Pathfinder Roleplaying Game: Ultimate Combat (OGL)

3.50/5 (based on 41 ratings)
Pathfinder Roleplaying Game: Ultimate Combat (OGL)
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Seize the initiative and chop your foes to pieces with this exhaustive guide to the art of martial combat in this exciting new rulebook for the smash-hit Pathfinder Roleplaying Game, suitable for players and Game Masters alike!

This comprehensive 256-page hardcover reference reveals the martial secrets of the Pathfinder RPG rules like never before! Tons of new tricks and techniques for combat-oriented character classes put a sharp edge on your weapons and a sure step in your tactics, ranging from new barbarian rage powers, new cavalier orders, tons of new rogue talents, and more than 60 new archetypes for nearly every Pathfinder RPG character class, including spellcasters like wizards and clerics.

Ultimate Combat also introduces three new Pathfinder RPG classes: the ninja, samurai, and gunslinger! The ninja blends the subterfuge of the rogue with high-flying martial arts and assassination techniques. The samurai is an unstoppable armored warrior who lives by a strong code of honor—with or without a master. The gunslinger combines the fighter's martial prowess with a new grit mechanic that allows her to pull off fantastic acts with a pistol or rifle. All this plus tons of new armor and weapons, a complete treatment of firearms in the Pathfinder RPG, a vast array of martial arts, finishing moves, vehicle combat, duels, and new combat-oriented spells for every spellcasting class in the game!

Ultimate Combat includes:

  • New player character options for 14 Pathfinder RPG base classes, including alchemist discoveries, barbarian rage powers, cavalier orders, combat-cleric archetypes, animal shaman druids, new fighter archetypes like gladiator and armor master, inquisitor archetypes like witch-hunter or spellbreaker, combat-themed magus arcana, monk archetypes based on mastery of martial arts, new paladin archetypes like angelic warrior, ranger archetypes like big game hunter and trapper, new rogue tricks, and wizard archetypes like the gunmage
  • The ninja, samurai, and gunslinger, brand-new 20-level alternate classes specially designed to get the most out of combat
  • Hundreds of new combat-oriented feats including martial arts feat trees, finishing moves, and combination feats
  • In-depth overviews on a variety of combat-related topics, such as armor, Asian weapons, duels, fighting schools, guns, siege weapons, and more
  • A complete system covering vehicle combat, including wagons, boats, airships, and more
  • Tons of optional combat rules like called shots, armor as damage reduction, and new ways to track character health
  • ... and much, much more!

ISBN-13: 978-1-60125-359-0

Errata
Last Updated - 8/20/2015

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Tunnels and Trolls

5/5

Let me preface this by saying this is 4 star book, solid, better than Ultimate Magic, but not near the greatness of the Advanced Players Guide. HOWEVER I will give it 5 to try and deflate some of the shear ridiculousness of some of the reviews that give one star or two stars. Please, people, if you have not actually read the book, just glanced at its pretty pictures; try to imagine how some of the features, if not for you, are at least written out well for the people whom do enjoy them, do not put up 1 star reviews. Some of us painstakingly went through the beta, added suggestions, knew what was coming, and were quite happy with the result. You belittle authors hard work with ramblings like "NINJAS R SUCK" or "LOL Y ARMER IS DR?". The comments I see lambasting the Samurai and the Ninja without even understanding what a Archtype and an Alternate Class are astound me.


This one annoyed me...

2/5

This book, apart from the gunslinger annoyed me. The Ninja is a rogue with an eastern flavour that should have been handled as an archetype build and a samurai is essentially identical to a cavalier. I do really like the gunslinger though my players do not...

I really had high expectations of this book but it failed utterly. A huge amount of this book is dedicated to spells. Um Ultimate Combat = spells? That is what I bought Ultimate Magic for right? The mastering combat section tried to introduce a whole heap of complexity right where it is not needed and the options for classes felt thin. To quote bilbo, like trying to spread too little butter across a piece of toast.

Called shot rules are cool! About four books too late though. Nearly every campaign has their own house rules by now and they actually contain some stuff in it that has to do with hitting items, not just body parts...

So, what I think happened is someone in the Paizo Pathfinder team went "Hey, wouldn't an Ultimate Magic book be cool? We could put stylised duels in, some nifty class builds and some cool spells!" Then someone else went "Well if we do that lets have an Ultimate Combat book too! Not sure what we could do in it but we will figure it out as we go..." This is one book (with the notable exception of the artwork and the Gunslinger) that I wish I had never bought. In fact it is still laying precisely where I put it after finishing reading it and trying to convince my players the gunslinger was cool. It has not been touched since then...


Second Verse, Same as the First!

5/5

It may seem like the following review is the same as the one I gave for Ultimate Magic. Well, it pretty much is, because I feel pretty much the same way about both.

It's hard to take reviews seriously on this board. If you're a longtime lurker or poster, you know well that every additional book Paizo has put out for Pathfinder has from its inception been a bright, shiny target seemingly custom made for the hurled monkey poo of a horde of miserable would-be design "experts." These people spend six months at a time lurking in the forums and throwing hate on every idea as it is being tested, so should we be surprised when they rain their hate down on the product once it has been released?

Here is a frank and honest review from somebody who actually does make a side living making games and related accessories, and who doesn't have an axe to grind or a big fat ego to polish.

I love this book. I admit, I don't use all of it. I don't care. What I use, I love. What my players use, they love. Nothing here has yet broken the game. Nothing here is out of whack or out of balance. I make great and memorable NPCs from this material, and I have never been so happy doing so.

This book, as with Advanced Character, and Ultimate Magic, continues what Paizo does best. They zero in on what options were missing, or were cluttered, or required five 3.5 books to accomplish, or that were originally poorly conceived by 3rd parties, and they improve on them and put them all in a nice, clear, tidy reference for me to have all the fun I wanted to have, but never did.

In short, the book provides great fun alternatives, and covers a lot of ground, making the work of a 3rd party designer like me, a whole lot of fun, and accommodating a wide variety of imaginative builds.

And a note to those who compare the information offered in these books to 3.5 variants. Yes, you've seen some of this before, and we get it. You are bored with it. But it is a gigantic ego trip to think that the only people Paizo makes these books for, is yourself. There are new players Paizo has to think about, too. Players who have not seen these ideas before. Give a matter a little thought and try not to be so eager to deal out spite and venom.


Thank you Paizo!!! You actually listen to the message boards!!!!

5/5

I really wanted to say thank you for developing the "Style" Feats. It was EXACTLY what I was asking for. So many additional options otherwise as well. Excellent piece of work.

And to "GalacticCmdr"

You are the reason Facebook should have a "Hate it" button.


Options, Options, Options.

4/5

I knew that I had to own a copy of this book the moment I heard the Gunslinger Base Class was included in it. And I'm actually very happy with it. I think Grit is a great mechanic, and it's even better when your GM can use it as a reward when the Gunslinger tries to pull off some crazy maneuver and succeeds.
But as a GM who is struggling to find a way to fit firearms into a world without completely breaking it for our plate-mail friends, I was disappointed. I understand that the aims of the firearms rules were meant to be realistic (and even includes a disclaimer), but I still weep for our group's fighter when I read these. Nonetheless, the rules for firearms can certainly be tweaked to help the armor-bearers of the group. I simply gave them half their armor bonus (if they had med. or heavy armor) as DR, rounded up. Realistic? Probably not. Keeping the fighter from throwing the book at me and encouraging him to keep his head down? Absolutely.

That aside, I had high hopes for the Armor as DR system for Pathfinder, and I have to say I was disappointed also. I'd been hoping for 3.5 to do the idea justice, but they never even came close. Pathfinder at least makes an honest attempt, but still falls short.

Monk Feats? Awesome.
Steampunk Gunslinger Wizards? Awesome. Can't wait to test 'em out.
New Archetypes? Always fun. Really like the Musketeer Cavalier Archetype. It really encourages me to run a Commonplace Guns Pathfinder setting (once I settle on the firearm rules)

Piecemeal armor & gladiator weapons? Great if you're planning on running any sort of Arena games. If not, then you have some detailed armor for bandits and such.

I feel the Eastern themes of this book could have been played up more, Let alone the lack of Samurai and Ninja Base classes. At least the weapons were very detailed and interesting.

All in all, I see this book as one long list of options for use in your own game, but it's not a book where you will use every shiny new rule bauble immediately. I think the book is more subtle than that, and encourages the players to come up with their own use for the material given in this book (after all, the spellslinger archetype is so out there that I feel like creating a world that could explain it as a variation or an evolution of the common wizard.)

I would say this book might not be completely essential to everyone at it's 40 dollar price tag, but if you want to add some bits (read: boulders) of flavor to your game, you can't go wrong with this book.

4-stars.


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Lantern Lodge

Considering I set-up both firearms and vehicle tables for my homebrew, its nice to see that a standardized tableset is coming out for them. Also, this brings to my mind old memories and concepts. A Magus with guns? Gunmage archetype is mentioned I heard so one of my players will be thrilled to hear that.

I do have to agree with something previously stated. I feel that if there's to be more Magus Arcanas, they should just be added to Ultimate Magic. That's kiwy my opinion though. Either way I'll still be getting both books so add them to whichever book you prefer.

Kudos on the alternate classes as well.


Gorbacz wrote:
and before Seeker says "ninjas shuld b archetyps, kthanxbai" (too late).

Yet that is what they made it..a better rogue archetype. Ya know as it a Ninja and all that.... an archetype is not awesome enough .

"The ninja blends the subterfuge of the rogue with high-flying martial arts and assassination techniques"

Liberty's Edge

seekerofshadowlight wrote:
Gorbacz wrote:
and before Seeker says "ninjas shuld b archetyps, kthanxbai" (too late).

Yet that is what they made it..a better rogue archetype. Ya know as it a Ninja and all that.... an archetype is not awesome enough .

"The ninja blends the subterfuge of the rogue with high-flying martial arts and assassination techniques"

Maybe it is not what you meant Seeker. But by what you wrote above it seems you are already stating as fact that the Paizo Ninja will be just better than the rogue systematically. If that is what you are saying where did you get your advance copy that is in your hands before the book is even fully written. If that is not what you are saying, ignore this post and move along.

Graywulfe


Eh James has already said they are better archetypes more or less. So 1: It is a rogue archetype and 2: It is better then other archetypes.

So yes it is better as it is a ninja... At lest that is how it sure sounds.

Liberty's Edge

For the record,

I am very interested to see the Ninja and Samurai as Alternate classes in the manner described by James in a previous post. Also, while I don't think the Gunslinger will see a lot of play in my groups, I am intrigued to see how it is worked out. I think in my groups gunslinger won't see much play just because we tend to focus more on the swords and sorcery style of game. That said I could be proven wrong and Gunslinger could see a ton of play in my groups.

Either way eager to see how these three classes, and frankly the entire book, work out.

Graywulfe

Liberty's Edge

seekerofshadowlight wrote:

Eh James has already said they are better archetypes more or less. So 1: It is a rogue archetype and 2: It is better then other archetypes.

So yes it is better as it is a ninja... At lest that is how it sure sounds.

Where did he say better? I saw that there would be more changes to class features, in a manner similar to the Anti-paladin, but never did I see the word better. Nor any word like it. Link me to where he says better or as far as I am concerned you are putting words in his mouth.

Graywulfe


Think what you like. They are archetypes but change even more stuff then normal archetypes..so more extensive archetypes. "Greater archetypes" where the others are "lesser" archetypes.

And why do they get this extra treatment? They are Asian concepts that must be better and more different then non Asian stuff.

Why must the Asian concepts get this new "more expansive archetypes" while non Asian concepts like the Swashbuckler, Scout,Skald,Arcane Duelist, Archivist,Shaman, Archers, weapon masters and a slew of other concepts just as strong get simple "lesser" archetypes?

Liberty's Edge

graywulfe wrote:
seekerofshadowlight wrote:

Eh James has already said they are better archetypes more or less. So 1: It is a rogue archetype and 2: It is better then other archetypes.

So yes it is better as it is a ninja... At lest that is how it sure sounds.

Where did he say better? I saw that there would be more changes to class features, in a manner similar to the Anti-paladin, but never did I see the word better. Nor any word like it. Link me to where he says better or as far as I am concerned you are putting words in his mouth.

Graywulfe

I just went back over the thread and read James's posts and he used the word BIGGER not BETTER. Where I come from bigger does not equal better. So please, Seeker, stop turning James saying bigger to better. There is a huge difference.

Graywulfe


I am insanely psyched about the gunslinger alternate class. Frankly, I'm sick of keeping track of a hundred different 3PP rules on firearms. An official rule set for firearms would be a godsend!

I'd buy the book for the firearms and dueling rules alone. The other stuff is just icing on the cake!

Dark Archive

I'm not quoting anything but I don't believe that the Ninja will be 'better' than other Rogue/Monk Archetypes. Number one reason being game balance: some of the APG Archetypes are very good, but even the stellar ones like the Zen Archer Monk can't really be considered to be strictly 'better' than the Base Monk. Since Archetypes can't ever be strictly 'better' than Base Classes, it would stand to reason that neither Archetypes nor Variant Classes could even be 'better' than eachother, or Base Classes.

In other words, if a Variant Class or Archetype of a Base Class ever becomes strictly better in every situation than the actual Base Class, Paizo screwed up, and will almost guaranteed publish errata for it. Considering the new balance between Base Classes and Prestige Classes, this same analogy holds true there as well.

What I believe was said by a member of the Paizo staff was that the Ninja, Gunsliger, and Samurai are all big enough figures in our cultural mythos and encountered commonly enough in games that they warrant Variant Classes, as opposed to Archetypes. This says nothing at all about the relevant power of the class, merely that there is more to go on, here.

I also can't fathom the hate towards 'Asian' Classes, nor the narrow-mindedness: the Monk is not somehow impossible to divest from 'Asian flavor'... did it not occur to anybody that before the APG came out the only way to make a Boxer or Pugilist decent was to make it a Monk? Do people somehow associate the Fighter as strictly a medieval knight as opposed to a viking warrior, tribal headhunter or (yes, even) samurai? Even when the samurai and ninja come out, they won't be tied to 'Asian' flavor any more than the Ranger is tied to being 'Robin Hood'.

It is eminently ok for you to decide that 'Asian' flavor, firearms, or other cosmetic things included in the book aren't for you, just as you probably already decided you would love or hate the Words of Power system in Complete Magic, or 'Wounds' system this book will likely have. But learn to separate the fluff and crunch!

For instance, you might not like firearms in your setting. But if you can't fathom any other fluff to dress up the Gunslinger in so that it fits into your worldview and a player who wants to try it can enjoy the mechanics, the problem probably isn't with this book...


Ninten wrote:


I also can't fathom the hate towards 'Asian' Classes, nor the narrow-mindedness: the Monk is not somehow impossible to divest from 'Asian flavor'...

Yes it is. You only have the Asian weapons {which are really simple weapons given different states as they are Asian} Sure you can reskin it, but without house rules those weapons always will make a monk one flavor really.

I do not hate Asian stuff, I hate a fighter can be from any culture ever...except an Asian one, then we must have a new class to cover it. That is what I dislike, class are good enough for everything else..but need heavily modified to be "Asian" Which is beyond silly.

Anyhow I'll leave this thread.

Dark Archive

Actually, another example occurred to me, if anybody wants to know why Samurai, Ninja, and Gunslinger get to be Variant Classes and not Archetypes:

The only Variant Class we currently have is the Antipaladin. The reason I believe this exists is because it brings the Paladin, as a concept, full-circle.

Mechanically, a Paladin is a Charisma based prepared Divine caster/melee hybrid with many abilities specifically designed to be used against Evil creatures. This is accurate. What it fails to explain, however, is WHY the Paladin works in this fashion, or what they stand for. This is all covered by the 'fluff', including the Paladin's code of conduct. Since the code is by definition rather constricting and players by definition chafe at arbitrary boundaries and other people's rules, the obvious question is "what REALLY happens when Paladins fall?"

The Antipaladin answers this. We literally see this Archetypal character again and again in media as 'death knights', 'blackguards', etc. What happens when good goes bad.

Similarly, the Ninja should answer the question present in the Rogue... what happens when you go beyond human? Whether we see a 'real' supernatural Ninja or just a martial character with nearly superhuman powers of infiltration and a dark reputation, we should get a class that plays to a mindset way different that 'I kill the guys and take their stuff. Then I seduce the barmaid.'

The Ninja deserves to be a Variant Class because many players make Rogues that (while still identifiably being Rogues) are not the sort we see represented by the Base Class.


seekerofshadowlight wrote:

Think what you like. They are archetypes but change even more stuff then normal archetypes..so more extensive archetypes. "Greater archetypes" where the others are "lesser" archetypes.

And why do they get this extra treatment? They are Asian concepts that must be better and more different then non Asian stuff.

Why must the Asian concepts get this new "more expansive archetypes" while non Asian concepts like the Swashbuckler, Scout,Skald,Arcane Duelist, Archivist,Shaman, Archers, weapon masters and a slew of other concepts just as strong get simple "lesser" archetypes?

That's because the Asian archetypes are the Arians of archetypes.

...I don't know what you're complaining about without the actual classes in front of you. We have no idea how it will work out. There are plenty of full classes that nobody wants to play (Complete Warrior's Samurai, I'm looking at you).

Paizo Employee Creative Director

Scipion del Ferro wrote:

I think his complaint is that the Asian alternate classes seem to be getting a big spotlight just because they are Asian.

No...

They're getting a big spotlight because there's a long tradition of samurais and ninjas and gunslingers being beloved characters in movies, novels, comics, and the like. That's not something you can say about the majority of the various archetypes we've created.

I defy any gamer to watch "Seven Samurai" or "The Good, The Bad, and the Ugly," for example, and not get inspired to make a character who does some of the awesome things that Toshiro Mifune or Clint Eastwood do in those movies.

Anyway... until the classes are out for folks to check out... no reason to panic yet! :)

RPG Superstar 2011 Top 4

You're fast there James ;) I only had that post up for half a minute before I reread seeker's last reply and decided I was being redundant.

I completely look forward to what's in the book regardless of what the classes or archtypes turn out to be. Maybe you'll even toss in a few of the more popular Round 2 entries from the RPG Superstar *wink wink nudge nudge*

Sidenote; "Seven Samurai" is one of the best movies. For those of you who may not know, it is also available on Netflix Instant Watch!


I love just reading the grocery list of items that will be in this book, Options are a big reason why I like pathfinder, but I also enjoy balance in the game system and if paizo can keep that up then they will keep getting my money.

I understand that some of this stuff isn't for certain ppl, but if you don't want it in your game then you don't have to allow it, and if you cant control it then you can be vocal about it in game, say you don't like guns but the rest of your group does well your character can be opposed to them.

As for the oriental classes being alternate classes, I think samurai will be a great alternate version of cavalier, and Ninja could be variant of monk or rogue.

As for the gunslinger, I hope it doesn't turn into another base class, it really isn't needed, In one of our current games we have a musketeer(weapon master) sure he can only squeeze off one attack a round, but that attack sure does count.

Last thing I feel that most people have forgotten the original intent of them, showing off the abilities of specialized groups, and training in game. I feel they are better suited as campaign specific items, not the needed class kits of old systems.

All in all keep up the good work Paizo

Silver Crusade

Pathfinder Adventure Path Subscriber

Honestly, I don't give much about samurai, ninjas and katanas. I likely won't be using them much, but I think they should be in and there are zillions of people out there eager to play them.

What does make me happy is 60+ archetypes. Archetypes are the best addition to the game since, erm, kits in 2e. I really want to be able to tell my players that if they want to play a gladiator or Hemet Nesingwary, they will be a Fighter and a Ranger respectively, but with the archetype twist - instead of either burrowing thru splatbooks in search for a PrC or base class, or telling them "yeah, it's just a Fighter/Ranger, nothing special there".


*Big Happy Grin*

Lantern Lodge

Flynn Alfe wrote:
*Big Happy Grin*

Best and most agreeable response yet.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
seekerofshadowlight wrote:
Ninten wrote:


I also can't fathom the hate towards 'Asian' Classes, nor the narrow-mindedness: the Monk is not somehow impossible to divest from 'Asian flavor'...

Yes it is. You only have the Asian weapons {which are really simple weapons given different states as they are Asian} Sure you can reskin it, but without house rules those weapons always will make a monk one flavor really.

I do not hate Asian stuff, I hate a fighter can be from any culture ever...except an Asian one, then we must have a new class to cover it. That is what I dislike, class are good enough for everything else..but need heavily modified to be "Asian" Which is beyond silly.

Anyhow I'll leave this thread.

I do agree with Seeker in that the ninja and samurai probably could have been an archetype and that the ninja shouldn't be any better of a class then the rogue, I am willing to give Jason the benefit of the doubt that the alternate classes won't be better then the base classes.

RPG Superstar 2011 Top 16

Love the cover. Heck, I love all of the references to Runelords in recent products. (That's no samurai on the cover, BTW. He's a Rune Giant, and that scene is straight out of Xin Shalast.)

I'm in the pro-guns camp, and can't wait to see the gun rules . Is the gun-mage based on Iron Kingdoms?

Anyway, I totally can't wait!

Silver Crusade

Gunslingers...
Gunmages..
Airship combat...
My response.


Combination Feats? Finishing Moves? Looks interesting, what are they?


N. Jolly wrote:

Gunslingers...

Gunmages..
Airship combat...
My response.

Love.


N. Jolly wrote:
My response.[/url]

AGGH! Wrong! Wrong! Wrong!

But funny!

Liberty's Edge

This ,by the description,sounds like the first book I am not looking forward to. I love melee more than anything else and this seems off for some reason. Wouldn't ninja and samurai go better in the oriental book? I guess I thought of the combat book more like the opposite of ultimate magic with fighters and her magic lacking piers receiving the lions share. I admit this is gut reaction and the product isn't out exc. I just , the description seemed offputting. This opinion can totally be swayed and the book will be bought because paizo is BFF with my money.

Liberty's Edge

Saw Mona,s post about reasoning behind inclusion of Sam and ninja
. Understood.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Gorbacz wrote:
In before Zaister says "You got your stinkin' Asia in my pure, clean western Eurpoean RPG" (on time) and before Seeker says "ninjas shuld b archetyps, kthanxbai" (too late).

Damn, I'm too late. :)


Any new Bard stuff? Bardic performance feats?
Bard archetypes?


Love books with optional rules, even if I never use them. Looking forward to this book. Really looking forward to the Ultimate sneak character book, or whatever you decide to call it.

One thing I really want to see in new classes, are classes that do not use magic at all. I like classes that don't use magic and characters who do not rely on magic. They use wit and skill to defeat their opponents. Just a request.

BTW, the more optional rules for a game, the better. It allows GM's to write for the type of setting they want. Go optional rules and optional classes. If you don't like them don't use them. If you are against the concept then don't use the concept. Putting Samurai and Ninja in a book is great. Some people want rules on how to do them in a nonGolarion setting. I love pathfinder, not big on Golarion, though Kingmaker kicks ass. Just my humble opinion.

The more rules that allow for the creation of varied settings is great. I want rule systems that can do Fantasy as well as Scifi, as well as Urban Arcana. Just what I want in an RPG.


Arnwolf wrote:

The more rules that allow for the creation of varied settings is great. I want rule systems that can do Fantasy as well as Scifi, as well as Urban Arcana. Just what I want in an RPG.

+1. This is why I loved Unearthed Arcana in 3.5.

Shadow Lodge

Gururamalamaswami wrote:

I'm mostly disappointed that two awaited classes/archetypes: the ninja and the samurai, are coming to us in this format instead of an oriental-themed book.

The combat-themed book is a great idea. Everyone loves ass-kicking. I just wish the oriental book had been done first.

Plus psionics.

The oriental themed book is going to be Golarion based, I suspect Paizo wanted to present the classes in a setting neutral book.

The advantage of theses classes being in a non-oriental book is that GMs (like me) who aren't interested in an oriental book will get the information and be able to support players who want to play a samurai or a ninja. I would honestly would prefer they spend the space on something else but tolerate it because I have players who want those classes.

Liberty's Edge

I think this book feels more like a grab bag ala unearthed arcana. Dunno I don't mind anything by itself maybe it just a grouping thing. I LOVE the cover.


The furor over Gunslingers, Ninjas and Samurais is such a non-issue for me. Alternate = optional. If they don't fit my campaign, they don't get used. I do allow monks, but I came at them from a much different angle than their being an "Asian" class. But from what I've read already makes me excited about the rest of the content.


While I'm very happy with the book's content so far, I'd REALLY love to see a swashbuckler/light-armored fighter (archetype or alternate class).


Tzimiscedracul wrote:
While I'm very happy with the book's content so far, I'd REALLY love to see a swashbuckler/light-armored fighter (archetype or alternate class).

+1 (doesn't have to be swashbucklery so much as a light-armored fighter).


I'm most comfortable with ninjas/gunslingers/samurais as alternate classes. I thought the antipaladin rules in the APG were simple and elegant, and suspect these will be too.

I wonder though... will there ever be alternate class archetypes? Or is that like splitting hairs?

For example, perhaps a "demonologist" archetype for the antipaladin (which is itself already an alternate class of the paladin). It could replace the antipaladin's touch of corruption ability with the ability to take on fiendish characteristics.

I'm curious mainly because, if ninja and samurai are alternate classes, I can see a ton of directions both could take. A "kuji-kuri" ninja for the Naruto crowd, a Musashi Miyamoto-inspired "katana/wakazashi" samurai, etc.


Generic Villain wrote:

I wonder though... will there ever be alternate class archetypes? Or is that like splitting hairs?

I'm curious mainly because, if ninja and samurai are alternate classes, I can see a ton of directions both could take. A "kuji-kuri" ninja for the Naruto crowd, a Musashi Miyamoto-inspired "katana/wakazashi" samurai, etc.

Agreed. Curious to hear the response to this.


I'm on the side of the fence that want Ninja and Samurai should be BASE CLASSES.

Sorry if that feels grinding on some peoples' nerves, but they truly should have their own abilities, mostly based on supernatural abilities. As I have explained on another thread, the Ninja and Samurai should be more like the Final Fantasy archetypes. If you played FF Tactics and FFXI, you'll understand what I mean.

For Ninja, clearly give it things similiar to Monk and Rogue, but there're plenty of things to give them to make them class worthy, such as Hide in Plain Sight, Death Attack, ki powers more related to stealth, illusion, and death, etc. In fact, why not combine the Rogue Talents with Ki Power mechanic of the Monk? (basically like the Magus Arcana, too) There's a list of Ninja powers, you pick them as you increase in level, and they cost ki points to activate.

For the Samurai, plenty of weapon techniques. You slash with your blade and release a wave of energy. Your katana ignites with flame. You make a kiai shout and increase your physical powers. Mounted Combat for free, 4 skill points, bonus feats, ancestral daisho similiar to Rokugan's daisho rules. Basically, they, too, should have Ki Powers like a Monk, only heavily martial-oriented abilities. Samurai Powers are chosen and then they cost ki points to activate.

I see, as James has explained, they are Alternate Classes similiar to the Antipaladin. I'm not a fan, but I guess it's the best compromise we're going to get between those that want full classes of Ninja and Samurai and those that want them to be puny little archetypes.

And, for the Gunslinger, PLEASE make it a FULL CLASS! It...sounds like its own thing, completely different than any other. It could be a Fighter archetype but...I think it can do more than that.

But, I must say, if you go the Alternate Class or Base Class route with these 3, I'll still be happy.

I suggest the 1st playtest be the new classes.


James Jacobs wrote:
Scipion del Ferro wrote:

I think his complaint is that the Asian alternate classes seem to be getting a big spotlight just because they are Asian.

No...

They're getting a big spotlight because there's a long tradition of samurais and ninjas and gunslingers being beloved characters in movies, novels, comics, and the like. That's not something you can say about the majority of the various archetypes we've created.

I defy any gamer to watch "Seven Samurai" or "The Good, The Bad, and the Ugly," for example, and not get inspired to make a character who does some of the awesome things that Toshiro Mifune or Clint Eastwood do in those movies.

Anyway... until the classes are out for folks to check out... no reason to panic yet! :)

Other awesome gunslinger types is Christian Bale's character in "Equilibrium" and Antonio Banderas in "Desperado" and "Once Upon a Time in Mexico". I really do have agree that it might be best for it evolve into a full class, considering the approach, its specific niche, and the use of Pathfinder's own gun mechanics.

As a sidenote, I doubt it'll happen, but seeing Ninja and Samurai as alternate or base classes would be better than mere archetypes. I also believe they both need supernatural elements. Leave the nonsupernatural elements to the folks that want to play Fighters and Rogue, but I believe Ninja and Samurai should be distinct from those two in that regard. Asian myth and culture is steeped in supernatural lore and powers, and Japan has embraced that in their media entertainment. While I don't think fantasy Tabletop RPG should have Samurai based on the anime "Sengoku Basara" nor do I think Ninja should be like "Naruto", if you look at FF Tactics and FFXI Ninja and Samurai, the old 1e classes, and build from there, you might see what I mean.


Quote:
an alternative class IS basically not much different than an archetype... they just swap out more abilities than most archetypes do, and we present them with those abilities already substituted in on the more familiar tables for the main class.

Ignore the naysayers, this is exactly how these should be done imo.

Very keen to see how the ninja comes out as an (hopefully) alternate monk class!


Well Paizo, I regret to inform you that.....

I'm sold on it, dunno when I'll be able to get it after its release...


I really want the Ninja, Samurai, and Gunslinger to be base classes. I might live with them being alternate classes but never just arch types.


It seems 90% of the discussion is revolving around 10% of the content... so:


  • "...including martial arts feat trees"; wow, I'm eager to see how these will turn out!
  • "...finishing moves"; how will they work? Sounds interesting (thinking about Mortal Combat right now...)
  • "...combination feats"; what are they?
  • It seems feat selection will become even harder, even for fighters. There are already so many interesting feats in Corebook + APG, now hundreds more are coming... oh my!
  • "A complete system covering vehicle combat..."; I hope this includes rules for war chariots?

I'm quite excited about this book!

P.S. The cover looks great; yet again Mr. Reynolds delivers a great piece of art!


Zen79 wrote:

It seems 90% of the discussion is revolving around 10% of the content... so:


  • "A complete system covering vehicle combat..."; I hope this includes rules for war chariots?

Ooh! Ooh! Chariot races!!


Dear Mr. Jacobs, wouldn't the cover art make for a beautiful blog post? (hint)


Dragon78 wrote:
I really want the Ninja, Samurai, and Gunslinger to be base classes. I might live with them being alternate classes but never just arch types.

+1


Hundreds of new feats = Awesome

New base/alternate classes = Awesome

Vehicle combat = interesting

Optional combat rules like called shots = Awesome

New character options for 14 classes = Awesome

and everthing else = cool

Liberty's Edge RPG Superstar 2011 Top 32

I like the planned contents of this book. I'd be okay with the gunslinger becoming a base class if the grit mechanic warrents the upgrade.

I'm very happy to see PF exanding to more on another culture (Asian) and including fully supported rules for gun. And the other extra rules and optional rules sound ground. Expirmenting with AC deflecting damage is a big change to PF and one I'm interested in seeing.

I think adding in vehicle rules is a good idea as well. The book won't just expand existing options but also create entirely new options. Options that for me will be quite useful.

Paizo Employee Creative Director

Zen79 wrote:
Dear Mr. Jacobs, wouldn't the cover art make for a beautiful blog post? (hint)

I agree... but once a cover's released out into the world in the form of its product page, my interest in previewing the covers as a blog post drops close to zero, unfortunately.

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