Up to four can be prepared per day, but cast unlimited times. Some of these are fairly cool: mending looks useful, as does a spell that can create torchlight.

Note that it says prepare, since unlike sorcerers, wizards can know as many spells as you like, but you can only prepare a certain number per day, and once your slot is expended, it’s gone for that day. That being said, if you want to fling three fireballs in one day, booyah – but it’s going to cost you three slots.

The wizard’s familiar seems a bit of a big deal. It grants abilities, and can be used to extend the wizard’s power and reach. It can also attack and fight – but really, if you want that, look at Druids, I think.

Each wizard gets to choose whether to be a Universalist (no specialties) or a focused mage, in which you pick a particular school and get goodies pertaining to it: an extra spell slot per level you can cast, and a short list of bonuses or pseudo-spells. But (there’s always a but) you also have to pick two opposed schools at which you suck, and casting spells from those schools is done at 2 slots per 1 spell. Yowch.

***

And that’s it! I’m not sure if the classes are balanced or not as they go up in levels. I’ll rely on others to tell me (though looking at vitriolic threads on RPG.net about such things, perhaps ignorance is bliss). 

Next up for Pathfinder: Skills and Feats (Chapters 4-5), which I will probably tackle separately.

A retroactive introduction: After an actual-play hiatus where I was mostly writing and playtesting for GURPS. I was invited to play in a Pathfinder game, and after a few sessions, it was time to buy the book and learn the rules! I decided to try and read the Pathfinder Core Rulebook cover-to-cover and see what inspiration strikes, for good or ill!

This is a compilation of the links to read-throughs of Pathfinder-related material

Pathfinder Core Rulebook

0.  Prelude
1.  Introduction
2.  Races


3a. Classes (Barbarian – Monk)
3b. Classes (Paladin – Wizard)

Please make any comments you have at the individual entries!

With that in mind, let’s get it on!

The chapter starts with some brief and very, very important information. That the rate of advancement is up to the GM, and that you get one Feat at 1st level, and another every other level, regardless of class. You also get +1 to the ability score of your choice every four levels. Note that your ability score bonus is the difference between your score and 10, divided by two, and rounded towards zero. So that first +1 is most useful taking any odd score (which you should avoid if you can; as far as I can tell – they may be pointless) that you got stuck with and moving it to an even one. What that means is that if you spent time optimizing your character for start-of-play bonuses, you’ll get your first increase in ability-score bonuses every eight levels, which may drive you in search of mystical quests to raise them magically long before you hit that point!

One important point that has come up more than once as I read: When studying a rule, class, race, or power, it is very important to read the entire section that you’re in, and to do so with deliberation and care. While sometimes, such as in the description of the Monk’s AC bonus, the info is effectively repeated twice, in other cases, crucial info is dropped on you and you had better have caught it the first time. That’s a warning, not a complaint. A 500+ page rulebook has to be spare with words to not grow into a 750+ page rulebook. Still: read closely.

It also gives a brief rundown of multiclassing, where you can follow more than one class progression sequentially. I don’t see any game-rule reason other than efficiency that you can’t jack-of-all-trades it and do all eleven classes. Well, that and it’s almost certainly dumb. Some of the classes have rules like what armor and weapons can be used that will preclude another class from being effective. If you’re a Monk and get slammed if you put on armor, and also try and be a Fighter where you want full plate and a tower shield, well, if the cognitive dissonance doesn’t kill you, a party of goblinoids probably will, and your GM probably should.

Finally, it introduces the concept of the favored class, which does put the brakes on how good you really can get while multiclassing, You get a game-mechanical bonus every time you gain a level in a favored class (half-elves can start with two): either +1 HP or +1 skill rank.

I’m not going to do a blow-by-blow on each class. Well, I am, but I’m going to try and get to some high-level themes instead of “well, in my expert opinion, having Played Pathfinder for all of five to ten sessions and only having read the rules this one time, you should . . . ” 

’cause that wouldn’t make any sense. The entire point of this read-through is I’m new at this, with only the Core Rulebook in front of me. 

(Now in shiny hardback, too. There’s something visceral and nice about having actual books. I love me my eBooks and PDFs . . . don’t get me wrong . . . but given a choice, I’ll often get both)

Instead, I’m going to pick at some things I noticed on reading the classes a few times, and with that, I’ll start with some definitions:


Hit Die (HP at 10th Level):
You get the full HP at 1st level, and then I assume the average roll on your particular die for nine more levels. This can go up if you have a CON bonus, since that bonus applies to every hit die roll. Since Pathfinder HP are basically an ablative form of life, more is definitely better. 


Skill Ranks (Number of Class Skills):
How many ranks you get per level, and the number of class skills associated with that character.


Skill-Ability Breakdown:
How many of those class skills receive their bonus from each ability. Will help you think of where to put your ability bonuses at character start.


BAB Total (10/20):
The maximum BAB you will add on achieving 10th and 20th level. As this number is added to both melee and ranged combat, it’s a good proxy for how good you are in conventional combat. Lower bonuses mean if you’re looking to deal smackdown, it’s not going to be swinging swords or shooting bows in a stand-up fight.


Save Total:
The sum of your eventual bonuses at 10th and 20th level to your Willpower, Fortitude, and Reflex saving throws. Basically, the higher this is, the more consequences of certain stuff you can avoid, like traps and spells.

Feats, spells, and talents I’ll leave to the descriptors, though they can be a major focus (or the major focus) of a character.

Barbarian

Hit Die (HP at 10th): d12 (71 HP)
Skill Ranks (Number of Class Skills): 4 (10 skills)
Skill-Ability Breakdown: STR (2); DEX (2); CON(0); INT (2); WIS (2); CHA(2).
BAB Total (10/20): +10/+20 (extra attack every 5 levels past first)
Save Total: ( 13/24 )

Barbarians are the Pathfinder equivalent of Mister Furious, who ‘gets his power from his boundless rage.’ But more like him at the end of the movie, where his stuff actually works. They have a long list of “rage powers,” from adding a bite attack to night vision to getting a boost to lost HP through Renewed Vigor. The downside here is that they can’t use skills that require finesse: no DEX, INT, or CHA skills while raging. Pretty sure, though, that attacking is not a skill, so feathering people with arrows, should one choose to do so, is not precluded. Though it’s hard to really imagine what an incredibly angry archer would look like. Not as terrifying as the slavering NFL shoo-in swinging a big axe at your head.

The upshot here is that, by and large, you’re going to be up close and personal, dealing out the hurt with simple and martial weapons, protected by up to medium armor and using shields. Front-line melee types.

You have a fairly limited skill set available, but given the Barbarian’s proclivities for getting in people’s faces and staving them in with a maul, STR and CON seem obvious choices, since the HP bonus for a high CON hits every level, but the DEX bonus to AC occurs but once. 

Bard

Hit Die (HP at 10th): d8 (49 HP)
Skill Ranks (Number of Class Skills): 6 (19 skills)
Skill-Ability Breakdown: STR (1); DEX (4); CON(0); INT (5); WIS (3); CHA(6).
BAB Total (+7/+15): +7/+15(extra attack every 5 levels past first)
Save Total: ( 17/30)

Bards overlap a bit with Rogues in some ways, though they lack Disable Device. They have some pretty cool abilities with the bardic performance schtick – even at low level, the Inspire Courage bardsong (+1 to hit and damage) is a major help, since the +1 damage can be a significant boost to low-level attack results. They can also cast some spells. A quick scan shows that most of the spells and songs are driven by the Bard’s CHA modifier, so between the skill list and the powers, CHA is your go-to ability for a bard. No surprise there, really. We’ve got a bard and a bard-alchemist in our party, and both are really nice to have around. Some of the spells look cool, like what must be the medieval equivalent of the power chord with a magical amplifier (Sonic Blast).

Cleric

Hit Die (HP at 10th): d8 (49 HP)
Skill Ranks (Number of Class Skills): 2 (13 skills)
Skill-Ability Breakdown: STR (0); DEX (0); CON(0); INT (9); WIS (3); CHA(1).
BAB Total (+7/+15): +7/+15(extra attack every 5 levels past first)
Save Total: ( 17/30)

Wow. You’ve got 13 skills, but you’ll suck at all of them. On the flip side, with nearly all of them concentrated in INT, you can focus a pretty major bonus here to good effect. Let’s see . . . the channel energy thing is either a smackdown or healing buff, this one driven by CHA. The maximum level of your spellcasting, however, is driven by WIS, and so is the Difficulty Class of resisting those spells. Cleric spells go to 9th level, and you need WIS 19 to cast a 9th level spell. You’ll have +4 to some attributes by the time you can cast even one 9th level spell, and if you focus that on WIS, you’ll still want to start (or end) with WIS 15. Or higher. So three key stats: WIS, CHA, and INT, if you like those skills.

I’ve not played in a game with a Cleric yet. I do remember the old days of D&D where 1st level Clerics had the “Hit him with my mace” option . . . and that was it. Not so now, with 0 and 1st level spells and channel energy at 1st level. Fairly credible combatants if their deity allows it, too, though not feat-centric like fighers. The Domain powers, of which you get to pick two, are pretty interesting, and the domain spells bear a close look. The domains are tied to the Gods, which are tied to Golarian – another nice advantage of having a vibrant and detailed world.

This is, in a way, where things kind of make my head swim. Each spell or power or feat is a very technical special case. The good news is, they come on slowly, level by level. Still, one could easily see a set of index cards or something to keep track of each bit, one per ability.

Druid

Hit Die (HP at 10th): d8 (49 HP)
Skill Ranks (Number of Class Skills): 4 (13 skills)
Skill-Ability Breakdown: STR (2); DEX (2); CON(0); INT (4); WIS (4); CHA(1).
BAB Total (10/20): +7/+15(extra attack every 5 levels past first)
Save Total: ( 17/30)

Velociraptor animal companion. I’d say “’nuff said” but that’s the wrong genre,and I do have more to say.

Alas.

Because really, once you get to “velociraptor” (and the One Velociraptor per Child program. No shit. Really.) everything else is bound to be anticlimactic. Kudos, also, for identifying the Deinonychus, the  V-raptor’s bigger, badder, Hollywood-star cousin.

These guys can probably do the hand-to-hand with weapons thing, but their mission in life seems to be to turn into an animal (fear the DIRE KIWI). Jokes aside, this is any animal of the appropriate size type, and the possibilities for infiltration here are legion even without turning into something fierce. 

They also get spells, up to four per level per day, with nine spell levels available.

But really: Velociraptor. With a single attack that grows more badass as the Druid gains levels, more Feats than some PCs, good saving throws and AC that, if I read it right, can hit 26, this is really why you want a druid along. As long as the wee beasty doesn’t get hungry and eat your party Halfling. I mean, Velociraptors ate Sam “BMF” Jackson; they’d have no issue with Merry or Pippin.

Fighter

Hit Die (HP at 10th): d10 (60HP)
Skill Ranks (Number of Class Skills): 2 (10 skills)
Skill-Ability Breakdown: STR (2); DEX (1); CON(0); INT (3); WIS (2); CHA(2).
BAB Total (10/20): +10/+20(extra attack every 5 levels past first)
Save Total: ( 13/24)

Heavy armor, tower shields, and abilities that make them less hindering than for most. Focused weapon training. But basically, this guy is Feat Man, and by 20th level, he’ll have 20 of them. Presumably, though I won’t get there ’till Chapter 5, these are badass. 

This guy is going to be decked out in the best armor you can get, and will take his weapon – or weapons – of choice and render unto you like a Cuisinart. The low number of skill levels  means that you’ll largely be fishing for the +3 you get when you put your first rank in something, but really, noncombat stuff just Isn’t Your Thing. Why aren’t you boosting your STR and CON and skewering something right now? 

“Why read words when you can just kill the stuff the words tell you stuff about?” 

                                                                     – Snotlout, How to Train Your Dragon

Yeah, that’s exactly right. Where’d I put my longsword?

Monk

Hit Die (HP at 10th): d8 (49 HP)
Skill Ranks (Number of Class Skills): 4 (14 skills)
Skill-Ability Breakdown: STR (2); DEX (4); CON(0); INT (3); WIS (3); CHA(2).
BAB Total (10/20): +7/+15(extra attack every 5 levels past first; nearly-indecipherable flurry of blows if unarmed)
Save Total: (21/36)

First, a drive-by: WIS is super-important. It drives your AC bonus and later accumulation of ki points, which put Monk abilities into overdrive when spending them. The AC bonus is driven by your WIS level, and with proper point investment you can start off with an unarmored AC bonus similar to that of a chain shirt, and at high levels, it can hit levels only matched by full plate and a shield. So this is pretty cool stuff.

The flurry of blows comment above? It took me three days to understand how it worked. Largely due to lack of attention to detail, and a bit of Do It Yourself requirements and interpretation. Let me break it down. Your flurry of blows BAB is equal to your Monk’s level, less penalties for Two-Weapon Fighting. Now, those penalties are normally -6 for the good hand, and -10 for the bad one. But Monks don’t have an off hand fighting unarmed. So you really only have to worry about the -6. Two-Weapon Fighting drops the -6 by 2 for big weapons, by 4 for light weapons, and unarmed strikes count as light. Therefore, each attack is at -2. When you get to 8th level, you get two more at -5 beyond that, and at 15th level two more still at -10. 

I think, though, what happens is that you get these paired attacks (one pair at 1st level, two pair at 8th level, three pair at 15th level) . . . and if your BAB is still high enough when you’re done with that, you get one last attack at -5 past that. This explains, I think, why at 7th level, with only the pair of attacks you get from Two-Weapon Fighting (two attacks at -2, with a BAB of +7, equal to your level), that leaves you with +5/+5 . . . whereupon you then apply the usual Pathfinder rule that if you can subtract 5 from your BAB and get zero or more, swing away.  

That is a funky-weird way of interpreting the rule, to my mind. I would have thought that the natural two-fer you get with Two-Weapon, Improved Two-Weapon, and Greater Two-Weapon fighting was more than enough, and that this rule preempted the other. Oh well, at least I figured it out eventually, though I broke some brain cells doing it.

The Monk also does some nice Unarmed Damage here, equal to a shortsword or composite shortbow at 1d6 even at first level, and by 12th level, you’re into as much maximum damage unarmed as a greataxe. Not shabby.

There are a bunch of other powers and abilities the Monk throws down. You can stun targets, do nonlethal damage, reduced damage against special attacks if you make a saving throw – and note that saving throws are a Monk’s forte. 

(Thats FORT. Not For-TAY. One strong like bull, other loud like metal. Think “the forte of a blade,” pronounced ‘fort.’ And yes, it’s listed both ways in the dictionary, since incorrect things get assimilated all the time. Hrmph, I say. Pet peeve over.)

Along the way, the Monk gets more and more resistant to special attacks, from poison to spells to aging. Eventually he transcends into the magical spirit realm or something.

I still want a Velociraptor, though.

This is already a monster post. For my own sanity, I’m breaking it up into two parts. Paladins through Wizards will be covered in the next installment.

The Pathfinder game I play in with +Jeromy French+kung fu hillbilly , +Matt Sutton , +Joshua Taylor , and +James Stanton is working through Skull and Shackles. We had started playing using the Organized Play rules, but did not find them to our collective liking. So we made the campaign switch, and now are playing characters of the not-nice variety.

This is thus my second Pathfinder game, and I still consider myself a novice. Jeromy has been very kind to help me by suggesting the right character advancement pathways, since his knowledge and experience with Feats and the various class enhancements is better than mine.

My current character is a 4th level half-elf Rogue regrettably named Pelagiyel by cruel parents. He goes by Pel. I conceived him as a pirate from the start, where his role would be to sneak into towns, see what plunder is available or being loaded on to ships, possibly get on board said ships, and help take them down from the inside. Chaotic Neutral, baby. Thus, his key skills are Appraise, Stealth, Sailor, maybe some Climb and Swim, and the ever-popular Perception. When I got into this, I had no idea how skill-heavy Rogues are . . . something I’ll revisit in my Pathfinder read-through on Chapter 3: Classes. (Prelude, Chapter 1, and Chapter 2 already published)

Previously, we’d been through what looks like the first subset of the adventure, having been press-ganged aboard a pirate ship with a notably nasty set of officers. The Captain was high-level but disinterested in the likes of us, leaving his stooges to deal with his crew. Harshly.

We’d previously done some faction-building, weathered a storm, fought off some monsters, and captured another ship. We were sent aboard that one, got lost in a storm, and had to stop at an island to replenish water supplies. Whereupon we returned, carried off a pretty slick mutiny with the aid of our resident alchemist and some sleeping potions, killed those opposed to our faction and preserved the rest. That glosses over a lot, but gets us caught up.

We were then severely understrength and undercrewed – even more than usual – but we managed to locate and dock at a local pirate haven, and set out to refit the ship into something a bit less obviously stolen. I think that’s about where we started off last night.

The adventure opened with what seemed to be a shopping trip, where we were spending some of our communal loot to get some cool/magical items appraised and purchased. Pel didn’t score anything worthwhile – he’s got masterwork chain shirt, rapier, composite shortbow, plus a few non-masterwork daggers for chucking, so he’s pretty well kitted up for now. He did make good use of 10 ranks in Appraise to get the value of some gems we’d found. Nothing much – a few hundred gold worth – but a spinel and some traded items were enough to secure +Matt Sutton ‘s PC (Malgrim, our notional captain: we voted and he was the most intmidating as a Hobgoblin Corsair/Summoner; with 10 ranks in Sailor, I became the bosun) some quality purchased loot – a magical weapon, if I recall.

After that, we were naturally attacked by a swarm of giant wasps that flew in from the wilderness. Wandering Monster indeed. We made short work of them, and Pel did his usual two-arrows-per-turn thing thanks to Rapid Shot. The dice were fairly evenhanded this game, and I managed to vacillate between being quite useless and quite effective this time, as opposed to a ludicously-unlikely string of the die-roller program having me roll a 2 on 1d20. So, managed to get and confirm a critical, and otherwise nail the wasps pretty hard. I needs to get me a magical bow. I was able to accomplish something pretty much every round, and the uniform d20 distribution was more uniform that day.

After that, we parlay’d (parlaid? parlayed?) with a newly arriving pirate guy, who recognized our ship and with a wink welcomed us, seemingly, into the world of dashing villainous scum. Woo hoo! We then decided to go plunder a town, to get into practice.

Pel used some alchemical awesomeness to swim to shore, checked out the place, and found out that there was a large amount of alcohol to be had, and maybe some grain. There were maybe five elders who might pose any sort of threat, and the rest were noncombatants.

We started to lay an elaborate plan to rush in and wipe them out. Given the nature of the opposition, I had flashbacks to Mystery Men, seeing us as the Red Eyes, pillaging an old-folks home for dentures and artificial limbs.

Malgrim suggested that rather than go that route, we get close to shore, go up and Intimidate the hell out of them, getting what we want by threat of force rather than something much like boxing with a six-year-old. 

We liked that plan better, and so we executed it, and then Malgrim crit-failed his Intimidate roll (see! the dice hates us!) and the elderly spear carriers mocked us. Two catapult shots later (one on target, the other landing perilously close to Malgrim; our crew needs more practice) we had the booze, the grain, and limped out to sea with the tattered remains of our dignity.

We thought the next-best plan would be to find another village, do some basic capitalism and try the buy-and-sell route, while also recruiting, we hope, the local Dwarven smith to join our crew. Meanwhile Pel would use our “trading” excursions to scope out likely plunder, both on land and at sea.

That was basically the session.
***********

So, game stuff and random observations.

I continue to be frustrated with the flat distribution of the 1d20, which especially for combat can make for a very aggravating day. The Armor Class of your foe, the roll you must beat to hit, seems to range from about 10-20, with 15 being a fairly common number. This means that you’re going to be looking at needing some serious skill ranks before you have a decent chance to hit. Pel has a Ranged attack modifier of +6, which is usually at -2 for Rapid Shot, but +1 since one of our bards is usually inspiring us to be more badass than usual. So at 1d20+5, twice, I can expect to hit with at least one shot 75% of the time, and both 25% of the time . . . but given a low number of rolls, the streakiness of the dice can be either awesome or render you ineffective.

I have grown used to the tactical flexibility of GURPS. I like the ability to aim for the head, or limbs, or whatnot. But that’s not how Pathfinder works, so that’s fine. WEG d6 Star Wars was “I shoot at the stormtrooper, I hit” as well, and it was still fun.

My solution to this issue works better for my class (Rogue) in non-combat areas, which is to build up so many ranks in the skills I care about that the dice can be my enemy and I still succeed. Thus, 14 ranks in Stealth and Perception, 11 in Disable Device, and 10 in Appraise and Sailor. The Stealth/Perception combo had a few rolls of 30+. Rogues are brutal with this. My INT isn’t that high at 14, but the +2 modifier I get means I get 10 skill ranks per level, plus another if I’m getting a rank within my Favored Class. I think I traded my other favored class (as a half-elf) for Rope Master or something like that. Still, as long as I play nicely within Rogue, I pick up 11 ranks per level. Yowzers.

Pathfinder has a pretty condensed skill list, maybe two dozen or so (a few more, since there are lots of Professional and Knowledge skills that do not overlap). This means with the right stats and a good selection of “class-skills,” it’s pretty easy to be good at things, and to cover the required adventuring specialties. I have to wonder if these can be turned into GURPS Wildcard skills pretty easily, for those who really don’t want to muck with the extensive skill list in GURPS. Hrm. Pyramid article or blog post?

Technically, the Skulls and Shackles Adventure Path is the second PF-style game I’m playing in. The other is Jade Regent, but using GURPS Dungeon Fantasy. My impression of the Adventure Path thus far is that they tend to be a bit railroady. That being said, one of the reasons that GURPS pre-written adventures tend not to sell well is that in order to have an actual volume of material that can be used all at once, they have to be railroady. Still, my take-away (and this has been echoed by others) is that you get into a situation or a plot nexus, and find “there are eight things you can do. Five are useless or counterproductive, two circle around back to this same place, but if you pick that one, please turn to p. 134 and the plot can continue.”

Along this line, but in a nice way, though, I must say that Golarion seems to rock on toast. Lots of places to visit, a variety of cultures and races and adventuring prospects. It would make for a great sandbox in any game system. I see enough people converting Golarion to GURPS Dungeon Fantasy that there’s a fair amount of agreement here. A Dungeon Fantasy cross-licence with Paizo is unlikely for what I presume are a whole host of reasons, but it would make a great cross-platform item to bring a fragmented hobby closer together.

What else? Oh . . . whatever you may like or dislike about Class-Level systems, I will say that at least in my limited experience with the skill-heavy Rogue, leveling up simply rocks. There is a Tyrranosaur-sized difference between a Level N and a Level N+1 rogue. I’m not sure if the spell-based or feat-based classes feel the same way – perhaps the more experienced PF grognards can tell me.

Next weekend, the same GM will be playing his newly started and Firefly-inspired GURPS Space campaign, hopefully joined by both me and my wife. Tomorrow is GURPS Jade Regent. We’ll see in two weeks if our plan to rule the seas in Pathfinder Skulls and Shackles is successful or not . . .

This is the first real “meat” chapter in the Pathfinder RPG book, and it’s a short one. Still, it gives a flavor for what is to come from a game design point of view.

The chapter opens with seven individuals who can probably divide up 7% body fat between them. I’m not sure if that’s a good way to start, but it certainly gets one’s attention. Halflings never looked so buff (and half-elves never looked so, well, cold).

The first few paragraphs note that you mostly get to pick your race but once, while classes come and go. It also points out quite explicitly that some choices are more complimentary with certain classes than others, and makes no apology other than caveat emptor. 


Your choice of race will give you extra ability scores, and some special powers/abilities/talents that come along with it. It claims that each race is roughly equal and balanced with the rest. We’ll see.

Each race starts with a physical description, a discussion of the society the adventurer will have come from, discusses which other races or monsters that race tends to hate or like, mentions typical alignments and what Gods and religions are favored, and dedicates a paragraph to why a member of that race would go adventuring. It end with sample names for men and women of that race. After all that, comes the goodies: the list of bonuses, penalties, and abilities that you get by choosing that race.

Dwarves


Low sense of humor, high hatred of giants and goblins. Craftsmen and warriors, and “little hairy women.” ( – Gimli). Lawful good fighters and barbarians are set up as a natural match. Noted. Let’s check out the goody bag: It’s a long list.

Abilities: The attribute bonuses seem to all net out to +2, and in this case Dwarves get bonuses to CON and WIS (which is a stand-in for perception), but penalized for being gruff with a slap to CHA. Checking the skill list, the only thing they might care about there is maybe Intimidate. We’ll see what happens later; I’ve heard reference to “dump stats” where you can purposefully sink an ability score with little damage to your character’s abilities or survival – but we shall see.

Positives: they can see in the dark, bonuses to AC vs giants, boost to ability to value gemstones and craftsmanship, boost when fighting orcs and goblins, boost to some saving throws, boost to certain types of combat maneuvers, bonus to notice stone traps and such. And axes. Lots of axes.

Negatives: 2/3 normal movement (but even that has a benefit: armor and encumbrance doesn’t weigh you down).

Huh. Elves may be Just Better than You, but Dwarves seem pretty badass.

Elves


Long-lived (until eaten by orcs), standoffish, Just Better than You (see above). Fashion models who are also back-to-nature types. Would do well in Hollywood, apparently. Do not make good baby-daddies. Love of magic. OK, we get it. Now, let’s see if the Trope holds:

Abilities: Dexterous and smart, but frail.

Positives: Can see farther in dim light, immune to magic sleep and resistant to enchantments. Bonus to resisting spells in general and to identify magic items. Perceptive.

Negatives: None. (See? Just Damn Better than You.)

As an aside, am I the only one who looks at “immunity to sleep spells” and says “Oh, I gotta have that.” Seriously – I dislike it intensely when the bad guy waves his hand and you just decide to catch a few Z’s right there in the middle of the octagon.

OK, so elves wind up looking good as rangers and wizards, as the book plainly states. Bet they’d make decent rogues too.

Gnomes


Punk-rock midgets? Kender with ADHD? But they make good druids. OK. Rock on. After all that, you’d think druid or rogue/thief, but no . . . sorcerers and bards.

Abilities: Hardy and clever, but weak.

Positives: Small size gives AC and attack bonuses and a major boost to stealth. Good low-light vision.  Even more AC bonuses (presumably doesn’t stack) vs. giants, and they get a bunch of spell-like abilities if you have CHA of 11+, so you’d best do that. Bonus to hated foes, bonus to resist illusions, bonus to perception, bonus to craft or profession skills. This is a pretty big list of small-scale goodies.


Negatives: penalty to Combat Maneuvers, 2/3 normal movement. They don’t get any racial weapon stuff like Dwarves do with axes or elves do with bows.

Half-Elves


The elves have to amuse themselves somehow, and apparently making really hot offspring is it. Hot sulky and bitter emo offspring. Open to new relationships, lonely, less likely to turn to religion – and prone to playing RPGs, apparently.

Abilities: +2 to any one score, player’s choice. I might allow +1 to any two scores for fun, but no problem there. This makes them the same as humans and half-orcs – just pick a stat and be good at it.

Positives: Low light vision, an extra skill focus, immunity to magic sleep, and the elven resistance to enchantment. Boost to perception, and two favored classes with extra HP and skill points. Start speaking two languages.

Negatives: Maybe you can count that anything that impacts humans or elves hits them, but that’s pretty blah.

So they’re Just Half-Better Than You.

Half-elves don’t seem to be tailor made for any particular class . . . but since I actually play a half-elf rogue in the Pathfinder game I play with +Jeromy French , I’ll note that with the right allocation, the massive amount of skill levels you get adds with the bonus skill points to make for a metric crap-ton of skill points.

Half-orcs


Because what could be more fun than playing the child of overly-exuberant culture sharing between sapients? These guys are Darth Vader big, and channeled into jobs where that size is useful – mercenaries and enforcers.

Abilities: Odd. +2 to one ability score – any ability score. I’d have pegged it perhaps as +1 to STR, CON, and maybe WIS (for perception), with a -1 to CHA.

Positives: Dark vision, Intimidation bonus, some racial weapon familiarity, and some sort of oddball ferocity thing where you get to fight for one more round, but if you don’t get healing, you KO and start to die. Woo hoo. You do get to speak orc, though. Bonus.

Negatives: Not many. Orc blood, like elf-blood, makes you susceptible to things that hurt both orcs and humans.

This race seems lame to me. I’d maybe play up the orcish nature more; I’d like to know what orcs look like, but looks like unless I buy the Bestiary, I can’t find out. Huh, I’d have thought that some of the common monsters were included in the book, but when they say the Bestiary is required, they really mean it. Maybe even up the ante, with +3 STR, +1 CON, and -2 CHA (or even -1 CHA and -1 INT).

Halflings. Not Hobbits. We mean it.


The entire writeup screams “thief.” It’s hard to escape that, from the loyalty to friends, not nations, scrap and scrounge, etc.

Abilities: Dexterous, charming, but weak.

Positives: Size bonus to AC and attacks, +4 to Stealth due to size. Yow. Bonus to saving throws versus fear, and another generic bonus to all saving throws. Perceptive, nimble.

Negatives: penalty to CMB and CMD, plus 2/3 speed due to small size.

This is a nice set of packages, but doesn’t really sing to me.

Humans


Hey, that’s us. This is the jack-of-all races. Endlessly varied, can be and do anything.

Abilities: +2 to any score. This makes a bit more sense, though it would also be interesting to be able to (say) adjust any score by +1 or -1 so long as it nets to +2, or even any score by up to +/-2 so long as it nets to +2 as well.

Positives: An extra Feat when they start, and an extra skill rank every level.

Negatives: None.

Ballistic’s Parting Shot


The chapter on races contains the barest minimum of information to play the character and understand the overall society from which each non-human race derives. It then presents some variables by which to tweak your stats, but those don’t always appear to be balanced, and they definitely steer choices for later class selection. That may not be a bad thing, but it does suggest that while the book says “pick race, then class,” you’re more likely to do well by choosing a class you want to play, picking a compatible race, and then (if allocating ability scores by points) tuning your stats accordingly.

What about GURPS? GURPS is unapologetic point-buy only. You can do pretty much anything. GURPS Dungeon Fantasy makes heavy use of Templates, which aren’t exactly race and class, but can come darn close.

The whole point is to provide a limited set of interesting choices that provide variability without bewilderment. Racial packages in GURPS Dungeon Fantasy have an assigned point value to them. You may not like the point costs, but if you take a racial package (for example) that’s Just Damn Better than You, you’ll have fewer points to spend on skills and advantages and attributes.

The Pathfinder rules claim the races are balanced. With no decent accounting method to hand, I can neither dispute or affirm that claim. But given the lists of abilities, I think I will be playing a Dwarf next time. And given the art, I think I want to date that half-elf, but (a) my wife, a red-headed Human Sorcerer/Monk in real life, would pull out my pancreas through my nose, and (b) she’d be really hard to dance with, being all of 6’2″ or something.

*****

This is a compilation of the links to read-throughs of Pathfinder-related material

Pathfinder Core Rulebook

0.  Prelude
1.  Introduction
2.  Races


3a. Classes (Barbarian – Monk)
3b. Classes (Paladin – Wizard)

Please make any comments you have at the individual entries!

+Peter V. Dell’Orto noted here that sometimes there’s a bit of a mental squaaawwwk! when it comes to comparing piercing vs. impaling damage types.

He makes some good points, and partly, this ties into penetration and injury GURPS-physics.

Impaling damage, by and large, is assumed to result from a deep, often narrow, penetrating injury that gets into your gooey center and punctures important bits.

Piercing damage, by and large, is assumed to result from, er, a deep, often narrow, penetrating injury that gets into your gooey center and punctures important bits.

OK. WTFP? (What are The Factors at Play?)

The difference seems to be that impaling damage assumes a relatively low ratio of energy to momentum; piercing damage seems to be mostly relegated to bullets and stuff that have very little momentum, but penetrate very well.

There are special cases. Bodkin arrows (as defined by GURPS, not hoplologists) change to a (2) armor divisor and pi damage . . . but their energy-to-momentum ratio is no different than the impaling arrows (presumably broadheads . . . and yes I know there’s controversy that the “armor piercing” Type 16 arrows are decidedly not bodkin-points, which seem to be harassment-style flight arrows. Deal with it.).

That being said, here’s a link to an image of some arrow typology. You can see, there’s a lot of them. Some of them (like the Type 9a) are pretty boldly squarish in cross-section, and supposedly make better plate-piercers. Though you still need a wickedly strong bow and a hardened lozenge-shaped arrowhead to even think about it, and accomplishing it requires a few things to go your way, including thinner armor, a properly orthogonal strike, and maybe even poorly heat-treated plate. People will assert that types 7 and 8 are designed to slip through mail, but properly riveted mail is pretty darn strong, and while you may get a narrow puncture, it may also be quite shallow. Ironically, the arrows that have been reportedly confirmed to be hardened through-and-through are the Type 16 compact broadheads (my term). Still, period writings contain censure against smiths who produce improperly soft arrows, so who the hell knows?

Bleargh. Not meant to be a treatise on arrows – but it’s hard to say why GURPS would classify any of the arrows pictured as piercing rather than impaling, though a few are some bastard child of cutting and impaling, it would seem.

But let’s take a “realistic” war arrow: 1400 grains (0.2 lbs., or twice the weight of a standard arrow in GURPS!) fired from a 150-lb bow. GURPS pegs this at about ST 18, or about 1d+4 (or about 2d). Using my rules from The Deadly Spring, it clocks in at 1d+1. In either case, the arrow will have about 160J of energy and about 5.4 kg m/s of momentum. Both arrows are impaling, so they wound like 2d+2 and 2d+8.

Let’s take a .22 LR and a .45ACP, which do 1d+1 and 2d penetration, respectively. With bullet size modifiers, they will wound like about 1d-1 and 3d. The .22LR has only 130J of energy (less than the arrow), the .45ACP has 450J (slightly less than 3x more). The bullets have 0.82 and 3.66 kg m/s of momentum (with the .45 having more), both are less than the arrow.

Wounding? The .22LR is a worse wounder than all others considered here by quite a bit; the .45ACP is either slightly better (by about a point) than the arrow using my “realistic” scale, or quite a bit worse using the GURPS thr-based, more cinematic scale (nearly 4d+1 injury equivalent for a 1d+4 imp arrow). A war arrow can be about the same diameter as the .45ACP, so 3d or more injury isn’t far wrong.

So:

Arrow: 160J  and   5.4 kg m/s momentum. KE/MV = 29.6 m/s
.22 LR 130J  and   0.82 kg m/s                 . KE/MV = 158.5 m/s
.45 ACP  450J and 3.66 kg m/s                .  KE/MV = 123.0 m/s

As it turns out, the .45 ACP has the lowest KE/MV ratio of all the modern bullets I have. Maybe there are some heavy black powder loads with lower KE and higher MV. The upper end seems to be about 500 for the ratio, until you get into saboted projectiles (the M829 tank projectile is nearly 1000!).

But you can see that if “impaling” is for lower velocity ratio stuff, maybe less than 50(?) then there’s really no good reason to distinguish between a GURPS bodkin (armor piercing) point and a regular one. A better division is probably that the AP point is heavier in point and shaft and more expensive with shorter range, the regular point is, well, regular, and you can buy flight arrows with an armor divisor of (0.5) with very lightweight shafts with poor penetration but longer range.

All would do impaling damage. Assuming you have such a thing.