Cooperative Background Design

I guess technically this is part of a series.

This week we had a Session 0 for a new campaign, an idea we’ve had brewing for a few years, and the DM and I took no time to screw it up. Part of Session 0 is getting a feel for the campaign setting as much as players and characters are aware of it, including fitting player backgrounds into that setting. Usually we use it to build characters, though since we’d already discussed our builds and personalities most of us were coming into the session with a pretty decent idea of who we were and what we wanted. We just needed to iron out the details.

For me, one of those details was my family. I’m playing a member of a noble family in 1500s Venice, so the specifics of that family are somewhat important as they pertain to geopolitical maneuvering. I intentionally decided nothing about my family, including the name, because our position in the noble hierarchy really wasn’t up to me. I was waiting for information from the DM before I worked out specifics within the foundation he had built. He, however, was largely waiting for me to do the same thing. Our conversation went roughly like this:

Me: “What’s my family name?”
DM: “Basilio.” (which I immediately misspelled)
Me: “Where are we politically?”
DM: “You’re a lesser noble family who’s been in the city for several decades.”
Me: “So we’re pretty new.”
DM: “I thought I said you’d been there for several decades?”
Me: “Isn’t that pretty new? I mean, relatively?”
DM: “I guess?”
Me: “How did we come to power?”
DM: “I don’t know, how did you come to power?”
Me: “…”
DM: “…”
Me: “I’m going to roll a random profession. We can use that as a basis.”
DM: “I think that—”
Me: “Too late I’ve already rolled. Let me check the table…sheriff?”
DM: “As opposed to policeman, or…”
Me: “I see watchman, but not police.”
DM: “I mean, in some cultures the sheriff was the highest governing local body.”
Me: “Maybe. So we came to power via law or physical might or something?”
DM: “…”
Me: “Can our family motto be ‘mo money mo problems?’”
DM: “I’m going to say no.”
Me: “Well of course it would be in Italian.”

The moral of this story is that if a player and the DM each expect the other to come up with something and neither does, you get 90s hip hop in your Italian Renaissance. We were both waiting for information from the other to fill out the design space we had; I wanted him to figure out my family details so I could fit my character into the setting without forcing him to bend it around something I determined in my ignorance, and he wanted to leave that as open as possible so he didn’t step on my creative freedom.

Neither of these are, in and of themselves, bad. It’s good to not bungle into a campaign expecting the DM to instantly accept anything you way. It’s also good to give the players room to design whatever they want, within reason, and not limit them with sudden restrictions like “oh, there are no divine casters, you had no way of knowing this before just now, scrap all your exciting ideas”. It’s good that we were both willing and able to relax what we might have wanted so the other could have what he wanted. Where we failed was going too hard in those directions at the same time, leaving a big gap where neither of us was comfortable filling it.

At our table in particular this wasn’t as big a deal as it could have been. We’re pretty decent at building things extemporaneously and we can go from nothing to setting in about a half hour, especially with three and a half other creative minds at the table lending their inputs. It also helps that we immediately knew where we could find a table of random professions and did not feel so beholden to the dice that we wouldn’t reject a ridiculous result like “software venture capitalist” or “pope”. We ended up with something approaching worthwhile after a little back and forth and a lot of comedy. But in a perfect world we should have both come with with at least something we wanted so we had a starting point.

Our real problem, as is often the case, was communication. He told me “I want to know what your background is”, but not “I’m deliberately not going to determine anything about your family until I know it works with your character concept”. I told him “I’m waiting for setting information from you to come up with a character background”, but I didn’t say “I’m deliberately not going to design a single thing about my family because I think that would be better handled by a DM than by a player.” So while we said “we should share information”, we meant “neither of us is comfortable building this organization because we’re worried it will clash with something the other person wanted but didn’t enunciate.”

We did prepare some ideas, of course. We’re not completely hapless. I wanted to have my residence outside the city limits, and the DM was fine with that. He wanted me to have a relative with suspiciously bad magical power in a family of casters, and I was fine with that. But these are really low-impact points in the vast sea of what constitutes a setting.

What I ended up doing is building a loose family tree and history and sending it to the DM, giving him full veto power over anything and everything in it. It’s what I should have done a few years ago, and it gives us a baseline without investing too much time or emotion into a full, rich group of people we may never see or care about. It’s probably the plan that gives us the most balanced input: I sent him a rough picture, he refines some lifework, I refine it more, and we go back and forth until we have art. As long as we know who’s doing the first sketch.

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Themes: Noble

About 80% of the way into writing this theme, I realized I could basically replace every instance of “noble” with “Mafia” and it would make exactly as much sense. I don’t know what this says about what I think about nobles, so rather than dwell on it too much I’m just going to present this as a two-for-one.

This does only represent a member of an entrenched, wealthy family. I decided not to do the “born a noble, but doesn’t have access to any of that influence” thing here because some of the abilities would conflict too sharply. “Disenfranchised Noble” would be a different theme.


NOBLE
Your name commands attention wherever you go. Your family is famous, and when others hear it they act accordingly. They may hate you for the cruelty your kin show knowing the rich and influential are above the law, or love you for their role in building the foundations of the country, or regard you with the standoffish reverence afforded to their betters. You can flaunt your name and its reputation or hide it out of shame or a desire to make your own way, but you cannot avoid its power forever. Eventually you must either embrace your family’s history or create a new one that erases the memory of the old.

Theme Skills: Appraise, Diplomacy, Knowledge (nobility), Perform, Sense Motive
Theme Feats: Combat Expertise, Iron Will, Leadership, Mounted Combat, Skill Focus, Weapon Finesse
Theme Quests

Novice Quests: These quests are appropriate for advancing through 3rd tier.

  • Somebody is pretending to be a member of the noble’s family, using his or her name to gain favors and services. The family reputation is beginning to sink because of this person’s actions, and it falls to the noble to both apprehend the imposter and clean up the mess.
  • A fellow noble is cashing in a debt made by the noble’s family generations ago. Reneging on the debt is both illegal and social suicide, but the request puts noble in a dangerous situation, either politically or physically. The noble must fulfills the debt as best he or she can without causing a catastrophe for the family.

Expert Quests: These quests are appropriate for advancing through 6th tier.

  • Some of the noble’s family lands are under threat. A government or military body is looking to seize the land for purposes that may or may not be legitimate. If they succeed, the noble’s family’s reputation will decrease significantly, to say nothing of what will happen to everything living off the land.
  • A high ranking member of the noble’s family is accused of a crime, but the specifics are being kept secret. Rumors are swirling about what the crime could be and how terrible is must be to warrant moving against such a powerful person, and other nobles are lining up to take advantage of the family’s moment of weakness. The noble must find out what the charges are and whether their kin really is responsible, and either clear the family’s name or distance it enough from the accused that there is no longer a problem.

Advanced Quests: These quests are appropriate for advancing through 9th tier.

  • The noble’s family has entered a feud with one or more similarly-powerful families. The gossip, mudslinging, and backstabbing it already in full swing, and due to mysterious connections the noble’s family is beginning to lose badly. The noble must either find a way to win the feud or end it in such a way that the family remains as prestigious as before, which will not be easy if the government or other powerful bodies are aligned against them.
  • Recent historical documents have connected the noble’s family to a reviled though long-dead criminal or traitor. This person died long enough ago that there are few if any living witnesses to their crimes, but their reputation lingers in stories and curses. Associating with such an infamous figure will only hurt the family and its members, so the noble must either clear the name of a villain entrenched in history or prove their innocence without a single living witness.

Legendary Quest: A powerful monster has demanded the death of the noble’s entire family for some slight generations ago. Its wrath extends to even family via adoption or marriage, and it will not rest until everybody who shares the family name or has a drop of the family’s blood is dead. While the monster can be defeated, the real threat is the promises of wealth and power it makes to any and all willing to assist it. The noble must protect their entire family, even those about whom he or she did not know, and defeat the monster before its allies grow too numerous.

Theme Abilities

Assess Resources (Ex): At a glance you can tell how wealthy someone is. As a standard action you can make an Appraise check to determine the most expensive item worn by a creature. The creature must be within 30 feet. The cost of the item does not include its magical properties unless you cast detect magic; this increases the time for this check to a full-round action. The DC is 15 for mundane items and 15 + the item’s caster level for magic items.
Deep Pockets (Ex): You always have some cash on hand. Each week you spend up to 5 gp per theme tier on services without affecting your actual wealth. This cannot be used to acquire permanent items, and anybody hired using this money will not perform any dangerous action for you, such as following you into a dungeon.
Dilettante (Ex): The idle rich have time to dabble in various pursuits. Choose one skill in which you have no ranks. You can make checks with that skill as though you were trained.
Do You Know Who I Am (Su): Your bluster can stop enemies in their tracks. Once per day when a creature charges you, you can make a Bluff or Intimidate check to prevent the attack. The DC for this check is equal to 10 + the creature’s Hit Dice + the creature’s Wisdom modifier. If you succeed, the creature ends its turn adjacent to you but does not attack. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. You must be at least 4th tier before selecting this ability.
Friends in High Places (Ex): You know somebody who knows somebody. Once per year you can gain an audience with the highest-ranking person or group within any military, government, religious, or mercantile group in the settlement nearest your noble house. The meeting happens within one week of you making this request. You must be at least 4th tier and possess the noble house ability before selecting this ability.
Honorable Duelist (Ex): You dedicate some of your free time to martial practice. You gain a +1 theme bonus to attack and damage rolls with melee attacks you make against an adjacent creature. You do not gain this benefit if there is any other creature adjacent to you or the target.
I’m Something of an Expert (Ex): You’ve dallied enough with something to spoof study. Choose one Knowledge skill in which you have no ranks. You gain a bonus to that skill equal to half your level and you can make checks with that skill as though you were trained. You lose this bonus if you take any ranks in the skill. You must be at least 4th tier and possess the dilettante ability before selecting this ability.
Noble House (Ex): You have a small personal residence on your family’s property. You gain a small house within one mile of a small city or larger settlement. The cost of the house cannot exceed 5,000 gp. You cannot sell the house, and you lose it if you ever lose your noble title.
Noble Manor (Ex): You are prestigious enough to warrant a grand residence. You gain a manor house within one mile of a small city or larger settlement. The cost of the house cannot exceed 50,000 gp. You cannot sell the house, and you lose it if you ever lose your noble title. This manor house counts as a base of operations for the purposes of determining your Leadership score. You must be at least 4th tier and possess the noble house ability before selecting this ability.

Advancement Abilities

Power in Names (Ex): People who recognize your heritage react to you accordingly, unless you treat the name shamefully. You gain a +4 theme bonus to Diplomacy and Intimidate checks against creatures who know your noble house. If you fail a Diplomacy or Intimidate check using this bonus, when interacting with the target you lose the bonus and take a -4 penalty on Charisma-based skill checks until you succeed against them using the same skill.
Event of the Season (Ex): Your gatherings are the thing of legends. Once per year you can host a well-attended party or other event. You must pay the costs for this event, including renting an appropriate location if you do not have access to one. You may determine the specifics of the party. You may invite up to two people per theme tier who will make every reasonable effort to attend regardless of the time, location, or type of party as long as they are members of society and physically able to attend without damaging their reputation. For example, you may invite the head of a local guild, but he will not abandon his trip abroad to return home for the party, nor will he cancel a guild event on the same night.
Command from on High (Sp): The weight behind your words makes them as good as law. Once per month you can cast lesser geas, and once per year you can cast geas/quest. You can only use this ability to give the target a quest that increases the reach, reputation, or assets of your noble family. If you try to give a target a quest that increases your family’s standing only tangentially by increasing your standing, the spell fails.

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The Wild West of D&D Content Publication

I used to visit the official D&D website every day or two, back when 3E was the hotness. In those days the site was nothing but content: new monsters, new spells, new items, new class features, all available for perusal or download. I have several folders of the art galleries from published books, and I think I have almost everything from the Map-a-Week archive. Even the ads for an upcoming book had previews of that book with playable examples of the things you’d find it it. Many of those pages still exist if you know where to look for them, and they’re an amazing resource for session material and inspiration.

In the move to 4E, the site changed. I think there were two big reasons for it. The first, and the only one I think people saw when it happened, was money. D&D Insider started, a monthly subscription service that gave players access to the aforementioned art galleries and new content. I think it was also the only place to find errata for a while, though that might have just been my inability to find it after the site redesign. I can’t fault the business aspect of it; it’s more profitable to sell some material than give away all of it. But with half of the content effectively locked behind a paywall, it became much less fruitful for a poor gamer to visit.

The other reason was quality control. The content on the website wasn’t tested the same way content in books was. There simply wasn’t time. We had to treat website material like we did material from the D&D magazines: either accept it carefully and allow it in your game on a trial basis in case it wasn’t as balanced as it purported to be, or save yourself the time and ban it out of hand. 4E was a very tight ship regarding balance. It couldn’t have anything that didn’t get a certain amount of testing and consideration because it couldn’t afford to let anything break the mold. The 3E style of website content couldn’t work with it.

There was another things that came from both of these points: the death of the SRD. The 3.5E System Reference Document was a downloadable list of files that gave you everything you needed to play the game without buying a single book. They were stripped of lore (meaning there were no gods, so good luck, clerics) and art and anything proprietary (beholders, mind flayers, the like) and in a few cases readable formatting, but they were there.

The 4E SRD exists, which I actually didn’t know until this week. In fact, this is probably news to every person I’ve spoken to about 4E over the last several years, especially the ones who’ve written their own content. It seemed its release was fairly quiet, and it’s not very useful besides. It’s just a list of the things in the books that can be used in licensed products. For example, it doesn’t say “the fighter does X at level 3”, it says “crushing blow” and trusts you to look it up. It’s not a document we can use to reference things in the system, so it’s not a System Reference Document at all. It’s just a list of things you can say about 4E without getting in legal trouble.

…Technically, if I’m reading this correctly, I can’t even legally tell you what I can legally tell you about the ostensible SRD. It’s probably safest to just link it.

I’ve gone off-topic. The point is that anything on the website takes a while to get to me, especially after things got even worse in the move to 5E. The site now has no content, just ads. As I write this the top five articles are for an adventure, a standalone dice game, shirts, an adventure, and a series of video games. If you’re interested in D&D the tabletop roleplaying game, like I am, and you create your own campaign settings, like I do, you can use none of this in your game. As I’ve said before, D&D as intended kind of isn’t for me any more.

But in bungling through archives I did find something that gives me a glimmer of hope. Wizards now has a real, honest-to-goodness SRD for 5E and provides an official, endorsed way for people to publish their own content. You can even charge money for it, and receive some of that money. It’s called the Dungeon Masters Guild and it’s actually pretty neat.

Yes, you can only use it to publish 5E material, even though they’re actively selling their own books from other systems on the same site. Yes, you can only publish material set in Forgotten Realms, because that’s what they want players to like (a sensation with which I, as a fan of professional wrestling, am very familiar, and there’s a whole other blog post about the similarities there). Yes, you’re probably still going to have to bribe your DM to allow any untested, unsupported content you find. But it’s a step in the right direction, and it’s the kind of thing that makes me more excited about 5E than I have been in a while, even if I don’t plan on putting anything up for download myself.

Heck, it might even give Wizards some ideas. The top title as I write this is the “Gunslinger Martial Archetype for Fighters”. Based on this I’d say there’s a market for guns in D&D, like there always has been. The only mention guns have gotten in any official Wizards material in the last fifteen years is a mention in the DMG that says “we suppose you could have alien guns that shoot lasers, perhaps”, so there’s an opportunity here. Though there’s probably equal odds between Wizards saying “huh, that’s clearly popular and we should do something with it” and saying “huh, that’s really popular, but we can’t top it so let’s do another Drizzt thing instead”.

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In Which We Attempt Mass Combat with Charisma

I think mass combat is one of those things everybody tries eventually. Large armies clashing, siege engines firing, monsters rampaging through ranks of soldiers, it all feels right in the context of medieval fantasy. But mass combat is also a huge pain. A hundred soldiers making a hundred attack rolls and forty damage rolls is a massive time sink, not to mention figuring out movement, damage, areas of effect, and the like. Plenty of attempts have come and gone trying to make armies viable, and none has been good enough to convince players it’s the best way to do it. Or, arguably, a good way to do it at all.

I’ve mostly avoided mass combat in my campaigns, treating pitched battles as a backdrop to a small-scale encounter where the party individually matters. But my DMs over the years have offered a few solutions. One designed his own system, full of math. Units had hit points that represented their soldiers, and they did proportionally less damage as soldiers died. Attack rolls compared to defense on a sliding scale, because when two armies meet it’s incredibly unlikely that nobody dies, and movement was strongly limited by facing and turning speeds. Unsurprisingly, we did this all via gaming software that ran the numbers for us; if you’ve ever had a player who can’t seem to add thirteen to eighteen quickly, you can imagine asking the same player to roll damage, cut it by a third because they missed AC but hit AC minus 4, and multiply that by 43% because the unit is heavily injured. It was pretty heavy.

I had another DM who wanted to run mass combats with an honest-to-goodness game of Warhammer. That never made it off the ground, not least because the players had no interest in learning a whole other system.

Regardless of these tales of caution, I’ve wanted to run a mass combat since I first learned Dynasty Warriors was a thing. The Hyrule campaign made it to a point where such a battle was appropriate, and Hyrule Warriors had brought the setting and style together, so I bit the bullet and set to work on my own mass combat system. From the beginning I had a few principles in mind:

  • It had to be simple. This was one battle, one session, in a two-year campaign. The less cognitive load it required, the better.
  • It had to be fast. An hour-long turn was unacceptable.
  • It had to let players matter. One character had to be as strong as an entire unit of enemies, not just because that’s awesome but because that’s how Hyrule Warriors works.
  • It had to give us room to describe things in the hilarious manner we were going to use anyway. The rules themselves couldn’t be more important than our narration.

I ended up with this:

Each group of units was represented by one mini with one set of stats. Hit points and damage were kept low; the highest damage was 3 and the highest hit point total was 14. Defenses ranged from 26 to 32, attack bonuses from +17 to +21. Everything was tightly constrained to keep it out of a situation where one unit rolls over another, mostly because the players couldn’t know if they were losing a rock-paper-scissors battle until they engaged an enemy, and losing two units at the beginning of an engagement is a pretty negative play experience.

Speaking of which, each player got to control themselves (a single unit with especially high hit points) and various friendly units. The intention was that players would always have something to do; they acted on their turn, and the spearguard’s turn, and the skirmisher’s turn, etc. We intentionally staggered friendly and enemy initiatives so nobody would take several turns in a row. Players could not use their normal powers but I tried to build some of their moves into their personal units.

Each unit got one action per turn, because I thought double-moving would make the map feel trivially small and I especially did not want to say “don’t forget, you still have another action” eleven times every round like I do in normal combat. There were no attacks of opportunity or off-turn actions of any kind. The only way to do two things at once was to charge, which still got the attack bonus because it made sense to me and we’d already internalized that rule.

That’s it for the core system. There were other interesting bits, like navigating terrain, searching for allies, and performing minor quests, but the fundamentals of the session fit on an index card. It was rules-light and abstract so we could fill in the gaps with narration. I thought I had hit all of the points I wanted, and once I explained the rules to the players I’d finally be able to run a set piece I’d been wanted to do for years.

It was kinda meh.

My players really, really didn’t like only taking one action per turn, and several rounds after they expressed this opinion they found a justification: charging was the only action worth doing. It allowed you to move and attack, it gave you a +1 to the attack, it increased the damage for certain units, and it never provoked attacks of opportunity so it made sense even in pitched melee. Since units had no action options besides moving and attacking (intentionally, to keep things simple), maximizing attack efficiency became the point, and charging was objectively the most efficient thing. If I let them take two actions, and thus double-move, they might have seen any advantage to leaving enemies and exploring the map instead of headbutting them for several rounds in a row. As it was, we only got to half of the map and a third of the side quests I had planned, so limiting their actions took a lot of the fun out of my end.

I also put too many units on the board. I expected the player to fan out and try doing several things at once because they had the manpower to do it, but they lumped in tight groups and largely steamrolled the enemies they outnumbered two to one. So I added reinforcements to shore up parts of the map and press the attack, and that’s when the party split up, which suddenly put them at the two-to-one disadvantage. I should have given the players fewer units but more opportunities to rescue or gain allies, letting them shed units to defend as they progressed and keeping the same active headcount, and had my units hang back on defense instead of swarming to stage an attack in the smallest place physically possible.

One player said the game needed more randomness, because with static damage certain actions become mathematically weaker than others. I’m not fully sold on it. Rolling for damage means more time per turn in an already long game, but I can understand the argument.

But besides those points the session wasn’t actually all that bad. Turns were fast; we just had a lot of them. The scary enemies were scary, the players got to do what they do, and the mundane units had both moments of great heroism and moment of hilarious failure. The terrain in the half of the map we did use was relevant. We didn’t have to go over the rules several times over the course of the night. The system hit every point I wanted and the session did what it needed to do in the context of the story. It just didn’t do either as well as I would have liked.

My players have since assured me that they were not as miserable as I thought they were. I’m not sure how much of that is my tendency to read the table as less happy than it actually is, or their tendency to remember good things better than bad, or something else. I’ll have to look at it a while longer and decide if this is something worth salvaging.

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Strategic Healing and the Vigilante Campaign

In the hubbub around themes, I nearly forgot that I promised to update my opinion on the vigilante once our all-vigilante campaign ended. It turns out I was only 80% correct on the class, in that every problem was about 25% worse than I thought it would be.* The unified background for all members of the class was a huge issue in making characters feel distinct. The lack of class options meant everybody shared several abilities, even within their role subsets. The party didn’t all gather in the same room until the fourth session and didn’t consider themselves a group until the end of the campaign, if they did at all (which took a surprising amount of arm-twisting, because the “my character wouldn’t trust these people” built into the class trumped our “I signed up for a campaign where I knew full well this exact thing would happen”). My players were mostly acceptable, but the vigilante class was a mess exacerbated by the single-class concept. So, no, I’m not a fan.

It didn’t help that our party healer couldn’t make the first session, then couldn’t make the second, and eventually dropped out altogether. By that point nobody was willing to rewrite their character, so an NPC cleric got upgraded to party minion status, and then often wasn’t there because vigilantes are lone wolves and such. We ended up running the whole campaign on a few potions and heavy wand abuse.

Imagine my surprise upon learning that this is the exact way Pathfinder should work. As I understand it, the general consensus among the Pathfinder faithful is that healing, as a party role, is pretty much a joke. Healing capacity lags behind monster damage to the point where it’s more worthwhile to build a cleric who deals rogue damage and smack the dragon than it is to spend that action fixing the dying fighter. Instead the point of combat is to win fast so you can use several minutes and a few wands of cure light wounds to get back into fighting shape. My Pathfinder campaigns have only gone up to L11 and I haven’t seen anything like this, but the opinion is ubiquitous enough I imagine it must have some at least anecdotal merit.

I have strong opinions on this, and they may be better discussed in another post. But as it pertains to the vigilante campaign, we did find ourselves in a situation where we had to at least pretend healing was a joke and run the campaign accordingly. Luckily, four people in the party had the AC of a tank so there wasn’t all too much damage flying around, but I did beat on them hard enough for some post-combat hand wringing. About halfway through the campaign we figured this was unsustainable and we had to get creative.

One of my players has traditionally divided healing into two categories: tactical and strategic. Tactical healing occurs during fights or any other time your actions are measured in…well, actions. Strategic healing occurs between fights, or whenever your actions are measured in time. This designation can apply to any resource, and some straddle the line; “If I cast expeditious retreat now, I can get behind the altar in two rounds” is a tactical choice, and “My expeditious retreat will run out in six minutes, so we should hurry to the next battle so I can use it there too” is strategic. (My mnemonic device is to think about Final Fantasy Tactics, which was much more about round-by-round resource allocation than fight-by-fight, even if you could spend most of your time looking at menus deciding which chocobo is your monk’s best friend.)

In Pathfinder, the assumption is that the higher your level, the less tactical healing is a thing at all. The weight of party repair falls on strategic healing, where wands of cure light wounds maintain their worth even into epic play. This is the world in which we found ourselves for the vigilante campaign: assume healing during fights can only happen in the most dire situations and find a way to survive the day. As long as a member of the party could cast cure light wounds from a wand, we were golden.

Except nobody in the party could. And we only had one person with Use Magic Device, and he needed to roll fairly high to use it. If he rolled a 1, his wand was done for the day. Our post-fight healing was him rolling a dozen or more times for each ally, fishing for good rolls and hoping against hope for no failures.

We eventually found a solution in, of all places, 5th Edition. In 5E you gain Hit Dice equal to your Hit Dice (yes, the terminology is exactly that ridiculous). During a short rest (five minutes, or the space between fights) you can spend a Hit Dice to heal that many hit points. For example, an L6 fighter has 6d10 Hit Dice. She can spend one of them and heal 1d10 hit points, plus her Constitution modifier and anything that applies on a per-Hit-Dice basis. She regains half her Hit Dice during a long rest (eight hours, or the space between days). If she multiclasses, her Hit Dice get goofy but otherwise function exactly the same; she can spend her d10 from fighter or her d8 from rogue.

This works in Pathfinder without any change. We just lifted part of the 5E rulebook and dropped it into Pathfinder. Immediately it changed from a tense “let’s hope Rogue #1 is lucky today, or the campaign is over” to a much more reasonable “let’s roll for our wands, and if that fails use a resource we know will function”. But it also put strict caps on party healing, rather than the “heal to full between fights” we at some point considered and which wands provide, and didn’t make party survival based on the money they could scrounge from all the wolves and zombies they were fighting. The players took to it immediately, the campaign went on, and nobody died (not even, one could argue, the campaign villains. But that’s a story for another day.)

I don’t know if I want to keep this as a rule. I definitely understand it in campaigns within limited healing, as the Eight Arms and the Contract of Barl may be. And I like it a lot more than the “we’re injured, spend 400 gp, we’re not injured any more” mindset in Pathfinder now. But it’s definitely a case-by-case solution for a case-by-case problem.

* — See, since I was 80% correct, that means I was 20% incorrect, and 20% is 25% of 80%. Fractions!

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Abilities without Limitations (or, the Rule that Proves the Exception)

There’s a phrase I love explaining to people, because I’ve only met about two or three people who understand it: “the exception that proves the rule”. Most folks think it means “the thing that does not fit a rule proves that a rule is in effect.” For example, if you assume all fighters have low Intelligence, a fighter with high Intelligence is the exception that proves the rule. This fighter does not fit the rule, so it means that all other fighters do fit the rule. If this sound ridiculous, that’s because it is. It’s the sort of understanding you get if you don’t think about the things you say or hear.

What it actually means is “an exception to an unstated rule is proof that a rule is in effect beyond the exception.” That is, a sign with “parking allowed here on Sunday” implies “parking not allowed here on days other than Sunday.” The exception is “parking on Sunday”, and the rule is “no parking any time”. The sign does not need to say “parking is normally not allowed here” because the exception proves that such a rule already exists.

There’s a converse to this logic that I ran into repeatedly when designing themes: if a rule says a character can perform some action when they meet certain conditions, that implies they cannot perform that same action if they do not meet the conditions. For example, a handicapped parking sign means “you can only park here if you meet certain criteria”. In D&D as in life this is normally obvious and in fact the point of many rules: Improved Initiative lets a player add +4 to their initiative check, which they cannot do without the feat or an ability that acts similarly. A cleric can cast spells using Wisdom, and a wizard cannot unless they have an ability that says otherwise. And no rule is in place that says “a 9th-level fighter can hold a shield in each hand”, so we assume all characters can hold a shield in each hand as long as that’s not barred elsewhere (though they don’t get the AC from both, because of a rule).

But a writer can get into trouble by specifying something he or she shouldn’t. Consider the feat Research, from the 3.5E Eberron Campaign Setting. It allows a character to use a Knowledge check to search a repository of information, like a library. This would be fine if it let characters do it faster, or in a way they couldn’t. But it didn’t do that. It just said “you can use your Knowledge skills to extract information from books, scrolls, and other repositories of facts and figures.” It gave the characters rules for using libraries and similar repositories and left it at that. And in doing so it stripped the same ability from characters without the feat.

In a campaign where Research exists, characters cannot use libraries without it. If they could, the feat would not exist. The action is “research in a library” and the condition is “have this feat”. Publication of the feat retroactively stripped library access from any and all characters unless they met a condition that did not previously exist. It’s pretty goofy, and so far I’ve only met two kinds of DMs: those who don’t know about Research, and those who ignore it.

And there’s where I hit a wall with themes. I couldn’t say “a criminal with the shady friends ability can fence stolen goods” because that implies no other character can fence stolen goods. I couldn’t say “a celestial with the guilty conscience ability can sense when an action would cause them to violate their alignment” because that disallowed players and DMs from coming up with their own methods of doing the same. Any time I had a fun or flavorful application of a skill, I had to consider whether it was something the rules could already support or, more restrictively, whether it was something I would allow in my campaigns. If I would let a player use Appraise in a certain way without themes, I couldn’t justify allowing only characters with a theme to use Appraise the same way.

That’s why there aren’t a lot of theme abilities that deal with how PCs interact with NPCs. A lot of that is already allowed, or the DM’s responsibility, or too fun to restrict. I want themes to expand character options, not restrict gameplay options through implication.

It is possible to do this well. Consider the feat Master Manipulator, in the 3.5E Player’s Handbook II. It gives a character two abilities. The less interesting one is the ability to make a Diplomacy check to reduce the Listen, Sense Motive, and Spot checks of some nearby creatures. Normally this would be something a character can already do, but the penalty is -4, greater than the normal -2 penalty D&D recommends. It also defines the limitations of this ability so it serves as a reference point for players or DMs who want to do something similar. It’s not a major deal, but it’s something.

The one we care about is the second ability, and not just because of its amazing art. It boils down to this: if somebody lies to you, and you detect the lie with Sense Motive, and you succeed at a subsequent Diplomacy check versus the target’s Bluff, your circular conversational stylings trick the person into explaining what they lied about and why. It brings multiple skills together in a way that counts as a new application for both, and with an appropriately clever player and DM it can make for amazing at-table moments. The existence of the feat doesn’t ban a character from taking any otherwise obvious action. It’s just good.

It is, however, hard. November was about getting as many themes done as possible, not making them all fully-fleshed exemplars of the mechanic. I do want to go back and come up with ways to combine skills to create new play opportunities, balance them, and phrase them in a way in keeping with Paizo’s language and formatting. That just wasn’t in the cards this month.

I’ll continue working on themes but I won’t be nearly as head-down on them as I was (and the players in my campaign, who may have noticed that November was mostly sidequests and cancelled sessions, will thank me). I want to get a few more done, like the royal, the vigilante (remember, the stimulus for this whole exercise?), the planar traveler, and a few more mundane ones. Once I have a decent set of them I can get started on the second drafts, which is where I’ll spend more time on each ability to make sure it’s something worth taking.

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Themes: Craftsman

I thought real hard about the posting order for these last two themes. Originally I was going to end the month with a bang, albeit one of resignation, and let the dragonkin close out the example themes. But I decided against it, and not just to keep dragons out of their traditional spotlight-stealing role. The whole point of themes is to play up the parts of a character that most adventurers ignore or discard when they get their first class level. It’s only proper that the last theme be just as mundane on the surface but meaningful under analysis as the first. We start with the farmer, and we end with the craftsman.

I went back and forth for a long time on the name of this theme too. “Craftsman” is a placeholder. I want “craft” in the name because this is about people who use the Craft skill, but I rejected “craftsperson” for being too clunky and “crafter” for being too simple (and “craftsfighter” is a very specific in-joke). I also rejected anything with “skill” because that’s a game term, anything with “art” because Artistry is different from Craft in Pathfinder, anything with “expert” because it’s both a class and the name of a theme tier (“expert expertise” is the worst name ever), and any number of other names whose contention wasn’t important enough to even mention. If there’s a word I’ve missed, let me know.


CRAFTSMAN
You know the value of working with your hands. You trained in crafting the sort of items the average adventurer takes for granted, whether they’re made of wood, metal, animal parts, or alchemical reagents. While your allies think of your creations as “the sort of things you buy”, you appreciate the effort and care that goes into every item, and it shows in the rest of your life.

Theme Skills: Appraise, Craft (any), Disable Device, Knowledge (engineering)
Theme Feats: Catch Off-Guard, Improved Sunder, Improvised Weapon Mastery, Throw Anything

Theme Quests

Novice Quests: These quests are appropriate for advancing through 3rd tier.

  • The market for a popular manufactured good is being flooded with fairly well-made items at great prices, all from a single magician. This is a problem for every other person who makes the same good, and it’s threatening to put a huge hole in the local economy. If the magician doesn’t stop, or if the locals can’t find a way to compete, a lot of businesses are going to close.
  • A patron requests a custom item from the craftsman. She’s willing to pay more than normal, though she has very specific requirements about what the item is, including some that set off some red flags. She intends to use the item in a ritual to bind a demon, kill a group of people, or otherwise perform some significant evil. If she succeeds, she is likely to succeed but captured or killed, and the item will put the craftsman in an uncomfortable spotlight.

Expert Quests: These quests are appropriate for advancing through 6th tier.

  • Craftsmen of all types are disappearing from a major city and the surrounding area. Their homes and workplaces show signs of kidnapping, and the city watch suspects somebody is killing off the competition somewhere they can’t find. They don’t know the craftsmen are still alive, enslaved to build a giant weapon that will level the city.
  • A new guild is gathering skilled craftsmen, guaranteeing them a regular salary in exchange for a portion of their income. Their numbers are already fairly good, as people treat it as a sort of insurance for when times are lean. But as the guild’s cut grows higher and higher and mysterious accidents befall non-guild craftsmen, people suddenly learn the lengths to which the guild will go to prevent anybody from leaving.

Advanced Quests: These quests are appropriate for advancing through 9th tier.

  • A high-ranking noble or member of a royal family is looking to commission a work from a craftsman. He wants has exacting standards, and though he does not explain exactly what he wants he is insistent that he’ll know it when he sees it. But anybody who offers him something he doesn’t like doesn’t make it home, so in order to get the payment and prestige from having such an influential patron, the craftsman must be certain to get it right the first time.
  • Objects are spontaneously animating, seemingly without rhyme or reason. They lack intelligence, so while some can perform helpful tasks others are a danger to those around them. They’re actually gaining motion through a fledging planar portal, whose magic is touching items with a particular composition, maker, or other trait. But only a skilled craftsman can identify the trait the objects share and which objects will animate next.

Legendary Quest: The craftsman has an opportunity to work with a once-in-a-lifetime material, like the still-smoldering remains of a fallen star or the petrified body of an elder treant. It’s the sort of material from which artifacts are made. But the material seems to have a mind of its own and actively resists being molded into something else unless the craftsman somehow proves their worth. At the same time, malign forces are making their way to the material to use it for their own purposes.

Theme Abilities

Craftsense (Su):You can sense when objects in your wheelhouse are nearby. You can cast detect magic at will, except that instead of detecting magical auras you can detect objects for which you have the appropriate Craft skill. You cannot detect schools of magic, but you can determine the quality of an item by making an Appraise check. Objects detected with this ability have no aura, so you cannot detect schools of magic, lingering auras, or whether the objects are magical. You must be at least 7th tier before selecting this ability.
Improved Jury-rig (Ex):You can apply what you know to things you don’t. You no longer need an appropriate Craft skill to jury-rig an item. Instead you can use knowledge from a Craft skill you have. For example, a carpenter could make a wooden splint to hold a sword together, and a blacksmith could create a metal brace to support a wagon. You must be at least 4th tier and possess the jury-rig ability before selecting this ability.
Improved Weak Point (Ex):Your knack for finding flaws in objects extends beyond those you’ve made. You no longer need an appropriate Craft skill to deal bonus damage when attacking objects. You must be at least 4th tier and possess the weak point ability before selecting this ability.
Jury-rig (Ex):You can make repairs on the fly. You can take ten minutes to temporarily repair an object with the broken condition. The object must be one for which you have the appropriate Craft skill. The object loses the broken condition, but if it becomes broken again it is instead destroyed. You can repair the jury-rigged item as normal to return it to full working condition.
Magical Appraiser (Ex):You know how magic items work. By studying a magic item for one minute, you can automatically identify its properties and requirements. You must be at least 4th tier before selecting this ability.
Reinforce (Ex):Your items are sturdier than they appear. You can make a Craft check to reinforce objects for which you have the appropriate Craft skill. Reinforcing an item takes eight hours. The DC for this check is 5 + the DC to make the original item. If you fail, the object gains the broken condition. If you succeed, the object’s hardness increases by one-half your theme tier (minimum 1). An object cannot be reinforced more than once, and an object loses this extra hardness if it is destroyed.
Speedy Crafter (Ex):Through trial and error you’ve learned exactly how fast you can work. When you use accelerated crafting, you can add any number to your DC.
Weak Point (Ex):You know where an object’s flaws are. When you attack an object for which you have the appropriate Craft skill, you deal bonus damage equal to half your theme tier.

Advancement Abilities

Magical Craftsman (Ex):You can imbue your items with limited magic. At 4th tier, you gain Master Craftsman as a bonus feat. In addition, you gain one item worth 5,000 gp. This item must be one you could make by taking 10 on a Craft check in which you are trained. This represents your efforts on making this item over time so you do not need to spend time or mundane material to make it, but you must have access to any unusual materials you need.
Trade Secrets (Ex):You have access to enough exotic materials that you can spoof some spellcasting when crafting. At 7th tier, you can ignore the increase to the Craft DC for any one prerequisite you do not meet when making a magical item. In addition, you gain one item worth 20,000 gp. This item must be one you could make by taking 10 on a Craft check in which you are trained. This represents your efforts on making this item over time so you do not need to spend time or mundane material to make it, but you must have access to any unusual materials you need.
True Forger (Ex):You are as capable at creating magic equipment as any spellcaster.. At 10th tier, you can craft magical items of any type. The items themselves must be items you could make with Craft skills in which you are trained, but they can function like any appropriate magical item. For example, a blacksmith could make an iron rod that functioned as a wand. You must still meet any prerequisites, except for this you ignore with trade secrets ability. In addition, you gain one item worth 50,000 gp. This item must be one you could make by taking 10 on a Craft check in which you are trained. This represents your efforts on making this item over time so you do not need to spend time or mundane material to make it, but you must have access to any unusual materials you need.

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Themes: Dragonkin

No matter how I may feel about dragons, I know they are people who will punch me in the neck if there aren’t any dragon-based themes. So, fine, here’s a dragon. It’s longer than the scholar because of course it is.

I’m going with -kin for heritage themes, like celestialkin and fiendkin. My spellcheck still hates it, but it’s shorter and has a fantasy vibe instead of a 90s comic hero vibe.


DRAGONKIN
Whether through heredity or magical experimentation, you have the blood of dragons in you. You may succumb to the fury of a chromatic dragon, deny the haughty arrogance of a metallic ancestor, or hide that your background includes a more exotic dragon still strange enough to be feared. But over time your nature will manifest whether you try to suppress it or not, and you must decide how to react when those around you fear and respect dragons in equal measure.

Theme Skills: Appraise, Climb, Intimidate, Knowledge (arcana), Sense Motive, Use Magic Device
Theme Feats: Blind-Fight, Combat Expertise, Improved Unarmed Strike, Intimidating Prowess, Lunge, Power Attack

Theme Quests

Novice Quests: These quests are appropriate for advancing through 3rd tier.

  • A dragon wants to carve out a place for himself by making everybody in a village part of his family. By channeling energy from a magical site he has given draconic power and features to an entire village. The people of the village don’t know this and assume they are the victims of a curse, and they seek adventurers who understand their disease to correct it.
  • The dragonkin is approached by another adventurer with draconic features, like a half-dragon or dragon disciple. She says that her powers have the same origin as the dragonkin’s, and she wants to dragonkin to accompany her on a quest to find the dragon from whom they came. But it soon becomes clear that she sees her features as a curse, and she’s not looking for understanding, she’s looking for revenge.

Expert Quests: These quests are appropriate for advancing through 6th tier.

  • Several dragons of different types have spent decades warring over a plot of land. They’ve decided to settle their spat once and for all with a no-holds-barred battle in which the last dragon standing gains control. But the site they chose is a populated city, and even if the dragons are careful to limit civilian casualties, the allies and foot soldiers they bring in may not be.
  • A wizard is offering a potion that can change anybody into a dragon if taken over several weeks. Her demonstrations are convincing, and she has testimonials from people who pass every form of lie-detecting magic. That’s because the potions do work, and they can change anybody into a wyrmling. But they also tax the imbiber, allowing them to live as a dragon for only a few weeks before they burn out and die. Still, a few weeks is more than enough time to lay waste to a small village, a rival’s business, or any other place an unscrupulous person might want.

Advanced Quests: These quests are appropriate for advancing through 9th tier.

  • After a kidnapping that ended with the death of his child and many good knights, a king has declared all dragons official enemies of the state. Dragons are reacting in one of three ways: some are leaving, acknowledging his decision with sorrow and leaving the kingdom without its traditional defenders; some are asserting their presence, daring the king to drive them out; and some are moving in, seeing the declaration as a challenge. He must reverse his decision before his kingdom becomes the target of more ire than it can withstand.
  • A dragon is near death and has asked a group of draconic creatures, including the dragonkin, to battle for the right to his riches and knowledge. Each contestant is allowed to bring any allies they can to an isolated location where they will compete in either lethal or nonlethal combat. But some investigation suggests that the dragon has invited the bodyguards or allies of one of his bitter enemies, and the entire contest may be a ruse to leave that enemy unprotected.

Legendary Quest: Dragons are aging at a terrible rate. Wyrmlings are becoming adults in a matter of weeks, not decades, and great wyrms are succumbing to old age far before their time. Powerful dragons are battling for supremacy with the mindset of children and a real fear of death, too young mentally and too short-sighted to approach the people, creatures, and rivals around them with their normal wisdom. Soon the world will become one without dragons entirely, if there is even a world left ofter when the battles cease.

Theme Abilities

Breath Weapon (Su):You can mimic a dragon’s most iconic attack. You gain a breath weapon, usable once per day per two theme tiers. This is a 15-foot cone that deals 1d6 points of energy damage per three character levels (minimum 1d6). The energy type matches the type you took for draconic hide. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your theme tier + your Constitution modifier. You must be at least 4th tier before selecting this ability.
Extended Lifespan (Ex):Your draconic blood staves off old age. Add 10% to the ages at which you reach each age category and to your maximum age.
Finishing Blow (Ex):Your claws and bite lead up to a single devastating blow. When you make a full attack, your last attack gains a theme bonus to the damage roll. This bonus is equal to the number of natural weapon attacks you used that round. Unarmed strikes do not count toward this total. You must be at least 4th tier and possess the natural fury theme ability before selecting this ability.
Improved Extended Lifespan (Ex):Like a dragon you retain your body and mind as you age. Add a further 10% to the ages at which you reach each age category and to your maximum age. In addition, when you reach a new age category you can forgo the bonus to your mental ability scores. If you do, reduce your penalties to physical ability scores from reaching that age category by 1.
Improved Might of Dragons (Su):You can draw power faster but at a higher cost. Once per day after you roll an ability check you can add your theme tier as a theme bonus to the check. You cannot apply this bonus to a Dexterity check. After making the ability check you become exhausted. This does not replace the bonus from the might of dragons ability, so you can modify two ability checks per day. You must be at least 4th tier and possess the might of dragons theme ability before selecting this ability.
Meditative Blindsense (Ex):You can sense enemies like a dragon, though it takes all of your attention. As a swift action you can enter a meditative state and gain blindsense 60 ft. You can maintain this state for one round per day per tier. While in this state you can only take free actions, though you are not considered helpless. You can divide the duration however you like, but it must be in one-round increments.
Might of Dragons (Su):You can draw power from your blood, though it weakens you. Once per day before you roll an ability check you can add your theme tier as a theme bonus to the check. You cannot apply this bonus to a Dexterity check. After making the ability check you become fatigued.
Natural Fury (Ex):You can attack with all your weapons in equal measure. At the beginning of each day you can change any feats you have that specify a single natural weapon so the feat applies to a different natural weapon. The feat must be able to apply to the new weapon. For example, you can exchange Weapon Focus (claw) for Weapon Focus (bite), but not for Improved Critical (claw), and you cannot use this ability to change a feat that applies only to slashing weapons of your only other natural weapon is a slam.
Night Vision (Ex):Your eyes have adjusted so you can see what dragons see. You gain low-light vision. If you already have low-light vision, you can see three times as far as a human in dim light.
Scaled Vitals (Ex):Your most important organs are protected like a dragon’s. You gain a +2 theme bonus to AC against critical confirmation rolls. You must be at least 4th tier before selecting this ability.

Advancement Abilities

Draconic Hide (Ex):Your body shows some of a dragon’s hardiness. At 4th tier, choose one type of true dragon. If you have a racial or class feature that requires you to choose a type of dragon, this type must match the type you selected for that feature. You gain resistance 5 to one energy type of that dragon’s breath weapon and a +2 theme bonus to saving throws against sleep effects.
Draconic Body (Ex):You can shrug off effects like a true dragon. At 7th tier, your energy resistance from the draconic resistances ability increases to 10, and your bonus to saving throws against sleep effects increases to +4. You also gain a +2 theme bonus to saving throws against paralysis. You must be at least 7th tier and possess the draconic resistances theme ability before selecting this ability.
Draconic Soul (Ex):You ascend to the highest level you can without being a dragon yourself. At 10th tier, you are treated as a dragon for the purpose of spells and magical effects. You gain immunity to sleep and paralysis effects.

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Themes: Animal Handler

Most of the “profession” themes are extensions of a Profession skill. Profession as a skill has always felt weird to me; I don’t understand how it takes as much time and effort to learn to jump as it does to learn how to run every aspect of an independent business, and I say this as a person who has done both business and jumping. Themes let a character extend their Profession skill to other aspects of their adventuring career. Even if a theme does have Profession as a theme skill, like the soldier, there’s still logic in having a Profession skill for almost every profession theme.

Almost.


ANIMAL HANDLER
You are as comfortable with animals as you are with people, perhaps more so. You may be a farmhand, a professional training, or a wilderness expert who befriended animals for survival. You don’t view them as a mean to an end, but as your companions or friends, and your relationship with all animals is one of mutual trust.

Theme Skills: Handle Animal, Knowledge (nature), Ride, Survival
Theme Feats: Animal Affinity, Lightning Reflexes, Mounted Combat, Run, Toughness
Theme Quests

Novice Quests: These quests are appropriate for advancing through 3rd tier.

  • An orcish warband is moving into a forest, capturing and killing animals as much for sport as necessity. Their sudden fervor is driven by an unknown motivation, and if left alone they’ll kill dozens of animals each day.
  • An important animal trainer has gone missing. Without him, the animals under his care will not listen to anybody and tend to lash out at anybody who tries to interact with them. If he does not return many people could be hurt by his animals, and he had to return before the authorities decide to put them down.

Expert Quests: These quests are appropriate for advancing through 6th tier.

  • A large, dangerous animal is on the loose. Stories vary on whether it’s a brutal threat to everything around it or a gentle creature abused by its owners or handlers. Everybody does agree that it needs to be stopped, and it’s far too deadly a target to be handled by the local authorities.
  • A sage approaches the animal handler asking for help finding and researching a particular animal. It’s very elusive, enough that most people don’t even believe it exists, and he needs help proving his theories so he is no longer a laughingstock. His drive may get him in far over his head.

Advanced Quests: These quests are appropriate for advancing through 9th tier.

  • A disease is infecting animals, transforming them into dire versions of themselves. After a few brutal, violent days, the animals die as their bodies fail to handle their new physiology. So far it is believed that the disease has a mundane source, but it could just as easily be the workings of a druid in the final stages of his plan to build himself an army of perfect soldiers.
  • Word has gotten out that a world-famous hunter is seeking her most daunting prey yet. Her target is a specific, extremely rare species of animal, one that lives in an inhospitable wilderness days from civilization. Not much is know about this creature except that it is in an incredibly dangerous ecosystem, and killing just a few could spell the end of the entire species.

Legendary Quest: A guild of magical researchers announces the creation of a new level of animal. As dire animal are to normal animals, these “legendary” animals were created through careful research and magical experimentation. But they prove a far greater threat then their creators could imagine, and the animals quickly escape their confinement. It soon becomes clear that they are capable of commanding others of their own kind, and the only thing on their mind is revenge against their captors.

Theme Abilities

Animal Speaker (Ex): Your gestures and commands strike a chord with all animals. You can make Handle Animal checks to improve a creature’s attitude in only 2 rounds, though you take a -10 penalty on your check. You must be at least 7th tier before selecting this ability.
Combat Focus (Ex): Animals raised by you are better suited for fighting. When you make a successful Handle Animal check to rear an animal, the animal gains Toughness as a bonus feat.
Harsh Trainer (Ex): You can more easily break wounded creatures. You gain a theme bonus to Handle Animal checks against wounded animals. The bonus equals half your theme tier, to a maximum of +1 for each 20 points of nonlethal damage the animal has taken. You must be at least 4th tier and possess the whip expert theme ability before selecting this ability.
Improved Companion (Ex): Your bond with your companion grows even when you do not focus on it. You can add one-third your theme tier (minimum 1) to your effective class level to determine the abilities of your animal companion, to a maximum of your Hit Dice. This only applies to animals you gain as companions from a class feature or similar ability.
Night Vision (Ex): Your eyes have adjusted so you can see what your friends see. You gain low-light vision. If you already have low-light vision, you can see three times as far as a human in dim light.
Trainer’s Grace (Ex): Your attitude inspires nearby creatures. Friendly and helpful animals adjacent to you gain a resistance bonus to saving throws equal to one-third tier. You must be at least 4th tier before selecting this ability.
Whip Expert (Ex): Some animals need a firm hand. You gain proficiency in the whip and you ignore the attack penalty for dealing nonlethal damage with it. You can use a whip to damage creatures regardless of their armor bonus or natural armor bonus, but only when dealing nonlethal damage.
Work Focus (Ex): Animals raised by you are better suited for labor. When you make a successful Handle Animal check to rear an animal, the animal treats its Strength score as 2 higher when determining its carrying capacity.
Wild Motion (Su): You can run with beasts. When you start your turn adjacent to an animal with a climb or swim speed, you gain that movement type for one round. Your speed for this movement type is half the animal’s speed.

Advancement Abilities

Animal Whisperer (Ex): You understand beasts in a way few can without magic. At 4th tier, You can make a Handle Animal check to improve the attitude of creatures with an Intelligence of 1 or 2. This otherwise works like a Diplomacy check. In addition, you can use Handle Animal to push an animal as a standard action. It you can already push an animal as a move action, you gain a +2 theme bonus to your check.
Sudden Diplomacy (Ex): Your words and actions can soothe a beast before it attacks. At 7th tier, you can make a Handle Animal check to improve a creature’s attitude as a free action when you roll initiative. You can only make this check for one creature, and the check fails if you or your allies have dealt damage to the creature. Whether you succeed or fail on this check, you treat your initiative as though you rolled a natural 1.
Friend to All Creatures (Su): Animals who have never met you trust you inherently. At 10th tier, animals have a starting attitude of friendly toward you unless you or your allies have previously engaged them in combat.

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Themes: Pacifist

The “other” category of themes stated as professions that weren’t really professions: urchin, royalty, and things like that. One of my players suggested adding things like philosophies and lifestyles, which is where we got the epicurean. Once I started looking at things that way I knew I wanted to make absolutely certain I had at least one theme that flew in the face of typical Pathfinder character design.

This theme borrows a little from the design space of my go at the healer class, but with a completely different power level. I also had to make sure the theme applied to multiple character concepts. It’s easy for a healer to fight without doing damage, but a magus or gunslinger doing the same is a lot more interesting.


PACIFIST
Adventuring is a dangerous profession, for both adventurers and their enemies. Innumerable people have lost their lives in dark dungeons at the hands of terrible monsters, and even more creatures have been slain by those same adventurers. You’ve dedicated your life to preventing this senseless slaughter. Whatever your reasons, you make sure everybody makes it home alive, even the things trying to kill you.

Theme Skills: Diplomacy, Handle Animal, Heal, Linguistics, Stealth
Theme Feats: Combat Casting, Combat Expertise, Defensive Combat Training, Improved Counterspell, Mobility

Theme Quests

Novice Quests: These quests are appropriate for advancing through 3rd tier.

  • A dwarf is looking for allies to join him on a wholesale slaughter of kobolds. He believes they have murdered his kin, and he wants a bloody revenge. Even if it costs him his life, he’s going to take as many with him as he can. He doesn’t know that the kobold tribe he wants to attack is not responsible for the killings, but a rampaging dwarf attacking them for imagined crimes is exactly the sort of catalyst that would justify them performing actual invasions of nearby villages.
  • A group of young people has formed a party, but in reality they act more like a gang, making shows of force against anybody who crosses them. Why they’re doing it isn’t obvious because they won’t talk to anybody outside of their group. If they continue as they are they will soon get into trouble they cannot handle.

Expert Quests: These quests are appropriate for advancing through 6th tier.

  • The laws have changed recently in a large city. In an effort to deter crime, the death penalty is being used to punish smaller and smaller infractions. Not only is this leading to the deaths of various nonviolent criminals or wrongly-accused people, but it’s also driving the citizens to consider a violent revolution to end the practice.
  • A once-belligerent warlord is looking for a security detail as he attends a meeting with other leaders of like mind. If the meeting is constructive, the leaders could agree on borders, rules of engagement, and various other things to enforce an era of peace. But there may be any number of people looking to undermine to meeting for their own purposes, including those who want to murder the warlord himself.

Advanced Quests: These quests are appropriate for advancing through 9th tier.

  • Violence is on the rise. Tense situations are escalating into full-blown combat with alarming speed and regularity, over a large area that includes several settlements are various sizes. All of the combats are small-scale, no larger than a bar fight, but the sheer number of them is starting to affect the stability of government and social institutions. Nobody knows whether the problem has a monstrous, magical, or mundane cause, and anybody who tries to look into it quickly comes to blows with anybody looking at it in an even slightly different way.
  • War has broken out between two neighboring nations. Hundreds of soldiers die in every battle, and the toll of noncombatants is rising rapidly. But it’s not clear why exactly the nations are fighting, only that they are. There may be a secret motive or magical compulsion driving the nations’ leaders against each other.

Legendary Quest: A horrifying monster is coming. It may be an abomination from the Far Realms, the judgment of a deity, or the long-slumbering subject of a prophecy, and it will not stop until there is nothing left of its target, even it that target is an entirely country. It cannot be reasoned with or dissuaded, and thousands are willing to lay down their lives to stop it. But if it is killed, an even greater threat is waiting in the wings. It must be stopped, and it must remain alive.

Theme Abilities

Expeditious Healer (Ex): You can make Heal checks as a move action. If you have the reactive stabilization ability, you can stabilize up to two adjacent creatures, and you lose a move action on the following turn for each creature you attempt to stabilize.
Greater Placation (Ex): Enemies avoid you as best they can. When you placate a creature, the target cannot attack you directly or indirectly. For example, it cannot include you in the area of a fireball, even if you are at the center of your allies. You must be at least 7th tier and possess the improved placation ability before selecting this ability.
Improved Placation (Ex): You can appeal to multiple enemies at once. When you placate a creature, the effect lasts for one round plus one round for every 5 points by which you beat the DC. You must be at least 4th tier and possess the placation ability before selecting this ability.
Placation (Ex): You can convince your enemies you’re not worth the trouble. Placating a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you succeed, the target cannot target you with an attack on its next turn. It can still attack you indirectly, as with area effects. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Any act by you that threatens the target ends the effect and prevents you from using this ability again for the rest of the encounter. This is a mind-affecting charm effect.
Quick Healer (Su): You can make Heal checks as a free action. If you have the reactive stabilization ability, you can stabilize any number of adjacent creatures and you do not lose any actions on the following turn. You must be at least 7th tier and possess the expeditious healer ability before selecting this ability.
Reactive Stabilization (Su): Nobody dies on your watch, not even enemies. When a creature adjacent to you falls unconscious, you can make a Heal check as an immediate action that does not provoke attacks of opportunity. The DC for this check is 10 + the target’s negative hit point total. If you succeed, you stabilize the target, and if the target’s negative hit point total is equal to or greater than their Constitution score, it is instead equal to their Constitution score – 1. Regardless of whether you succeed or fail you cannot use your standard action on your next turn. You must be at least 4th tier before selecting this ability.
Subdual Expert (Ex): You can target noncritical areas with your attacks or force enemies to exhaust themselves. You take no penalty when dealing nonlethal damage with weapons that deal lethal damage.
Subdual Master (Ex): You excel at nonlethal combat. You gain a bonus to nonlethal damage rolls equal to half your theme tier (minimum 1). You must be at least 4th tier and possess the subdual expert before selecting this ability.
Technique Master (Ex): When combat must occur, you participate without dealing damage. You have a +2 theme bonus to your Combat Maneuver Bonus. If you deal damage to an enemy, you lose this bonus until the end of the encounter.

Advancement Abilities

Halt Combat (Sp): Even a joined battle doesn’t have to end in bloodshed. At 4th tier, you can cast calm emotions and sanctuary each once per day.
Stall Combat (Ex): You can fit an impassioned plea for prudence into a pre-combat lull. At 7th tier, enemies within 30 feet of you take a -4 penalty to initiative checks. You gain a +4 theme bonus to Charisma-based skill checks in the surprise round or the first round of combat.
Prevent Combat (Su): You can halt all activity in battle through sheer force of will. At 10th tier, as a full-round action you can create a 30-foot aura of pacifism. Creatures within the aura are immune to damage and spell effects and cannot take actions that damage or harm other creatures. Creatures can still cast spells with the harmless descriptor. At least half of a creature must be within the aura for it to be effected. You can create this aura for a number of rounds per day equal to half your character level (minimum 1).

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