Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)

3.30/5 (based on 3 ratings)
Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)
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A World of Battle!

From the brink of the Worldwound, where demonic hordes lay siege to the mortal realm, to the battlefields of Mendev and Nirmathas, where soldiers distinguish themselves as heroes of ideals, battle is a common part of life in the Inner Sea region. Whether practiced by virtuous crusaders, fierce gladiators, or daring scoundrels, skill with a blade and knowledge of when to use it can mean the difference between life and death. The secrets of battle might not be etched on altars or scribed in spellbooks, but they’re just as diverse and powerful as any magic—and just as available for bold heroes to claim!

Inner Sea Combat explores the role of combat in this vast and varied region. Within this book you’ll find:

  • A who’s who of the Inner Sea region’s deadliest martial masters.
  • Details on four types of martial training grounds—dojos, gladiatorial arenas, thieves’ guilds, and war colleges—along with rules for joining and honing one’s skills within such organizations.
  • Rules for several types of specialized or variant combat, including the secrets of the legendary Aldori swordlords, fighting styles particular to Golarion’s many faiths, gladiatorial combat, mastering monstrous mounts, and using technology in combat.
  • Two new cavalier orders—the order of the beast and the order of the guard—along with new context for each knightly order.
  • More than a dozen new archetypes for all manner of brave battlers, including the gun scavenger, the monk of the seven forms, the Shoanti burn rider, and the Tanglebriar demonslayer.
  • Two new prestige classes—the Pure Legion enforcer and the Ulfen Guard.
  • Dozens of new magic items guaranteed to protect combatants through the most brutal battles and transform even novices into masters of war.

Inner Sea Combat is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting but can easily be used in any fantasy game.

Written by Dennis Baker, Jesse Benner, John Compton, and Thurston Hillman.
Cover Art by Yu Cheng Hong.

ISBN-13: 978-1-60125-598-3

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3.30/5 (based on 3 ratings)

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2/5

The Aldori feats are bad. Tying ranger combat styles with a deity is a bad idea. Combat performance is big NO. The House of perfection's feats are bad. Oath against chaos is good, oath against grotesquery is ok. The monstrous feat chain is so-so. There are a couple of interesting Rogue's Skill taunt, but the others are quite bad. Firearm feats are ok.

The Combat school section is somewhat interesting, but not great. I guess that It has a greater appeal to people who are accustomed to the Fame rewards mechanics.

Cavalier orders are meh at best. Prestige classes are ok. Archetypes are a mixed bag, with a few couple of good ones, but the rest are quite bad.

2.5 Stars.


Ring Side Report- RPG Review of Inner Sea Combat

4/5

Originally posted at www.throatpunchgames.com, a new idea everyday!
Product-Pathfinder Campaign Setting-Inner Sea Combat
Producer- Paizo
Price- $20
TL; DR- A little long to keep me entertained. 77%

Basics- MORTAL COMBAT! Inner Sea Combat focuses on marital characters and how to build these characters and their world into your Pathfinder Game. The book starts by discussing nations and their interactions with martial characters. Next, the book adds feats and a discussion on how specialized martial characters function within the rules of Pathfinder. After specialization, the book moves to schools/guilds and rules to operate these in Pathfinder. From schools, the books present new prestige classes and archetypes for classes from barbarian to the rogue. The last section of the book focuses on magic items that specialized characters from this book might need.

Mechanics or Crunch-This books adds a bunch of ideas for a GM to add to his/her game, but the ideas are not ground breaking awesome that you would expect for hidden techniques grown on the mountain top monasteries of the world. The book adds lost arts that are the talk of many a hushed conversation, but when you look over the options, they might fit will in just a player line book. Also, the book adds schools and guilds. I don't hate the mechanics behind these, but I think the numbers are off. I think the DCs are too high and will likely make life very hard for anyone who wants to go after a school and not get kicked out. Some of the options are well done, but it's more diamonds in the rough then a constant flow. I did like the items that were added to this book. 3/5

Fluff or Story- I liked this the most in this book. The story provides lots of ideas for a GM to add to his/her game. I didn't like the distribution of focus in the world, though. There isn't much love for the pirates of the Shackles in terms of schools or options as well as a few other key areas. But, what is there are options it's well done. 4.5/5

Execution-I think this book suffers from a "textbook problem." This book has a few too many sections of just text that make the book less fun to read. It's not hard to read, but it does tend to drag on a bit. The book does have some nice new art to help make reading a bit easier, but the format makes things feel long. The text is not bad, just a bit of a drag. 4/5

Summary-I didn't hate this book, but it's not one of my favorites. The mechanics and the textbook nature of the 64 page format are just a little bit off making this book slightly drag on a bit. I would have preferred this to be a few shorter 32 page books focusing on monks, fighters, or some other class. I did like the story that this book adds to the world. Also, knowing who the best of the best fighters are can give the characters goals for whom to fight later. It's not a bad book, but just a bit long to keep me completely interested all the way through. 77%


Good, flavourful new options

4/5

Read my full review on Of Dice and Pen.

One of the things I like best about a book like Inner Sea Combat is that it’s much easier to see immediate uses for the new options contained within. Pathfinder is a game with a lot of options—far more than most people can easily keep track of. While generic books like Ultimate Combat may contain many interesting abilities, they can quickly get lost in the deluge as they don’t have a context to make them stand out. But with the world-specific flavour that Inner Sea Combat offers, its options are instantly more recognizable. They make both the characters and the world more interesting. There are several things in here that I already want to introduce to my own games, and any game book that fills me with ideas is a good book, in my opinion.


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Contributor

Kudaku wrote:
I have to say so far apart from the Escape Stunt, the new rogue talents have not impressed me. I'm hoping that the "skill stunt" distinction means they function differently than normal rogue talents somehow.

You can't take a Stunt talent unless you're trained in the stunt's skill. That's about it: they're rogue talents with prerequisites.

Contributor

Another really cool bit is the new Ranger combat styles in this book. Rangers get a combat style correlating to each of the 20 Core Inner Sea Gods.


Really? What's the fighting style for rangers dedicated to Pharasma?


1 person marked this as a favorite.
Alexander Augunas wrote:
Kudaku wrote:
I have to say so far apart from the Escape Stunt, the new rogue talents have not impressed me. I'm hoping that the "skill stunt" distinction means they function differently than normal rogue talents somehow.
You can't take a Stunt talent unless you're trained in the stunt's skill. That's about it: they're rogue talents with prerequisites.

Thanks for clarifying skill stunts!

So it looks like combat trick is still the most popular rogue talent... That's disappointing :(


Tirisfal wrote:
Really? What's the fighting style for rangers dedicated to Pharasma?

There is none...only 13 of the 20 got it...and 3 of the minor gods.


Kudaku wrote:

I don't have access to the ISC (yet), but I did find these on the PFSRD:

Climbing Stunt
Disabling Stunt
Escaping Stunt
Flying Stunt
Riding Stunt
Sleight of Hand Stunt
Stealth Stunt
Swimming Stunt

The PFSRD states that "stunt talents" work slightly differently from normal talents, but it's not quite clear to me what they mean:

Perhaps it is just my pessimism but those talents seems really bad.

THe only one that was mechanically "strong" was scaping stunt, but then why to impose a limit per day restriction?


John Kretzer wrote:


It is that after 8th level this talent because 99% useless as you can't be flanked except by a rogue 4 levels higher than you.

Good catch, and a really good point.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Alexandros Satorum wrote:
John Kretzer wrote:


It is that after 8th level this talent because 99% useless as you can't be flanked except by a rogue 4 levels higher than you.
Good catch, and a really good point.

Unless you happen to be playing an Archetype that gave up Improved Uncanny Dodge...


Ok, it seems that rogue options are bad, what about fighter options? I saw the fighters archetypes in the SRD and they all seems bland at best. Particularly the duelist one will be crushed to the ground by the duelist class.

Contributor

John Kretzer wrote:
Tirisfal wrote:
Really? What's the fighting style for rangers dedicated to Pharasma?
There is none...only 13 of the 20 got it...and 3 of the minor gods.

Oops. That's what I get for glancing. Sorry. :(


I like the Oath against Chaos: it's interesting, outside the box, and flavorful. I can imagine that a lot of paladins of Abadar would take it.

The only problem I have is the feature unlocked at 4th level. You lose Channel Energy, but you gain the ability to sacrifice one use of Lay on Hands to Smite Evil? I guess it makes you more versatile, but it seems kind of phoned in and sacrifices useful class features.


Axial wrote:

I like the Oath against Chaos: it's interesting, outside the box, and flavorful. I can imagine that a lot of paladins of Abadar would take it.

The only problem I have is the feature unlocked at 4th level. You lose Channel Energy, but you gain the ability to sacrifice one use of Lay on Hands to Smite Evil? I guess it makes you more versatile, but it seems kind of phoned in and sacrifices useful class features.

Really? I think being able to trade LoH's for smite evil is waaaaay better than Channel Energy for a paladin.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mechalibur wrote:
Axial wrote:

I like the Oath against Chaos: it's interesting, outside the box, and flavorful. I can imagine that a lot of paladins of Abadar would take it.

The only problem I have is the feature unlocked at 4th level. You lose Channel Energy, but you gain the ability to sacrifice one use of Lay on Hands to Smite Evil? I guess it makes you more versatile, but it seems kind of phoned in and sacrifices useful class features.

Really? I think being able to trade LoH's for smite evil is waaaaay better than Channel Energy for a paladin.

Except that Channel Energy just got a lot of new options with Inner Sea Gods. Almost every Deity now has a new Channel Energy dependent feat, which you can't take if you don't Channel Energy...


Irnk, Dead-Eye's Prodigal wrote:
Mechalibur wrote:
Axial wrote:

I like the Oath against Chaos: it's interesting, outside the box, and flavorful. I can imagine that a lot of paladins of Abadar would take it.

The only problem I have is the feature unlocked at 4th level. You lose Channel Energy, but you gain the ability to sacrifice one use of Lay on Hands to Smite Evil? I guess it makes you more versatile, but it seems kind of phoned in and sacrifices useful class features.

Really? I think being able to trade LoH's for smite evil is waaaaay better than Channel Energy for a paladin.
Except that Channel Energy just got a lot of new options with Inner Sea Gods. Almost every Deity now has a new Channel Energy dependent feat, which you can't take if you don't Channel Energy...

Then I'd have to see if they're any good. As it is, though, I think I've only seen a paladin with access to channel energy use it once. And it was still pretty underwhelming.


Irnk, Dead-Eye's Prodigal wrote:
Alexandros Satorum wrote:
John Kretzer wrote:


It is that after 8th level this talent because 99% useless as you can't be flanked except by a rogue 4 levels higher than you.
Good catch, and a really good point.
Unless you happen to be playing an Archetype that gave up Improved Uncanny Dodge...

A good point too..still that talent is bad, way inferior to improved unccany dodge.


Pathfinder Adventure Path, Rulebook Subscriber

OMG....the "learned duelist"....I think it's compatible with the lore warden. It's like they wrote it just for me. :D

Contributor

Nate Z wrote:
OMG....the "learned duelist"....I think it's compatible with the lore warden. It's like they wrote it just for me. :D

The Ustalvian Duelist archetype is not compatible with Lore Warden. Both archetypes modify the fighter's weapon and armor proficiencies.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
John Kretzer wrote:
Tirisfal wrote:
Really? What's the fighting style for rangers dedicated to Pharasma?
There is none...only 13 of the 20 got it...and 3 of the minor gods.

3 Minor Gods? You mean Achaekek might have one?

This will have me skittering around all day. Or... whatever mantises do.

Contributor

1 person marked this as a favorite.
Xethik wrote:
John Kretzer wrote:
Tirisfal wrote:
Really? What's the fighting style for rangers dedicated to Pharasma?
There is none...only 13 of the 20 got it...and 3 of the minor gods.

3 Minor Gods? You mean Achaekek might have one?

This will have me skittering around all day. Or... whatever mantises do.

Here's the full list:

Major:
Calistria
Cayden Cailean
Desna
Erastil
Gorum
Gozreh
Imedae
Irori
Lamashtu
Norgorber
Sarenrae
Torag
Zon-Kuthon

Other:
Achaekek
Besmara
Kurgess

Contributor

Achaekek's Combat Style:

Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Two-Weapon Feint, and Two-Weapon Fighting.

At 6th Level, add Improved Two-Weapon Fighting and Two-Weapon Defense.

At 10th Level, add Greater Two-Weapon Fighting and Two-Weapon Rend.

Shadow Lodge

Any Weapon Style Feats?


Pathfinder Adventure Path, Rulebook Subscriber
Alexander Augunas wrote:
Nate Z wrote:
OMG....the "learned duelist"....I think it's compatible with the lore warden. It's like they wrote it just for me. :D
The Ustalvian Duelist archetype is not compatible with Lore Warden. Both archetypes modify the fighter's weapon and armor proficiencies.

Why Alexander? Why must you crush my dreams? ;_;


Alexander Augunas wrote:
Xethik wrote:
John Kretzer wrote:
Tirisfal wrote:
Really? What's the fighting style for rangers dedicated to Pharasma?
There is none...only 13 of the 20 got it...and 3 of the minor gods.

3 Minor Gods? You mean Achaekek might have one?

This will have me skittering around all day. Or... whatever mantises do.

Here's the full list:

Major:
Calistria
Cayden Cailean
Desna
Erastil
Gorum
Gozreh
Imedae
Irori
Lamashtu
Norgorber
Sarenrae
Torag
Zon-Kuthon

Other:
Achaekek
Besmara
Kurgess

Ah....I was going to enjoy watching him skittering or whatever manties do...take all of my fun.

Contributor

Nate Z wrote:
Alexander Augunas wrote:
Nate Z wrote:
OMG....the "learned duelist"....I think it's compatible with the lore warden. It's like they wrote it just for me. :D
The Ustalvian Duelist archetype is not compatible with Lore Warden. Both archetypes modify the fighter's weapon and armor proficiencies.
Why Alexander? Why must you crush my dreams? ;_;

Because your tears are exceptionally delicious.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Appreciate it. I've been ritualistically skittering for several hours in celebration. Even though the combat style is nearly identical to Two-Weapon Fighting, it's the thought of the Red Mantis that's enough.

Contributor

Xethik wrote:
Appreciate it. I've been ritualistically skittering for several hours in celebration. Even though the combat style is nearly identical to Two-Weapon Fighting, it's the thought of the Red Mantis that's enough.

Sometimes all you need is something a little bit exotic to make a good option. ;-)

Plus I don't think that TWF Style normally gets Two Weapon Feint.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Sad to see nothing for the falcata duelests of Taldor. Oh they got a magic falcata that is questionable due to inner sea gods.

Paizo Employee Associate Publisher

Matthew Morris wrote:
Sad to see nothing for the falcata duelests of Taldor. Oh they got a magic falcata that is questionable due to inner sea gods.

Curious as to how the Purging Falcata is questionable due to ISG. Should just be a falcata that is particularly good at 'putting the pointy end' in religious folks.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

1 person marked this as a favorite.
Thurston Hillman wrote:
Matthew Morris wrote:
Sad to see nothing for the falcata duelests of Taldor. Oh they got a magic falcata that is questionable due to inner sea gods.
Curious as to how the Purging Falcata is questionable due to ISG. Should just be a falcata that is particularly good at 'putting the pointy end' in religious folks.
ISC wrote:
First constructed for use during Taldor’s great purge of the Sarenite Cult of the Dawnflower, this +2 falcataAPG is inscribed with various religious slurs. While purging falcatas are typically attuned against followers of the Dawnflower, variants of this blade have been keyed to all variety of deities.
ISG wrote:

The church is strongest in Absalom, Katapesh, Osirion, Qadira, Taldor, and Thuvia, in which great gold-adorned open-air temples rise tall and white into the skies, though the church’s emphasis on kindness, healing, joy, and redemption makes it popular across the continents, and

shrines to the Dawnf lower dot countrysides in most nations.

"Hey look, here's a sword specifically designed to attack one of our biggest faiths!"

Scarab Sages

IIRC, the Cult of the Dawnflower is a specific sect within the Church of Sarenrae... one less focused on Redemption.

Paizo Employee Associate Publisher

Ah ha!

Interesting enough, while Taldor does have a huge population of Sarenrae worshippers, the nation also launched purges against them after worship of her was outlawed by a previous king.


1 person marked this as a favorite.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

there is also the fact that in the starting town of RoW, it is said that while the faith of Sarenae isn't allowed in capitol, the further away from the capitol you go the more acceptable it becomes. so the faith doesn't necessarily exist in the capitol but it does strongly in the countryside. Periodically the government will go thru the countryside looking for worshipers, but they don't usually do that much.

The other main reason to point out is that, the faith is attacked only because the government can't start another war with Qadria, so the king attacks the only thing he can, Qadria's major faith.

Scarab Sages

Unseelie wrote:
IIRC, the Cult of the Dawnflower is a specific sect within the Church of Sarenrae... one less focused on Redemption.

Yup, found it...

Cult of the Dawnflower

Shadow Lodge

1 person marked this as a favorite.

Most likely though, it's probably not referring to the individual sect, which is primarily in Qadira, and is probably referring to all faithful of Sarenrae as a cult, which (up until a recent retcon anyway), has universally been unwelcome in Taldor. Taldor literally burned all temples of Sarenrae, murdered her priests, and made it illegal, punishable by death. I don't have the book, but it seems that there has been a major retcon in ISG that changed the Sarenrae persecution like it never happened.

RPG Superstar 2008 Top 32

1 person marked this as a favorite.

The Dagger of Truth is a recent Pathfinder Tales novel that also has Sarenrae's banishment from Taldor as a subplot.

Dark Archive

Yeah pretty sure it has been mentioned elsewhere that Taldor thing has been retconned somewhat

Shadow Lodge

From what I've read, (which is just hearsay at this point), is that it's been totally retconned out, and basically way back in the day, Taldor burned a few churches, but it's been a long while and is currently viewed as a minor mistake, a tad embarrassing. That happened in 4528, so almost 200 years ago.

Shadow Lodge

3 people marked this as a favorite.

I was so excited for this book because they'd finally give rogues some decent rogue talents for combat. I was disappointed. All the rogue talents are horrible in my opinion. This is coming from a rogue fan boy. Horrible. They shouldn't have even included rogues in this book they did so poorly with the thieves guilds and rogue talents. It was a waste.

Many of the rogue talents will never be usable more than 4 times a day. The acrobatic stunt is useless as previously described, improved uncanny dodge negating it. The climbing stunt is useless since there is a rogue talent both rogues and ninjas can get to obtain a climb speed. Disable Device stunt is hyper situational and simply using a golem bane scarab or adamatine is better. Escaping stunt could be situational useful if your saves and CMD are lower than your escape artist. However, since the first ability of this talent is in place of a reflex save, you can't use it when it might be most useful. Flying stunt is useless to me, though some might like it, because I already add Dexterity to damage and single stat can't stack. Rogue riding... sure, I guess they'll come up in specific games at specific times. Then you might find a way to force this to be a good talent. Slight of hand... so, it's based on a corner stone left to GM discretion and even then you'll have to be adjacent to a ranged character... and they have to threaten for this talent to be useful. It's in place of an attack of opportunity. And the stealth stunt is another forgo an attack of opportunity to make a situational blase call. Finally the swimming stunt. Useful when you and your opponent are swimming. And they breath air. And you can attack them. I hope that no one is using magic to keep breathing underwater. I know I kit out my characters to have the ability to and the GM's I run with often do the same if the creature isn't naturally able to breath underwater.

They really need to come out with some serious combat rogue talents. The fact this was touted and lauded as a combat book, this is shameful. I feel badly giving such negative feedback but I'm really sick of rogues getting screwed and was super excited for this book. Instead I'm very disappointed. A fighter gets a feat every level, a rogue basically gets a talent when a fighter would get a feat, but our talents are often worse than traits in my opinion.

Paizo Employee Developer

2 people marked this as a favorite.

The purge of Sarenites from Taldor has not been retconned, it's just being downplayed to put it in perspective. Past sources mentioning the purge have led to a prevailing assumption that it was a major and ongoing element in the country, which isn't necessarily the case. Ultimately, Taldor's attempts to "ban" a NG religion based on the sun were futile (like so much else Taldor attempts to do). Yes, the faith was officially forbidden in Taldor 2 centuries ago; in practice, there are tens of thousands of people who venerate Sarenrae there, just as there are all over the world (except Nidal; they hate the sun there because it messes up their pale, gothy, skin.)


Anything in the book for dwarves?

I see no dwarf was mentioned as a noteworthy fighter not even King Taargick(which seems rather odd, honestly), and the only thing I saw mentioned for dwarves is the quat archetype. If things are the way it seems, considering fighter has always been THE class for dwarves I would have expected this book to give them some more love.


CAn somebody explain how "fame" works? Not sue if I am understand it.

Contributor

Rogar Valertis wrote:

Anything in the book for dwarves?

I see no dwarf was mentioned as a noteworthy fighter not even King Taargick(which seems rather odd, honestly), and the only thing I saw mentioned for dwarves is the quat archetype. If things are the way it seems, considering fighter has always been THE class for dwarves I would have expected this book to give them some more love.

Besides the Ouat Dwarf archetye?

Its basically a special monk archetype that serves to modify the monk AND create an alternate dwarven race at the same time. It trades monk abilities and dwarven racial traits. Very cool archetype all around.


Alexandros Satorum wrote:
CAn somebody explain how "fame" works? Not sue if I am understand it.

Here are the rules for fame.


Alexander Augunas wrote:
Rogar Valertis wrote:

Anything in the book for dwarves?

I see no dwarf was mentioned as a noteworthy fighter not even King Taargick(which seems rather odd, honestly), and the only thing I saw mentioned for dwarves is the quat archetype. If things are the way it seems, considering fighter has always been THE class for dwarves I would have expected this book to give them some more love.

Besides the Ouat Dwarf archetye?

Its basically a special monk archetype that serves to modify the monk AND create an alternate dwarven race at the same time. It trades monk abilities and dwarven racial traits. Very cool archetype all around.

Great if you want to play a monk dwarf (but then I like drunken masters a lot thematically) but nothing for fighters?

Aside from that not even a little nod to any well renowned Dwarven fighter?

Contributor

Rogar Valertis wrote:
Alexander Augunas wrote:
Rogar Valertis wrote:

Anything in the book for dwarves?

I see no dwarf was mentioned as a noteworthy fighter not even King Taargick(which seems rather odd, honestly), and the only thing I saw mentioned for dwarves is the quat archetype. If things are the way it seems, considering fighter has always been THE class for dwarves I would have expected this book to give them some more love.

Besides the Ouat Dwarf archetye?

Its basically a special monk archetype that serves to modify the monk AND create an alternate dwarven race at the same time. It trades monk abilities and dwarven racial traits. Very cool archetype all around.

Great if you want to play a monk dwarf (but then I like drunken masters a lot thematically) but nothing for fighters?

Aside from that not even a little nod to any well renowned Dwarven fighter?

Honestly, aside from the Ulfen Prestige Class there is no other racial material in this book. Golarion is a humanocentric world and dwarves are portrayed as traditionalists who don't want to bother mingling with those confounded whippersnapper races. There probably are a lot more notable dwarven fighters then are described here as a result.

To give you a picture of the who's who of Golarion, there are 40 martial characters described. All of them are human except for: one centaur, one dwarf, one half-orc, one halfling, one orc, and one tiefling.

So no, you don't see much racial stuff in this book. Unless you count a sprinkling of information on the various fighting styles of humanocentric nations as racial stuff. But almost nothing in this book has actual racial requirements save for one prestige class and one archetype.


ALL D&D worlds are mostly humancenteric. That doesn't mean other races shouldn't get a decent amount of stuff for themselves too imo. And if all the developers want to do is fleshing out human nations and human NPCs lots of the classical D&D feel will be lost.

If you do a book about D&D fighters at least throw a bone to Half Orcs and Dwarves, that's all I'm saying.

And as far as I know Golarion dwarves are not that stereotypically isolationist (for example the 5 kings mountains enjoy a great trading relationship with Druma).

Anyway thanks for the information, I will consider carefully if I want to spend money on this then.


Rogar Valertis wrote:

ALL D&D worlds are mostly humancenteric. That doesn't mean other races shouldn't get a decent amount of stuff for themselves too imo. And if all the developers want to do is fleshing out human nations and human NPCs lots of the classical D&D feel will be lost.

If you do a book about D&D fighters at least throw a bone to Half Orcs and Dwarves, that's all I'm saying.

The book is just too small, besides dwarf and Half-orcs already have a fighter racial archetype. I woud have prefered a halfling slinger, an elv specialzied in the elven curved blade or a gnone Whatever.


Small as it might be, I don't think giving space to a couple of non human fighters as legendary heroes would have been all that problematic.


If you are talking about the fluff then Boromgrim the hale is a darwf fighter. Ullorth Ugrim is a half-orc fighter.

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