Ultimate Combat Preview #1

Tuesday, July 19, 2011

Time slips by so quickly during the summer months that it seems like a new rulebook is just around the corner. As it turns out, Ultimate Combat is due to release in just a few weeks. From now until Gen Con, we will be showing off some of the exciting new options for characters and GMs alike that hide inside this blood-drenched tome.

To kick things off, I can think of no better way than to take a look at the classes chapter of Ultimate Combat. This book features one brand-new class, the gunslinger, as well as two alternate classes, the ninja and the samurai. In addition, all of the classes that focus on melee or ranged combat get a host of new archetypes in this book. Take a look a this list.

Illustration by Mauricio Herrera

Alchemist: This section presents the beastmorph and ragechemist archetypes.
Barbarian: This section includes the armored hulk, scarred rager, sea reaver, titan mauler, true primitive, urban barbarian, and wild rager.
Bard: This section includes the archaeologist, daredevil, and dervish dancer.
Cavalier: This section includes the beast rider, emissary, gendarme, honor guard, luring cavalier, musketeer, standard bearer, and strategist.
Cleric: This section includes the crusader, divine strategist, evangelist, and merciful healer.
Druid: This section includes the ape shaman, bat shaman, and boar shaman, as well as the world walker.
Fighter: This section includes the armor master, brawler, cad, dragoon, gladiator, tactician, thunderstriker, tower shield specialist, unarmed fighter, and unbreakable.
Gunslinger: This section includes the gun tank, musket master, mysterious stranger, and pistolero.
Inquisitor: This section includes the iconoclast, spellbreaker, and witch hunter.
Magus: This section includes the kensai, myrmidarch, skirnir, and soul forger.
Monk: This section includes the flowing monk, maneuver master, martial artist, master of many styles, sensei, sohei, and tetori.
Paladin: This section includes the divine hunter, empyreal knight, holy gun, holy tactician, knight of the sepulcher, and sacred shield.
Ranger: This section includes the battle scout, deep walker, falconer, trophy hunter, warden, and wild stalker.
Rogue: This section includes new rogue talents, plus the bandit, chameleon, charlatan, driver, knife master, pirate, roof runner, sanctified rogue, and survivalist.
Wizard: This section includes the arcane bomber, siege mage, and spellslinger.

Of course, some of these classes get other new rules as well, such as rage powers, rogue talents, and the like. Some of these archetypes can make for some versatile and powerful characters. I myself am playing with one of these archetypes in a campaign being run by our illustrious publisher, Erik Mona. Take a look at the Maneuver Master.

Maneuver Master (Archetype)
The maneuver master specializes in more complicated moves than simple damage-dealing strikes.
Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.
Maneuver Defense (Ex): At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Reliable Maneuver (Ex): At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall.
Meditative Maneuver (Ex): At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.
Sweeping Maneuver (Ex): At 11th level, a maneuver master can make two combat maneuvers as a standard action, as long as neither maneuver requires the maneuver master to move. He may perform two identical maneuvers against two adjacent enemies, or he may perform two different combat maneuvers against the same target. This ability replaces diamond body.
Whirlwind Maneuver (Ex): At 15th level, once per day as a full-round action, a maneuver master can attempt a single combat maneuver against every opponent he threatens, as long as the combat maneuver does not require movement. He makes a single combat maneuver check, and it applies to all targets. This ability replaces quivering palm.

After the first session, I can tell you that this archetype has been a blast to play. We will be looking at some of the fun toys for the monk in more detail next week, but let me close out with one last list of class-filled fun. Here is the revised and expanded list of fighter weapon groups. Weapons marked with one asterisk (*) can be found in the Advanced Player's Guide, while those with two asterisks (**) are from Ultimate Combat. Enjoy and see you all next week.

Axes: bardiche*, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe**, knuckle axe**, light pick, mattock**, orc double axe, pata**, and throwing axe
Blades, Heavy: bastard sword, chakram*, double chicken saber**, double walking stick katana**, elven curve blade, falcata*, falchion, greatsword, great terbutje**, katana**, khopesh*, longsword, nine-ring broadsword**, nodachi**, scimitar, scythe, seven-branched sword**, shotel**, temple sword*, terbutje**, and two-bladed sword
Blades, Light: bayonet*, butterfly sword**, dagger, gladius**, kama, kerambit**, kukri, pata**, quadrens**, rapier, short sword, sica**, sickle, starknife, swordbreaker dagger*, sword cane*, and wakizashi**
Bows: composite longbow, composite shortbow, longbow, and shortbow
Close: bayonet*, brass knuckles*, cestus**, dan bong**, emei piercer**, fighting fan**, gauntlet, heavy shield, iron brush**, light shield, madu**, mere club**, punching dagger, sap, scizore**, spiked armor, spiked gauntlet, spiked shield, tekko-kagi**, tonfa**, unarmed strike, wooden stake*, and wushu dart**
Crossbows: double crossbow*, hand crossbow, heavy crossbow, heavy repeating crossbow, light crossbow, light repeating crossbow, and tube arrow shooter**
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword
Firearms: all one-handed**, two-handed**, and siege firearms**
Flails: chain spear*, dire flail, double chained kama**, flail, flying blade**, heavy flail, kusarigama**, kyoketsu shoge**, meteor hammer**, morningstar, nine-section whip**, nunchaku, sansetsukon**, scorpion whip**, spiked chain, urumi**, and whip
Hammers: aklys**, battle aspergillum*, club, greatclub, heavy mace, light hammer, light mace, mere club**, taiaha**, tetsubo**, wahaika**, and warhammer
Monk: bo staff**, brass knuckles**, butterfly sword**, cestus*, dan bong**, double chained kama**, double chicken saber**, emei piercer**, fighting fan**, jutte**, kama, kusarigama**, kyoketsu shoge**, lungshuan tamo**, monk's spade**, nine-ring broadsword**, nine-section whip**, nunchaku, quarterstaff, rope dart**, sai, sansetsukon**, seven-branched sword**, shang gou**, shuriken, siangham, tiger fork**, tonfa**, tri-point double-edged sword**, unarmed strike, urumi**, wushu dart**
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing
Polearms: bardiche*, bec de corbin*, bill*, glaive, glaive-guisarme*, guisarme, halberd, hooked lance**, lucerne hammer*, mancatcher*, monk's spade**, naginata**, nodachi**, ranseur, rohomphaia**,tepoztopili**, and tiger fork**
Spears: amentum**, boar spear*, javelin, harpoon**, lance, longspear, pilum*, shortspear, sibat**, spear, tiger fork**, and trident
Thrown: aklys**, amentum**, atlatl**, blowgun, bolas, boomerang*, chakram*, club, dagger, dart, halfling sling staff, harpoon**, javelin, lasso*, kestros**, light hammer, net, poisoned sand tube**, rope dart**, shortspear, shuriken, sling, spear, starknife, throwing axe, throwing shield**, trident, and wushu dart**
Siege Engines: all siege engines**


Jason Bulmahn
Lead Designer

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Tags: Design Tuesdays Mauricio Herrera Paladins Pathfinder Roleplaying Game
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Christopher Delvo wrote:

These days, it is extremely downplayed and most comics attempt some semblance of realism in the proportions of their characters.

...Catch Phrase,

-Chris

Sure. Just ask Emma Frost, Jean Grey, Black Cat, Wonder Woman, Catwoman, Powergirl, Domino, Witchblade... :P


ProfessorCirno wrote:

Everything I don't like is anime, everything I do like is glorious old school western artwork.

Come on guys, get with the program!

I really do love you sometimes.


Incidentally...

Old School D&D style stuff vs real anime D&D stuff. The latter image is from the Japanese versions of the 3.x D&D core books. A sight better than Miallee, I would hope most would agree.

On the subject of the actual blog stuff... I like the artwork. It's got a lot of good technique to it, and I'm not particularly concerned about overloaded slavish boring stuff. It's very technical and good. Not my favorite stuff, but good. I miss Arnold Tsang, too, and preferred his racial line-up to the one we actually got in the final product.

I don't like archetypes much, but every so often I find one that amuses me. I agree with the Prof that if Fighters didn't get anything in Ultimate Magic, it certainly seems a disservice to give more to wizards in Ultimate Combat, but I know Paizo isn't big on symmetry for the sake of symmetry. I'm wondering if there might be a new sorcerer bloodline to allow for something similar to the battle sorcerer. War Blooded or something, maybe? I mean, bloodlines are basically archetypes built in to the class, so that could be a way to approach it, and it might be in the book but just not listed because it's not called an "archetype."

I'm curious to see the book. Might approach a bit cautiously, as I have lately with Paizo's stuff, though, as it hasn't really felt like it was quite geared towards my general gaming preferences. For example, I dread how many of these weapons will be functionally identical or inferior to existing weapons, but be stuffed into the "exotic" category and therefore be feat-taxes to look cool. Excluding the Falcata, that seems to be Paizo's approach to weapons ever since they nerfed the spiked chain to crap-ville (the old one worked very well for a sword-whip, btw...)


I AM curious why Wizards keep getting more stuff like this, and I consider the Magus a variant Wizard. For sure, `Gun Mage` should be included... But why can`t that be a Sorceror? Wouldn`t that even coincide better with the CHA-based Gunslinger itself, opening up good multi-class/PrC opportunities? Bloodlines seem to offer about the same amount of abilities/spells as Wizard schools... So why can`t Sorcerors have other Archetypes? The 3.5 Battle Sorceror is pretty much totally applicable to PRPG Sorceror as-is, so I don`t see any mechanical reason why it`s not possible... You just change the type of stuff that 3.5 Battle Sorceror changed.


They said that each class is done in 2 page blocks. Gunmagegunmagegunmage was already promised, so they needed to fill out 2 pages worth for the wizard. I'm sure that the battle sorc was planned, but had to be cut.


Cheapy wrote:
They said that each class is done in 2 page blocks. Gunmagegunmagegunmage was already promised, so they needed to fill out 2 pages worth for the wizard. I'm sure that the battle sorc was planned, but had to be cut.

Part of what she's asking is why gunmage is a wizard class, not a Sorcerer one. I agree, because it "feels" much more like a sorcerer thing to me, AND it settles the people who petitioned for Grit as Cha-based instead of Wis-based.


Disciple of Sakura wrote:

Incidentally...

Old School D&D style stuff vs real anime D&D stuff. The latter image is from the Japanese versions of the 3.x D&D core books. A sight better than Miallee, I would hope most would agree.

The bit about that being better than Mialee was a joke, right? Cause that wizard was among the worst pieces of art I've ever seen.


Irulesmost wrote:
Cheapy wrote:
They said that each class is done in 2 page blocks. Gunmagegunmagegunmage was already promised, so they needed to fill out 2 pages worth for the wizard. I'm sure that the battle sorc was planned, but had to be cut.
Part of what she's asking is why gunmage is a wizard class, not a Sorcerer one. I agree, because it "feels" much more like a sorcerer thing to me, AND it settles the people who petitioned for Grit as Cha-based instead of Wis-based.

That's true, and I skipped over that part since I was typing on my phone (ugh).

I think one thing they'll be doing with the gunmage is forcing them to take the gun as their bonded object. Or their familiar. Blackblade-style? Who knows.

But that works better as a wizard, obviously.


Quandary wrote:
I AM curious why Wizards keep getting more stuff like this, and I consider the Magus a variant Wizard. For sure, `Gun Mage` should be included... But why can`t that be a Sorceror? Wouldn`t that even coincide better with the CHA-based Gunslinger itself, opening up good multi-class/PrC opportunities? Bloodlines seem to offer about the same amount of abilities/spells as Wizard schools... So why can`t Sorcerors have other Archetypes? The 3.5 Battle Sorceror is pretty much totally applicable to PRPG Sorceror as-is, so I don`t see any mechanical reason why it`s not possible... You just change the type of stuff that 3.5 Battle Sorceror changed.

Maybe it's because the people at Paizo see the sorceror as a wizard archetype, thus he cannot have his own archetype. Just kidding... :P

Shadow Lodge

Maerimydra wrote:
Maybe it's because the people at Paizo see the sorceror as a wizard archetype, thus he cannot have his own archetype. Just kidding... :P

I'm not exactly sure about the kidding part. Seemingly for any ability they give to a sorcerer, they give an equal or superior equivalent ability to the wizard.


Pathfinder Adventure Path, Rulebook Subscriber

But isn't every new Sorcerer Bloodline essentially a Sorcerer archetype? And then, you have mixed bloodlines and wildblooded bloodlines.

Sorcerer is the class which seems to have archetypes built right into it from the get-go.


Drakli wrote:

But isn't every new Sorcerer Bloodline essentially a Sorcerer archetype? And then, you have mixed bloodlines and wildblooded bloodlines.

Sorcerer is the class which seems to have archetypes built right into it from the get-go.

By that logic every domain, school of specialty and class option is its own archetype.


3 people marked this as a favorite.

since when are all gamers art critics jeez. maybe its just me but i won't be buying this book for its art...


Abraham spalding wrote:
Drakli wrote:

But isn't every new Sorcerer Bloodline essentially a Sorcerer archetype? And then, you have mixed bloodlines and wildblooded bloodlines.

Sorcerer is the class which seems to have archetypes built right into it from the get-go.

By that logic every domain, school of specialty and class option is its own archetype.

i agree abraham it kind of is


Cheapy wrote:

God, I hope they don't give *feats* that allow for move + more than a standard. At most, give up your first two iterative attacks to get the remaining ones, and any haste effects don't work to give extras. If Fighters ever got Pounce from a simple feat, even one with 10 prereqs, there would be no real reason to take Barbarian other than flavor. Hmm, maybe if that feat required Combat Expertise, Improved Reflexes, Improved Two-Weapon Fighting, and other stat-hog feats that would force them to be MAD...

Deep Walker sounds like some sort of underground ranger. My dwarf would really like that in that case!

No real reason to take Barbarian other than flavor?

Actually you got it wrong. There is no real reason to take fighter other than flavor. Well come to think of there are two more reasons.
You are playing a low level campaign that will end somewhere around level 7.
You plan to multi class and just want some levels fighter.

reasons to take Barbarian other than flavor:
d12HD
Better move.
4 skills per level
Better class skills (perception + acrobatics)
Better saves.
Better CMB
Better defensive powers.
Rage powers that are far more powerful than any fighter feat. (CAGM, Pounce, Unexpected Strike, Hurling Charge, Witch Hunter, Knockdown)
Rage powers that are far more fun than any fighter feat.

  • Barbarian: Want to trip someone and no AoO? One rage power. Then you can trip in place of a melee attack with no AoO and target takes damage equal to the barb's Str mod.
  • The fighter: Int 13, two feats, and can only trip as a standard action and don't add damage to target when tripping.
    Rage powers, than unlike most fighter feats, not only improves what you can do but actually let's you do stuff that normaly can't be done. (The only feats that comes even close to this are Step up feat chain and Spellbreaker. All classes can pick the step up chain ....and Barbarians now have access to spellbreaker.)

    A class that is more powerful than a fighter
    A class that is more fun than a fighter
    A class that, built the right way, can be a better tank, with higher AC and better saves than any fighter.

    BTW and didn't say move + full attack, but the barbarian can do that and he shouldn't be the master of war. The battle Oracle can do that at level 20.

    There is no real reason to take fighter other than flavor,... unless you you are playing a low level campaign or if you just want 1 - 4 fighter levels when you multiclass.

  • Shadow Lodge

    Disciple of Sakura wrote:

    Incidentally...

    Old School D&D style stuff vs real anime D&D stuff. The latter image is from the Japanese versions of the 3.x D&D core books. A sight better than Miallee, I would hope most would agree.

    If the choice is between some sort of semi-naked anime image and old-school humorous D&D art, I'll take the old school any day. I guess you feel differently but I honestly would prefer to see humorous action rather than soft core porn that has little to do with the game.

    Grand Lodge

    Pathfinder Adventure, Rulebook Subscriber
    0gre wrote:


    If the choice is between some sort of semi-naked anime image and old-school humorous D&D art, I'll take the old school any day. I guess you feel differently but I honestly would prefer to see humorous action rather than soft core porn that has little to do with the game.

    I don't find anything humorous about a guy having his head knocked into his guts while unidentifiable organs spurt out over him.

    Shadow Lodge

    TriOmegaZero wrote:
    0gre wrote:


    If the choice is between some sort of semi-naked anime image and old-school humorous D&D art, I'll take the old school any day. I guess you feel differently but I honestly would prefer to see humorous action rather than soft core porn that has little to do with the game.
    I don't find anything humorous about a guy having his head knocked into his guts while unidentifiable organs spurt out over him.

    It's ridiculously graphic, to me exaggerated so much it's funny.

    Regardless, it's a false choice which fortunately we aren't forced to make. Paizo has much better artwork than either of those examples.

    Grand Lodge

    Pathfinder Adventure, Rulebook Subscriber

    True dat, Ogre. True dat.

    Silver Crusade

    Just noticed the fan weapon. Remembered that "finishing moves" were a feature advertised early on, whatever those are meant to be. So that's an officially supported Kitana I suppose.

    Now we need the Race book so we can have our Sheevas and Goros. ;)

    Silver Crusade

    0gre wrote:
    TriOmegaZero wrote:
    0gre wrote:


    If the choice is between some sort of semi-naked anime image and old-school humorous D&D art, I'll take the old school any day. I guess you feel differently but I honestly would prefer to see humorous action rather than soft core porn that has little to do with the game.
    I don't find anything humorous about a guy having his head knocked into his guts while unidentifiable organs spurt out over him.

    It's ridiculously graphic, to me exaggerated so much it's funny.

    Regardless, it's a false choice which fortunately we aren't forced to make. Paizo has much better artwork than either of those examples.

    Split the difference!

    We got Mammy Graul artwork!

    Shadow Lodge

    Abraham spalding wrote:
    Drakli wrote:

    But isn't every new Sorcerer Bloodline essentially a Sorcerer archetype? And then, you have mixed bloodlines and wildblooded bloodlines.

    Sorcerer is the class which seems to have archetypes built right into it from the get-go.

    By that logic every domain, school of specialty and class option is its own archetype.

    Exactly. Except they ALSO get more traditional archetypes as well: scrollmaster, arcane bomber, siege mage, and spellslinger. Sorcerers get...more bloodlines, the ability to have two bloodlines, and the ability to have a variant of a bloodline.

    Grand Lodge

    Pathfinder Adventure, Rulebook Subscriber
    Mikaze wrote:


    Split the difference!

    We got Mammy Graul artwork!

    *brain bleach*


    Kthulhu wrote:
    Abraham spalding wrote:
    Drakli wrote:

    But isn't every new Sorcerer Bloodline essentially a Sorcerer archetype? And then, you have mixed bloodlines and wildblooded bloodlines.

    Sorcerer is the class which seems to have archetypes built right into it from the get-go.

    By that logic every domain, school of specialty and class option is its own archetype.
    Exactly. Except they ALSO get more traditional archetypes as well: scrollmaster, arcane bomber, siege mage, and spellslinger. Sorcerers get...more bloodlines, the ability to have two bloodlines, and the ability to have a variant of a bloodline.

    I, uh...think you interpreted Abe's post wrong, mate.

    Also, if they have Scorpio siege weapons statted out, I want to play a siege mage that has a horde of Unseen Servants reloading and helping him fire.

    Shadow Lodge

    Mikaze wrote:


    We got Mammy Graul artwork!

    Mammy Graul is pretty deeply tied into the adventure. I honestly prefer that to either of the other images for that reason. Now I don't want to see Mammy Graul in the core book or other rules supplements but where she was put was entirely appropriate IMO.

    Silver Crusade

    blog wrote:
    ragechemist

    "Gin makes a man mean!"

    Liberty's Edge

    1 person marked this as a favorite.
    Mikaze wrote:
    blog wrote:
    ragechemist

    "Gin makes a man mean!"

    "Saul says his occaisional fits of battle-rage are a "side effect" of all those magical extracts he's always usin' on himself. Funny enough, he still hasn't explained why they all smell like potato vodka."

    Honestly, the more booze-fuled classes (or options) we get, the closer I am to running the most hilarious and doomed one-shot of my entire GM-ing career.

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    Kajehase wrote:
    Disciple of Sakura wrote:

    Incidentally...

    Old School D&D style stuff vs real anime D&D stuff. The latter image is from the Japanese versions of the 3.x D&D core books. A sight better than Miallee, I would hope most would agree.

    The bit about that being better than Mialee was a joke, right? Cause that wizard was among the worst pieces of art I've ever seen.

    +1


    Any other ideas (or hints) on what the Tetori might be? :)

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    1 person marked this as a favorite.
    Cheapy wrote:
    Kthulhu wrote:
    Abraham spalding wrote:
    Drakli wrote:

    But isn't every new Sorcerer Bloodline essentially a Sorcerer archetype? And then, you have mixed bloodlines and wildblooded bloodlines.

    Sorcerer is the class which seems to have archetypes built right into it from the get-go.

    By that logic every domain, school of specialty and class option is its own archetype.
    Exactly. Except they ALSO get more traditional archetypes as well: scrollmaster, arcane bomber, siege mage, and spellslinger. Sorcerers get...more bloodlines, the ability to have two bloodlines, and the ability to have a variant of a bloodline.

    I, uh...think you interpreted Abe's post wrong, mate.

    Also, if they have Scorpio siege weapons statted out, I want to play a siege mage that has a horde of Unseen Servants reloading and helping him fire.

    The original turnover included 2 kinds of trebuchet, 2 springals, 4 scorpions, 4 catapults, 6 cannon, 3 ballistae, and a firedrake. The final version... trims down the wretched excess of lithobolos, oxybeles, onagers, carroballistae, ribalds, crapaudins, mortars, demi-culverins, and zopyros into a bit more refined and focused chapter.

    Vehicles got the same treatment. From wayyyy too frakkin' many types down to a more manageable "whole bunch of types." :)


    Ahem. Squeeeeeeeeeeeee.

    Two weeks can't come soon enough.


    2 people marked this as a favorite.
    0gre wrote:
    If the choice is between some sort of semi-naked anime image and old-school humorous D&D art, I'll take the old school any day. I guess you feel differently but I honestly would prefer to see humorous action rather than soft core porn that has little to do with the game.

    I'll take the softporn (or for those in the know ecchi) images any day. Particularly in favor of badly drawn guts splattering.


    The book looks very interesting. I am a little let down there are not more achetype and hexes for the witch...but it still looks very good.

    As for the sample art...I find it meh. I just don't like that style. Though honestly it is not as bad of art that it will 'ruin' the book for me.


    0gre wrote:
    Disciple of Sakura wrote:

    Incidentally...

    Old School D&D style stuff vs real anime D&D stuff. The latter image is from the Japanese versions of the 3.x D&D core books. A sight better than Miallee, I would hope most would agree.

    If the choice is between some sort of semi-naked anime image and old-school humorous D&D art, I'll take the old school any day. I guess you feel differently but I honestly would prefer to see humorous action rather than soft core porn that has little to do with the game.

    Why can't we have both?


    Three things.

    One: Is there any reason ever to play a vanilla monk?

    Two: Sorcerers.... seriously paizo.... WTF

    Three: DnD is in essence a coalition of nerds, nerds and softcore porn are like peanut butter and jelly. Not too mention you aren't that heroic if your gear actually needs to function for you to succeed :P

    Dark Archive

    John Kretzer wrote:
    The book looks very interesting. I am a little let down there are not more achetype and hexes for the witch...but it still looks very good.

    Inner Sea Magic will contain additional witch material. Here's a sample:

    Link

    Liberty's Edge

    Maxximilius wrote:
    *Crossing all fingers and body parts for the gunslinger or monk variant, Pathfinder's grammaton ecclesiast*

    You, sir, are mad! MAD, I tell you!

    Thanks, now I'm going to be staying up trying to figure out what a Gramaton Cleric would look like in Pathfinder.

    ;)


    BPorter wrote:


    That's cool. Whether it dates me or not, however, when I look at most of the Final Fantasy dudes, I can't help but wonder why they all look like feminized (or at best, androgynous) emo wusses that lack the muscle tone to lift a regular weapon, let alone the giant-sized ones they often carry.

    Barret Wallace (FFVII) politely disagrees with you.

    Also Cid Highwind (FFVII)
    Or Amarant Coral (FFIX)
    Auron (FFX)
    Kimahri Ronso (FFX)
    And Basch von Rosemburg (FFXII)

    ;)

    Razz wrote:
    Ya know, some folks here make it real easy for me to know how agonizingly old you are (no offense). The ones that critique the half-elf image are definitely not of my generation. I grew up on heroes being dudes like Cloud Strife from Final Fantasy 7 and many anime out there, so to me, that looks like a normal pic of a warrior as opposed to the ZOMG reactions I see from others

    I believe I'm not of your generation (36 y), but I appreciate the half-elf image, characters from FFVII, and I'm definitely an anime fan :)

    Shadow Lodge

    John Kretzer wrote:
    The book looks very interesting. I am a little let down there are not more achetype and hexes for the witch...but it still looks very good.

    Eh, they're an arcane full caster that isn't called "wizard". So they're an afterthought. :P


    The Wraith wrote:
    BPorter wrote:


    That's cool. Whether it dates me or not, however, when I look at most of the Final Fantasy dudes, I can't help but wonder why they all look like feminized (or at best, androgynous) emo wusses that lack the muscle tone to lift a regular weapon, let alone the giant-sized ones they often carry.

    Barret Wallace (FFVII) politely disagrees with you.

    Also Cid Highwind (FFVII)
    Or Amarant Coral (FFIX)
    Auron (FFX)
    Kimahri Ronso (FFX)
    And Basch von Rosemburg (FFXII)

    Ok, while I shouldn't have said ALL (point to you), I have to say that the last pick definitely meets the emo-pout (or highly constipated) criteria. As for the others -- still not a look or style that I want in my PF products.

    And every cover to a FF game that I can think of has a character depicted that matches my original assessment.

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    Quandary wrote:
    I AM curious why Wizards keep getting more stuff like this, and I consider the Magus a variant Wizard.

    I consider Wizards to be variant Sorcerers.

    I consider Sorcerers to be variant Clerics.

    I consider Clerics to be variant Bards

    I consider Bards to be variant Rangers

    I consider Rangers to be variant Fighters.

    There everybody gets every thing!

    Paladins? I just go make them change my kitty's litterbox.

    Seriously though. Aside from the fact they use spellbooks. I don't think of Magus as wizards They're simply not the intellectually oriented masters of magic. They're warmages they have too stunted a view of magic to be an analogue of the bookish wizard.


    BPorter wrote:


    Ok, while I shouldn't have said ALL (point to you), I have to say that the last pick definitely meets the emo-pout (or highly constipated) criteria. As for the others -- still not a look or style that I want in my PF products.

    And every cover to a FF game that I can think of has a character depicted that matches my original assessment.

    I believe that the real 'problem' with most FF titles is that the protagonists usually are teenagers or at most young adults; this is made to catch the appeal of most players, which usually are about the same age of the protagonists.

    (Cloud Strife, which is one of the oldest for example, is only 21)

    Meanwhile, all the characters I depicted above are usually older than that (around 30-35, if not more)

    Another 'problem' is the fact that most FF characters of the modern era are designed by Tetsuya Nomura, which has a... strange affinity for androgynous characters and flamboyant costumes, to say the least.

    So yes, I can agree with your point to an extent; however, I have to say that not all those 'emo characters' are so bad for example (again, Cloud Strife was a really interesting and deep character, despite his slender look and his cross-dressing - for those who didn't play the game, he had to transvest to save some friends, and he definitely appeared as a 'cute girl').

    Just my 2c (as a FF and Anime fan)

    Silver Crusade

    The Wraith wrote:
    Another 'problem' is the fact that most FF characters of the modern era are designed by Tetsuya Nomura, which has a... strange affinity for androgynous characters and flamboyant costumes, to say the least.

    Oh man, Mr. BELTAN ZIPPER himself. And he had so much restraint in Parasite Eve too.

    It bears noting that FF's original character designer, Yoshitaka Amano(who also did Vampire Hunter D and, get this, Battle of the PLanets) has an artstyle that could probably be described as floral. His protagonists are still often considered more reasonable and subdued than Nomura's. (though often after they've been through another artist's filter)

    Also, give me Kentaro Miura's Guts over Nomura's Cloud Strife any day of the week. ;)


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Kthulhu wrote:
    Abraham spalding wrote:
    Drakli wrote:

    But isn't every new Sorcerer Bloodline essentially a Sorcerer archetype? And then, you have mixed bloodlines and wildblooded bloodlines.

    Sorcerer is the class which seems to have archetypes built right into it from the get-go.

    By that logic every domain, school of specialty and class option is its own archetype.
    Exactly. Except they ALSO get more traditional archetypes as well: scrollmaster, arcane bomber, siege mage, and spellslinger. Sorcerers get...more bloodlines, the ability to have two bloodlines, and the ability to have a variant of a bloodline.

    On a sorcerer other then a bloodline, what do you trade out?


    Justin Franklin wrote:
    On a sorcerer other then a bloodline, what do you trade out?

    Spells per day, spells known. You could have archetypes that ban entire schools in exchange for other things.


    Justin Franklin wrote:
    On a sorcerer other then a bloodline, what do you trade out?

    There are paladin and ranger archetypes that give up spell-casting entirely. Is that an option for the sorcerer? -_^

    Shadow Lodge

    Justin Franklin wrote:
    On a sorcerer other then a bloodline, what do you trade out?

    First bloodline power.

    Second bloodline power.
    Etc.

    Dark Archive

    How about this sorcerer archetype?

    Quote:

    Battle Sorcerer

    The battle sorcerer is no weak arcanist, hiding behind the fighters. Instead, she is a capable physical combatant who mixes magical prowess with fighting skill.
    Hit Die
    d8.

    Base Attack Bonus
    The battle sorcerer uses the base attack bonus progression of the cleric.

    Class Skills
    Remove Bluff from the battle sorcerer's class skill list. Add Intimidate to the battle sorcerer's class skill list.

    Class Features
    The battle sorcerer has all the standard sorcerer class features, except as noted below.

    Weapon and Armor Proficiency
    At 1st level, a battle sorcerer gains proficiency with any light or one-handed martial weapon of the character's choice. She also gains proficiency with light armor.

    Spellcasting
    A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance.

    A battle sorcerer has fewer daily spell slots than a standard sorcerer. Subtract one spell per day from each spell level on Table: The Sorcerer (to a minimum of zero spells per day). For example, a 1st-level battle sorcerer may cast four 0-level spells and two 1st-level spells per day (plus bonus spells, if any).

    A battle sorcerer knows fewer spells per spell level than a standard sorcerer. Subtract one spell known from each spell level on Table: Sorcerer Spells Known (to a minimum of one spell per spell level). For example, a 4th-level battle sorcerer knows five 0-level spells, two 1st-level spells, and one 2nd-level spell. When she reaches 5th level, the battle sorcerer learns one additional 1st-level spell, but doesn't learn an additional 2nd-level spell (since two minus one is one).


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Kthulhu wrote:
    Justin Franklin wrote:
    On a sorcerer other then a bloodline, what do you trade out?

    First bloodline power.

    Second bloodline power.
    Etc.

    So a different bloodline then.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Jadeite wrote:

    How about this sorcerer archetype?

    Quote:

    Battle Sorcerer

    The battle sorcerer is no weak arcanist, hiding behind the fighters. Instead, she is a capable physical combatant who mixes magical prowess with fighting skill.
    Hit Die
    d8.

    Base Attack Bonus
    The battle sorcerer uses the base attack bonus progression of the cleric.

    Class Skills
    Remove Bluff from the battle sorcerer's class skill list. Add Intimidate to the battle sorcerer's class skill list.

    Class Features
    The battle sorcerer has all the standard sorcerer class features, except as noted below.

    Weapon and Armor Proficiency
    At 1st level, a battle sorcerer gains proficiency with any light or one-handed martial weapon of the character's choice. She also gains proficiency with light armor.

    Spellcasting
    A battle sorcerer can cast sorcerer spells derived from her class levels of battle sorcerer while in light armor without the normal arcane spell failure chance.

    A battle sorcerer has fewer daily spell slots than a standard sorcerer. Subtract one spell per day from each spell level on Table: The Sorcerer (to a minimum of zero spells per day). For example, a 1st-level battle sorcerer may cast four 0-level spells and two 1st-level spells per day (plus bonus spells, if any).

    A battle sorcerer knows fewer spells per spell level than a standard sorcerer. Subtract one spell known from each spell level on Table: Sorcerer Spells Known (to a minimum of one spell per spell level). For example, a 4th-level battle sorcerer knows five 0-level spells, two 1st-level spells, and one 2nd-level spell. When she reaches 5th level, the battle sorcerer learns one additional 1st-level spell, but doesn't learn an additional 2nd-level spell (since two minus one is one).

    So you weakened the most important aspect of the sorcerer to give him two feats. (Archetypes are actually really hard to balance).

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