Michael Sayre
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Sweet! This class was fun to write, and even more fun to playtest. Big shout-out to Jacob Blackmon for absolutely killing it on the cover art, and telling you in exquisite, wordless detail exactly why you want to play a luchador, or have one in your group!
If you happen to be a Drop Dead fan who backed the Skybourne Kickstarter, or if you've found Skybourne through another means, you'll be happy to know that this supplement contains FCBs for every single one of the Skybourne races (as well as all the core races!), and a brief description on how those races interact with the art and techniques of masked wrestling.
Michael Sayre
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Something tells me Ssalarn has been watching a ton of Lucha Underground lately.
Creating a more dynamic grappler and getting some more WWE, "flashy" style options to make wrestling characters in PF more cinematic is something that's been percolating in the back of my head for a while now.
The fact that lucha libre media has been on the rise a bit of late only helps matters :)
| Eric Hinkle |
Gambit wrote:Something tells me Ssalarn has been watching a ton of Lucha Underground lately.Creating a more dynamic grappler and getting some more WWE, "flashy" style options to make wrestling characters in PF more cinematic is something that's been percolating in the back of my head for a while now.
The fact that lucha libre media has been on the rise a bit of late only helps matters :)
It has? Does this mean someone is selling English subbed or dubbed DVDs of the classic 'El Santo vs. the monsters' movies?
Michael Sayre
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Ssalarn wrote:It has? Does this mean someone is selling English subbed or dubbed DVDs of the classic 'El Santo vs. the monsters' movies?Gambit wrote:Something tells me Ssalarn has been watching a ton of Lucha Underground lately.Creating a more dynamic grappler and getting some more WWE, "flashy" style options to make wrestling characters in PF more cinematic is something that's been percolating in the back of my head for a while now.
The fact that lucha libre media has been on the rise a bit of late only helps matters :)
God I hope so.
| David knott 242 |
Absolutely nothing -- no message about downloading or personalizing. I have seen this problem many times before -- it can only be fixed from the Paizo side as best I can tell. I have no idea whether you can do anything about it or we need to wait for the Web team to poke it during business hours.
Michael Sayre
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Absolutely nothing -- no message about downloading or personalizing. I have seen this problem many times before -- it can only be fixed from the Paizo side as best I can tell. I have no idea whether you can do anything about it or we need to wait for the Web team to poke it during business hours.
Yeah, unfortunately it looks like you'll have to wait until Paizo's staff gets in tomorrow.
Sorry that you're experiencing this inconvenience, but thank you for your purchase! If things don't get sorted by tomorrow afternoon, let me know and I'll see if we can ping Liz for you or something.| David knott 242 |
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The Luchador is an interesting hybrid of the Monk and the Vigilante -- and I love how the archetypes let you throw in a dash of yet another class. I am surprised that nobody else has done something like this yet -- the Vigilante is a class that just begs to be used as a building block for hybrid classes.
I think I can say that if I ever decide to play a superhero type, I would probably go for the Luchador -- there is something about wearing armor and wielding weapons that just does not seem to have the right flavor for a masked/costumed hero type.
Michael Sayre
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The Luchador is an interesting hybrid of the Monk and the Vigilante -- and I love how the archetypes let you throw in a dash of yet another class. I am surprised that nobody else has done something like this yet -- the Vigilante is a class that just begs to be used as a building block for hybrid classes.
I think I can say that if I ever decide to play a superhero type, I would probably go for the Luchador -- there is something about wearing armor and wielding weapons that just does not seem to have the right flavor for a masked/costumed hero type.
Giving you some more fun costumed hero types was definitely a big goal of the Luchador. Some of the archetypes, like the Masked Beast, were directly inspired by some of my favorite comic book characters, and the choice to go with Charisma as the Luchador's primary mental stat over Wisdom was a combination of wanting it to be a bit more distinct from the monk (though I think it's unlikely you'd ever get the two classes confused regardless), and to help emphasize the larger-than-life, grandiose nature of the character inspiration.
If you happen to be considering running a game where an entire party of masked hero types would fit, keep an eye out for Vigilantes of Skybourne, coming soon. There are going to be a ton of new vigilante options in that book, including Spheres of Power based vigilante talents called "mutations" that emulate numerous iconic powers and provide several interesting and entirely unique new options to your library. There's also some more traditional masked hero options, like a "Dread Pirate Roberts" based PrC, archetypes for all of the Skybourne races, and even an additional luchador archetype for players who want to play a luchador that gains an animal companion. There's also even more feats appropriate for vigilantes, luchadors, and any other character seeking to maintain a secret identity.
Michael Sayre
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So hope to get my hands on this before our next game starts. My wife (GM) will probably kill me though.
So, granted I wrote it, I think the luchador can click right in to any campaign world that already has room for core classes like the kineticist and vigilante. Sure it's not exactly Tolkein-esque fantasy, but it also doesn't impose too many assumptions on the world it inhabits.
The Luchador also includes FCBs for all of the core and Skybourne races, with explanations on how luchador training or traditions may develop in those cultures, so you've got some handy story aids for integrating the concept into an existing campaign world.I suspect if your wife lets you run with it, she'll be pleasantly surprised by the positive impact it has on the game. My wife helped playtest the luchador while it was in development, and she's already itching to retrain her character in our Saturday game into a luchador so she can keep playing with the class.
Michael Sayre
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Now that the book has been out for a couple weeks, I'm curious what people's reactions are; how's the class and the new grappling options and such played at your table?
I thought I might talk a bit about some design decisions I made with the Luchador and how they affect game mechanics.
While I was making the Luchador, I was thinking about how much a friend of mine who was deployed overseas would enjoy the class when he got back. My friend, Isaac, in addition to being a member of our regular gaming group along with his wife, is also an avid Magic: The Gathering player, and I got to thinking about structuring a character who you could build like a deck, but without having spells, maneuvers, or other "flashcard" or Vancian type options. Basically, use all the same rules the core martial characters use, but add ways to assemble those rules and actions into different configurations than you might normally see. Combining that with some ideas I had about making grappling and wrestling a more cinematic affair than it generally is in Pathfinder led to me assembling a class that has tons of "triggers" abilities that key off of circumstances and action choices that you can chain together to have a more active and dynamic combat experience.
One of the more extreme examples of this is something I jokingly call the "Hyper-Dream-Super-Combo-Finisher". It involves a high level (15th) Luchador with the Rudo archetype chaining a bunch of triggers together with his Accomplice (think the Squire feat, only granting an unarmed striker companion instead of martial weapons proficient companion). So, how it works, is you need to take the Tag Team feat, the Coordinated Charge feat (the Rudo automatically shares his teamwork feats with his Accomplice), you and/or your Accomplice should have the Suplex feat, and the Rebound Stamp and Knee Strike luchador talents. So, on your turn, your luchador uses the Rebound Stamp feat to charge at the enemy and dropkick them, dealing double unarmed strike + double STR bonus damage to the enemy, then makes an Acrobatics check (part of the Rebound Stamp ability) to bounce to a spot within 15 feet of the enemy. Then, his shared Coordinated Charge feat allows his Accomplice to charge the enemy and do the same thing as an immediate action- charge, dropkick, rebound to 15 feet away. Then the luchador spends his immediate reaction via Coordinated Charge (triggered by his allies' charge) to charge the enemy, uses Aerial Takedown to grapple the opponent at the end of the charge, and makes an attack of opportunity with his unarmed strike via Knee Strike. Now, on his Accomplice's turn, assuming the Luchador still has control of his grapple, the Accomplice uses Tag Team to take over your grapple, counts it as successfully maintaining a grapple (again thanks to Tag Team), which allows him to perform a Suplex, automatically threatening a critical hit with his unarmed strike and potentially stunning the opponent. From there, you can use Tag Team to chain suplexes, you can do another dropkick, or, if you've well and thoroughly battered that opponent into submission, you can go after your next target. And this is just one combo set up, at a level where you've probably got at least half a dozen other tricks that aren't part of this particular combo but can be used in combos of their own!
You follow all that? Like I mentioned, it's a fairly high level trick, but I like using it as an example since it uses several of the Luchador's "triggers" in a way that lets you chain together a really awesome combo of attacks that all trigger off your grappling and wrestling techniques. The class and the associated feats are all full of triggers like this. You can have triggers to attack when you succeed on a grapple, when an opponent succeeds on a grapple, when an opponent fails at a grapple, or triggers to grapple when you successfully feint against an opponent, perform a Dirty Trick when you successfully grapple, etc. Everything in the class shines best when you figure out which combinations of abilities you want to use as your "signature moves" and come up with a few different ways to chain your trigger abilities together. It gives you a bunch of cool tricks, keeps you active and engaged even when it's not your turn since you probably have one or two triggers that can happen off turn, and it breaks you away from traditional full attack mechanics and lets you focus more on mobility and fun, flashy attacks and debuffs.
In some ways, it's kind of like answering the question "what would it look like if you built a class that used Path of War style action economy for a martial character without using maneuvers and instead hinging off the game's existing framework". Your best use of your actions is generally going to involve moving around and using a standard action grapple, or charging grapples with Aerial Takedown, and then getting your damage and debuffs or whatever you're focusing on through triggered abilities that let you better leverage your swift/immediate actions and attacks of opportunity. You get to move a lot without giving up your effectiveness and get to really occupy and impact a lot of real estate in combat, while still having the skill proficiency and social abilities of a character with dual identities and social talents.
| Adam B. 135 |
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Now that the book has been out for a couple weeks, I'm curious what people's reactions are; how's the class and the new grappling options and such played at your table?
We love it. Being able to get immediate results from grappling made it a significantly more attractive option. I am planning a big wrestling event in my next campaign because of this.
Your best use of your actions is generally going to involve moving around and using a standard action grapple, or charging grapples with Aerial Takedown, and then getting your damage and debuffs or whatever you're focusing on through triggered abilities that let you better leverage your swift/immediate actions and attacks of opportunity. You get to move a lot without giving up your effectiveness and get to really occupy and impact a lot of real estate in combat...
This is another big reason why its fun. Getting to actually move and do your stuff is great.
Michael Sayre
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AdamMeyers wrote:Now that the book has been out for a couple weeks, I'm curious what people's reactions are; how's the class and the new grappling options and such played at your table?We love it. Being able to get immediate results from grappling made it a significantly more attractive option. I am planning a big wrestling event in my next campaign because of this.
I love hearing about how new materials I've worked on make it into campaigns! One of our playtest events was a big "king of the ring" affair in a wrestling ring that had a lake along one side and a molten pit of lava on the other, with audience seating arranged on the other sides. We used standard races and a 20 point buy the first time through, and then decided to get a little crazy for the second event and went 25 point buy with races pulled from Dreamscarred's Akashic Mysteries and The Advanced Race Guide from Kobold Press, so there was a vulturefolk Lichador, a rhinofolk Luchador (Sumo), a tigerfolk Masked Beast, a centaur Luchador (Freestyle), a turtlefolk Luchador (Oil Wrestler) who worked in at least one good turtle wax joke, and a standard human Luchador (also Freestyle if I recall correctly), wondering why he was in a zoo. Good times were had by all.
Ssalarn wrote:Your best use of your actions is generally going to involve moving around and using a standard action grapple, or charging grapples with Aerial Takedown, and then getting your damage and debuffs or whatever you're focusing on through triggered abilities that let you better leverage your swift/immediate actions and attacks of opportunity. You get to move a lot without giving up your effectiveness and get to really occupy and impact a lot of real estate in combat...This is another big reason why its fun. Getting to actually move and do your stuff is great.
I love dynamic combat. Fights where everyone moves as little as possible so they can keep getting their full attacks are, if I'm being honest, excruciatingly boring for me, so having these luchador options where you have martial combatants leaping into the air, performing charging tackles, throwing enemies around, and just generally punching, kicking, and headbutting while grappling their opponents is a blast, and in my experience, it really boosts player engagement and makes the night fly by.
| Eric Hinkle |
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there was a vulturefolk Lichador,
A lichador? Does he use his mask as a phylactery? Man that sounds like a great idea.
a rhinofolk Luchador (Sumo), a tigerfolk Masked Beast, a centaur Luchador (Freestyle), a turtlefolk Luchador (Oil Wrestler) who worked in at least one good turtle wax joke, and a standard human Luchador (also Freestyle if I recall correctly), wondering why he was in a zoo.
Sounds like either an 80's Saturday Morning cartoon or an El Santo movie. This PDF sounds like it is freaking amazing.
Michael Sayre
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Ssalarn wrote:there was a vulturefolk Lichador,A lichador? Does he use his mask as a phylactery? Man that sounds like a great idea.
Lol! Yeah, that's one of his class features. He doesn't attain true lichdom until late game, but he can get all kinds of undead abilities along the way, and still snag some good wrestling options.
Ssalarn wrote:a rhinofolk Luchador (Sumo), a tigerfolk Masked Beast, a centaur Luchador (Freestyle), a turtlefolk Luchador (Oil Wrestler) who worked in at least one good turtle wax joke, and a standard human Luchador (also Freestyle if I recall correctly), wondering why he was in a zoo.Sounds like either an 80's Saturday Morning cartoon or an El Santo movie. This PDF sounds like it is freaking amazing.
Comparing it to a Saturday morning cartoon was one of my first acts as GM for the session! It was actually ridiculously fun, with the rhino sumo swatting contenders with other contenders, the turtlefolk oil wrestler doing flaming dropkicks, etc. I was definitely shooting for a mix in the class design that was something like one part El Santo movie, one part Street Fighter, two parts WWE, and a splash of Mucha Lucha.
Michael Sayre
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Ssalarn wrote:What did you have in mind?Anything but a luchador I guess. My players and I haven't actually ever seen a non-comedic depiction of them in media, so it's hard for them to take the class seriously upon hearing the name.
At the most basic level, it's an unarmed combat / grappling specialist with dual identities, so you can really work it into whatever tradition or concept you like within those parameters. You could treat it as just another (albeit mechanically different) vigilante with unique specializations, you could go the Lords of Waterdeep route and have your social identity be an itinerant vagabond who no one looks twice at, or a martial arts instructor who wears a mask to protect his students from retribution for his actions... There's a lot of ways to go with it, and it can be as whacky or grounded as you choose to play it.
| Sundakan |
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Ssalarn wrote:What did you have in mind?Anything but a luchador I guess. My players and I haven't actually ever seen a non-comedic depiction of them in media, so it's hard for them to take the class seriously upon hearing the name.
Watch the newish anime Tiger Mask W. Over the top and flamboyant, but not comedic.
Michael Sayre
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And posted my review if anyone's interested.
I'll always take a 4/5 review from a thorough reviewer!
And thanks for calling out that the feats work for a lot of classes, not just the luchador! We've actually had more characters grabbing feats from the book than we have actual luchadors, though part of that is because we had one guy call dibs on playing a luchador early on and it's rare to double up on a class.
While I disagree about a couple of your thoughts on some mechanics, (especially Submission Specialist, which I consider to be an essential pacing element for the Luchador), I appreciate your thought and insight on everything.
About the rudo in particular- so, I wanted it to be something really memorable and tricky, and I did "borrow" a little WWE flair that tip-toed to the edge of lucha libre, but the idea with the teamwork feats and such was twofold; that when you see a classic wrestling heel, they typically have an entourage of douchebags who do things like slide chairs into the ring, trip or grab the opponent, etc. and the teamwork feats are a mechanical way of allowing the rudo to capitalize on these openings. The second part was as a way to hijack existing mechanics to get the options in the first place. Given that DDS' has a handbook wordcount of 15k, using teamwork feats gave me a way to open up a whole slew of mechanical benefits that your accomplices can set up for you, without having to cut a bunch of other options out of the book. I had a villain rudo with several betrayal feats who would use his accomplice as a human shield that was a much-appreciated villain in one of our games, and another rudo who, along with his accomplice, was presented as a pair of dwarven twins who had been outcast from their clan and worked as highwaymen and professional athletes (depending on which was paying the bills) who acted as much more of a classic tag-team.
I have a tendency to favor mechanical flexibility in my design, and options that can be readily refluffed to support multiple character concepts something I do in my games a lot; leaders of thieves guilds in my games are much more likely to be rangers with skirmisher tricks instead of spells, non-animal companion Hunter's Bond (unless they're also like a drug dealer who's got a pet tiger), and favored terrain (urban) than they are to be rogues. So I like to use mechanics that have as much potential for growth and serve as many interests as possible when I wrote a book. Even if I never get to do anymore Luchador materials (and I doubt that will be the case, we've already got a Luchador archetype in Vigilantes of Skybourne), the class has some staying power as long as Paizo keeps creating teamwork feats, vigilante talents, and social talents.
Milo v3 wrote:Watch the newish anime Tiger Mask W. Over the top and flamboyant, but not comedic.Ssalarn wrote:What did you have in mind?Anything but a luchador I guess. My players and I haven't actually ever seen a non-comedic depiction of them in media, so it's hard for them to take the class seriously upon hearing the name.
I would definitely second that recommendation! Tiger Mask E was suggested to me by a friend and I've really enjoyed what I've seen of it so far. It very closely matches the theme and tone that the luchador had in my head while I was writing the class, and I think it's a great watch to kind of start really getting that picture of how the luchador might fit into a broader campaign.
| Milo v3 |
Watch the newish anime Tiger Mask W. Over the top and flamboyant, but not comedic.
That's still just wrestling though, rather limited when it comes to the issue of covering more than just Luchadors (especially oil wrestler). For some reason I don't think my players will be able to take an oiled up wrestler in a mask grappling dragons seriously next to the other characters.
That show probably wouldn't be able to be taken seriously if it wasn't in a setting that treated wrestling as such a major thing.
Michael Sayre
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Sundakan wrote:Watch the newish anime Tiger Mask W. Over the top and flamboyant, but not comedic.That's still just wrestling though, rather limited when it comes to the issue of covering more than just Luchadors (especially oil wrestler). For some reason I don't think my players will be able to take an oiled up wrestler in a mask grappling dragons seriously next to the other characters.
That show probably wouldn't be able to be taken seriously if it wasn't in a setting that treated wrestling as such a major thing.
I suppose it depends on what your players are willing to incorporate into their vision of fantasy. For me, I feel like "greased up masked wrestler" still fits better in a fantasy world than "android with a laser rifle" or even "anime gnome who is also a bloodbender" both of which are things that are part of the 1pp product line.
Turkish oil wrestling (the inspiration for the oil wrestler stable of the luchador) has been a continuously running sanctioned sport since at least 1362; in other words, there have been oil wrestlers for at least as long as there have been firearms, and wrestling/grappling in general has been practiced as both a sport and a combat form for far longer than even that.
There's also more modern shows, like The Strain, that feature luchador heroes in settings where wrestling is very much not a focus of the story, and masked heroes in general are ubiquitous in modern pop culture, comic books, and even classic literature like the Scarlet Pimpernel (who, granted, was not a wrestler, but is your preferred method of combat really that big a deal in a fantasy setting that supports so man weapons and techniques?).
Michael Sayre
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Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Thank you for the 5 star review!
I'll have to talk to Adam about seeing if maybe we can't do an "Expanded Luchador" or "Ultimate Wrestling" release at some point where I have a bit more room to address a few of the items that didn't quite hit the mark with you (the poor Blood Breaker got hit with the editing stick quite a few times to get our word count back down to what it needed to be, and I think it's fair to say it suffered as a result).
| Milo v3 |
Thank you for the 5 star review!
I'll have to talk to Adam about seeing if maybe we can't do an "Expanded Luchador" or "Ultimate Wrestling" release at some point where I have a bit more room to address a few of the items that didn't quite hit the mark with you (the poor Blood Breaker got hit with the editing stick quite a few times to get our word count back down to what it needed to be, and I think it's fair to say it suffered as a result).
Hmm... Wonder how good the chances would be of being able to get a luchador who's outfit and/or mask are veils.
Michael Sayre
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Loved the class, thank you very much. If you want more sugestions for archetypes, what about the Capoeirist ? Would be a interesting Bard/Luchador hybrid.
Glad you enjoyed it! I had a lot of fun playtesting and writing it.
A bard/luchador mash-up could certainly look very interesting...Also, since you played and enjoyed the class, we'd love to hear your thoughts in a review!
Hmm... Wonder how good the chances would be of being able to get a luchador who's outfit and/or mask are veils.
Certainly not impossible, considering that was the case in an early homebrew I did for the Luchador :)
Michael Sayre
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Ssalarn wrote:Certainly not impossible, considering that was the case in an early homebrew I did for the Luchador :)Guru/Monk hybrid class or something wasn't it?
Kind of, yeah. When it was just a homebrew, I was hijacking the guru's chassis as a nonlethal martial debuffer for the luchador, but when I ended up signing a contract to do a full class release with DDS, I had to revisit the whole concept from the ground up, both so it would be accessible to players who didn't have Akashic Mysteries, and so that I had more flexibility to innovate with the core concept without it hinging on too many fiddly bits (like veils). I think what we ended up with in the luchador is really great- it has an easy access point, especially for a class that builds off the core grapple rules, but it's flexible enough to provide a really dynamic combat experience that has something for experienced number crunchers and "I just want to hit something" hack 'n slashers alike.
Anyways, yeah, expect some akashic support for the luchador at some point, whether in a future DDS release or as part of my upcoming Akashic Arts series.