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IMHO a spell-less ranger is just leads to a better ranger, which leads to, we need a better fighter, and thus Book of Nine Swords B.S. begins.
I'm not keen on more base classes beyond the 6 we're getting. I'm against making variants of them.
Somethings have to be a 10 level prestige class and I honestly believe a Swashbuckler is one of them.

sysane |

The class doesn't even have to bow focused. Name it something like Marksmen and have two paths, one for the bow another for the crossbow. Give it abilites beyond the scope of a fighter just taking bow/crossbow related feats and you got yourself a base class. Granted, might be better as a PrC but that could be said of any class.

Max Money |
There could be 100+ ideas that would lend themselves for good non-spellcasters… Especially if stick to the concept that new classes are variations of the primary 4.However when you combine a casting class and non-casting class, you still get a casting class (even if it is a partial casting class). And the examples that you give of non-casting ideas are more play styles or character settings than new game mechanics that could be created.
- Gladiator - A fighter for sure, possibly barbarian, ranger or even rogue. Look at Conan, Maximus and Caramon; all gladiators from different backgrounds.
- Sailor/mariner - A rogue, possibly ranger or fighter. Could be lumped in with swashbuckler depending on how it's played or the background involved.
- Assassin - Definitely a rogue with a concentration in poisons. Though it could be any class (caster or not) as an assassin is a hired killer.
- Marksman - A ranger is the closest, though could go fighter with feats focused in range combat. And with ray and range touch spells, it could be a caster as well.
So, it's really a need for new mechanics than anything else, not about a new concept/style.
It’s also silly when you think that 80% to 90% of the core fantasy worlds should be non spellcasters, but 80% to 90% of the class concepts are all spellcasters.
Actually for Pathfinder, it is more along the lines of 60% to 65% of the class concepts being spellcasters, as was pointed out earlier:
If you create a third category...
Full Caster: Druid, Cleric, Oracle, Sorcerer, Witch, and Wizard.
Secondary Casters: Bard, Ranger, Paladin, Inquisitor, and Summoner.
Non Casters: Barbarian, Fighter, Monk, Rogue, Cavalier, and Alchemist.
Personally, the hard part is to come up with a game mechanic idea that is still flexible enough to allow several different play styles or character concepts.

seekerofshadowlight |

The doesn't even have to bow focused. Name it something like Marksmen and have two paths, one for the bow another for the crossbow. Give it abilites beyond the scope of a fighter just taking bow/crossbow related feats and you got yourself a base class. Granted, might be better as a PrC but that could be said of any class.
Dude thats a fighter with a feat chain. Really there is not much I can think of for an archer that can not be done with a fighter and his 21 feats

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other publsihers don't seem to have a problem coming up with non-spell casters like 4 Winds and Super Genius
And how many books do those publishers get onto store shelves? Better still, how many of those books sell?
Paizo isn't going to publish crap for the sake of publishing it.

SilvercatMoonpaw |
it gets bonus feats every even level, and a bonus to damage with range weapons... and... oh wait that's a fighter...
Well we will make him woodsy instead and... oh wait ranger...
How about he's uncivilized and... barbarian...
hm... this is hard how about you make one?
The thing is each example you give has class features the archer doesn't need:
Fighter: Trains in more weapons than an archer needs. Armor options seem to make heavier armors more attractive, whereas archers probably try to stay in less-constrictive stuff and focus on dodging and mobility. One could also argue they'd have a good Reflex rather than Fortitude save for the same reason.Ranger: You're mentioning ranger because he can get bonus feats for archery. That's only a small part of the class. The rest of the class is about being a hunter, which an archer role doesn't necessarily need.
Barbarian: An archer does not need to get stronger and more tough for a limited time. Useful, but not necessary to the role. Plus the rage powers don't all make sense for standing back to deal damage.
But to show you I haven't considered your angle I took a look at the Rogue and it would work, though I'd say an alternate class feature that granted Sneak Attack at greater range in exchange for loosing it in melee. A similar angle was done when the Swashbuckler class was created for Tome of Secrets.
If you don't think a role needs a completely new class that's fine, but it doesn't always mean the way things are work as the asker wants.

sysane |

Dude thats a fighter with a feat chain. Really there is not much I can think of for an archer that can not be done with a fighter and his 21 feats
I can think of plenty things that can't be done with a fighter. Shooting while threatened without giving an AoO, perform a Combat Maneuver with an arrow/bolt, use an arrow/bolt as improvised melee weapon, etc..

Zurai |

seekerofshadowlight wrote:Dude thats a fighter with a feat chain. Really there is not much I can think of for an archer that can not be done with a fighter and his 21 featsI can think of plenty things that can't be done with a fighter ... perform a Combat Maneuver with an arrow/bolt, use an arrow/bolt as improvised melee weapon, etc..
You might want to check the feats section again.

seekerofshadowlight |

I can think of plenty things that can't be done with a fighter. Shooting while threatened without giving an AoO, perform a Combat Maneuver with an arrow/bolt, use an arrow/bolt as improvised melee weapon, etc..
All of that sounds like feats to me, sept the hawkeye/green arrow tricks which are the realm of a PRC or magic items

Zurai |

Zurai wrote:You might want to check the feats section again.Unless I've missed something (posible) I don't think any of those are feats.
You actually don't even need a feat to have the ability to do either of those things. They're both usable out of the box as a level 1 Commoner, let alone as an actual PC class.
You can take the Catch Off Guard and Improvised Weapon Mastery feats to actually make it a semi-useful option.

sysane |

sysane wrote:You actually don't even need a feat to have the ability to do either of those things. They're both usable out of the box as a level 1 Commoner, let alone as an actual PC class.
You can take the Catch Off Guard and Improvised Weapon Mastery feats to actually make it a semi-useful option.
Commoner would be -4 on the attack so not so good at it. As you stated, a semi-usful option that no one would typically use feats on. As a class ability that lets the archer/marksmen do it while keeping the base damage, crit threat range and multiplier of the arrow/bolt all at lower level a decent perk to a class.

Abraham spalding |

Abraham spalding wrote:so your response is that there are already non-spell casters, let me guess you like spell casters,my point is that there are too many casters.northbrb wrote:I really don’t think it matters what niche needs filled, all I think is that melee non-spell casters are unfairly represented and I do agree we do play in a high fantasy game but when you have so few non-spell casters it feels unfair for people like me who don’t enjoy spell casters.So create another one.
We'll call it "archer"
it gets bonus feats every even level, and a bonus to damage with range weapons... and... oh wait that's a fighter...
Well we will make him woodsy instead and... oh wait ranger...
How about he's uncivilized and... barbarian...
hm... this is hard how about you make one?
My point is if there isn't a niche or place for them there isn't a need for them and therefore they aren't getting added in.
IF you think there is a spot for more non magic users then make a class for that spot.

MerrikCale |

And how many books do those publishers get onto store shelves? Better still, how many of those books sell?
Paizo isn't going to publish crap for the sake of publishing it.
Of course not, I am merely stating there is room for some additional non-spell casting classes
and I dispute the notion that the Super Genius classes are crap. The Shaman is an interesting (no spells) take on the class.

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Shooting while threatened without giving an AoO
Well Improved Unarmed Strike removes the AoO deal.. so how's about Improved Archery. Does the same thing and it's a feat. :P
perform a Combat Maneuver with an arrow/bolt
Like what? Disarm? Improved Range Disarm, instead of Improved Disarm. Let's you Disarm an opponent with a shot.
Just because the current combat maneuvers don't cover ranged weapons, it doesn't mean new ones can't be created.
use an arrow/bolt as improvised melee weapon
Actually there's a rule for this already. It's called Improvised Weapon. Even 3.0 had it. Want to be proficient at it? Simple enough to create a proficiency feat if you think it's necessary to have a "complete" archer chain.

sysane |

Don't really understand the resistance to an archer based class. Wonder if WotC had the same issue with the Barbarian or the Monk when they first created 3.0.
"So, whats this barbarian class concept? A savage warrior who gains increased fighting prowess thru rage? Sounds like an angry ranger to me. Just make rage a feat chain and nix the class idea."
"Now tell me more about that monk class you were talking about? An enlightened warrior who fights with nothing but his bare fists and feet? Sounds like a lightly armored fighter who specializes in unarmed combat. Make a few unarmed feats and throw in a PrC or two and no need for a base class."
"So how many non-spellcasting base classes do we have now? Two??? Hmmmm...thats...errr...bad. Tell me about the rage ranger and the no weapon fighter concepts again."

sysane |

All the class features? I mentioned three as possible ideas. Only one was pointed as being replicated by a feat and only marginally so.
As for new feats. Couldn't most, if not all, of the new classes being put forth by the Advanced Player's Guide Playtest be achieved thru new feats and improved/greater feat chains?

Zurai |

As for new feats. Couldn't most, if not all, of the new classes being put forth by the Advanced Player's Guide Playtest be achieved thru new feats and improved/greater feat chains?
Not most, no. Feats are used for simple concepts, something that can be explained in a paragraph or less (Leadership being a notable exception, and keep in mind it wasn't in the 3.5 PHB for a reason). Most of the new classes include very complex abilities that require several paragraphs to explain. They also tend to include abilities that would be unbalanced as feats for already-existing characters; just imagine a Summoner's Eidolon on top of a standard Wizard! That's worth spending a few feats on.

sysane |

I understand that not every ability can or should be replicated thru feats hence the creation of base and prestige classes. But to say every archer based idea is best represented by feats rather than a class is nonsense. Granting something like precision damage, or as a full round action resolving a single ranged attack as a ranged touch attack, or whatever, shouldn't always come down to new feat creation.
Anyway, I see that this is going nowhere. I'll concede to disagree at this point (I hate that saying).

R_Chance |

The two empty niches for nonspellcasters that I can think of are a Swashbuckler/Unfettered style lightly armed/armored warrior (who doesn't use sneak attack) and a Marshal/Warlord style leader. So there's room for new base clases there, BUT...personally I'd rather see some fighter feats inspired by Monte's Book of Experimental Might so that those are options for the fighter class.
I think the lightly armored / swashbuckler could be handled through the Fighter by feats. The leader type would be best served by a prestige class imo rather than a base class.

Max Money |
OK, you have an idea for a ranged non-caster with an idea of what it will do. So, how would you flesh it out?I understand that not every ability can or should be replicated thru feats hence the creation of base and prestige classes. But to say every archer based idea is best represented by feats rather than a class is nonsense. Granting something like precision damage, or as a full round action resolving a single ranged attack as a ranged touch attack, or whatever, shouldn't always come down to new feat creation.
Anyway, I see that this is going nowhere. I'll concede to disagree at this point (I hate that saying).
- What would it have for a primary ability score?
- Base attack and hit die?
- Saving throws?
- Skills and skill points per level?
- Armor and weapon proficiencies?
- Should it get bonus feats? If so, how many and how often?
- What kind of game mechanics would you give its new class abilities? How would you make them to keep folks from saying, "Well why didn't they just make this a feat (chain)?"
All the new classes they have proposed for the APG have their own unique game mechanics. They also have a distinct set of skills and saving throws that set them apart from being "just another...." The other part I think a lot of people miss is that Pathfinder was built to be compatible (with a bit of tweaking) with any and all 3.X material. Someone wants to play an archer class, how about fixing up the scout, with its skirmish class ability, with the ranged feats from "Complete Adventurer"?
Personally, it seems to me that you are trying to re-invent the wheel. However, I agree that we can respectfully disagree.

likrin |
Wouldn't mind seeing as true archer base class. While there are fighter, ranger, and rogue builds that optimize the use of the bow they just don't capture the true archer feel.
I can see the argument that its to "nichey" to warrant full class but think it would be cool none-the-less.
Im a huge fan of spell casters, but i also like balence, and here theres too muck magic going on
more specilized means of attacks, like Archery, Combat Manuver master, Anti magic guy, or all around skill monkeys, something, would be awsume for people who dont wanna sit and cast
Kolokotroni |

A specialized archery class would be nice, so long as its not useless. Being able to rain down a hail of arrows, or bolts does not make a useful character. If it has to reside in the back line, and doesnt have the skills of a rogue/ranger/scout(from 3.5) its a 5th party member. Which is not a good class to have in my opinion.

Zmar |

MerrikCale wrote:That is a good point. By the same token, the summoner could be a prestige class reallyNo, it really couldn't. Summoner is the one single APG character concept that could not be reasonably pulled off as a Prestige Class.
Unless it was done like a really extensive rebuild, like the 15 levels of Hellknight that appeared in the latest adventure path perhaps...

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A specialized archery class would be nice, so long as its not useless. Being able to rain down a hail of arrows, or bolts does not make a useful character. If it has to reside in the back line, and doesnt have the skills of a rogue/ranger/scout(from 3.5) its a 5th party member. Which is not a good class to have in my opinion.
I could see a specialized archer PrC, maybe, but it sounds like what you're looking for already exists. It's called a Fighter. :)

SilvercatMoonpaw |
I could see a specialized archer PrC, maybe, but it sounds like what you're looking for already exists. It's called a Fighter. :)
And what if you don't want the armor-based abilities, don't want anything to do with getting better at using weapons other than bows, and maybe want different saving throws and skills?

Exiled Prince |

We have 17 base classes and by my count, only 6 don't caster spells: fighter, rogue, barbarian, monk, cavalier, and alchemist. And the alchemist creates spell like abilities. That leaves 5 strictly martial types.
To me, thats not enough. I would like to see a few more choices that don't include spells within the class. Even if that means spell less versions of the Ranger and Inquisitor.
What say you?
I agree. I also think the paladin shouldnt have spells. I was so glad to see the assassian losing it's spells. Spells are great for some but why tack on spells to classes that dont need them?

Dragonchess Player |

Fatespinner wrote:I could see a specialized archer PrC, maybe, but it sounds like what you're looking for already exists. It's called a Fighter. :)And what if you don't want the armor-based abilities,
Wear light armor; you don't have to run (clank) around in full plate just because you're a fighter.
don't want anything to do with getting better at using weapons other than bows,
Considering that simply choosing Weapon Training groups Bows, Crossbows, and Thrown accounts for three of the four possible choices that a fighter can take, covers all ranged weapons, and accounts for the first 16 levels in the fighter class, having the fighter "getting better at using weapons other than bows" is a deal-breaker? O-kay....
and maybe want different saving throws and skills?
Iron Will and Lightning Reflexes (plus the improved versions) are wonderful things. A fighter has the feats to spare for them, too. Don't dump Int and use the Favored Class benefit to pick up an extra skill rank per level; that gives you at least 3-4 skill choices. Since PF has eliminated the worst of the "cross-class" skill penalties (1 rank = 1 rank for all skills; class skills get a +3 check bonus), pick whatever skills you want; the fighter really doesn't have any "must have" skills, so they can all be based on the concept (and if you really want to excel, there's Skill Focus and other skill-boosting feats). Want a fighter that's an archer/scout? Take Craft (Bowmaking), Perception, Stealth.
I just don't see the validity of the complaint (raised several times already in this thread), that certain classes aren't narrow enough for certain niche concepts, no matter how well they can cover them with the options already available.
Case in point: The ranger makes just about as good a swashbuckler as a fighter/rogue. Just start with a high Dex and above average Int, take "swashbuckler" skills (Acrobatics, Diplomacy, Knowledge (Local), etc.) and feats (Weapon Finesse, Combat Expertise, Improved Disarm, Dodge, Mobility, Spring Attack, etc.), take Urban as your Favored Environment and your companions as your Hunter's Bond (instead of an animal), and use fencing weapons. Combat Style can give the ranger the ability to fight two-weapon style, also. A ranger can easily qualify for the duelist PrC at 6th level, the minimum possible to meet the +6 BAB requirement.

Andreas Skye |

I personally think that martial classes can be easily personalized with a good 3.5 concept: Substitution levels". I would not mind seeing substitution levels in PF (were those in the SRD?)
Casters (or hybrid casters) are harder to give variant concepts with substitution levels, as much of the "concept" rests on the spell selection, I think. In that sense, a longer list of classes with spells vs. classes without spells would make sense.
I really dislike seeing too many classes (either base or prestige). The new classes look interesting, but I would not grow too much from there. Even an "Oriental" supplement could be really well crafted by adding substitution levels for our base classes.

SilvercatMoonpaw |
I just don't see the validity of the complaint (raised several times already in this thread), that certain classes aren't narrow enough for certain niche concepts, no matter how well they can cover them with the options already available.
The same argument could be made that there are several classes already in existence that would be served as variations of other classes:
*Barbarian, Monk, and Ranger as variant Fighters. Things like Rage and Favored Enemy would make good Fighter feats.*Paladin as a variant Cleric. Because you could just use Cleric spells for the smiting and the healing.
*Bard as a multiclass Rogue/Sorcerer. Because Rogue gives skills and the Performances could just be spells.
*Wizard or Sorcerer as a variant of the other. They have the same spell list, who cares how they cast?
*All spellcasters based off one class. The Divine/Arcane line is arbitrary.
The point is that if looked at from the right angle many class divisions seem pointless, but when you actually get to look at the detailed mechanics you find that there are subtle differences.
And really, why do you care how someone else gets their concept made? Why do you feel the necessity to say how "Concept X" should be done?

Zurai |

Things like Rage and Favored Enemy would make good Fighter feats.
No, actually, they wouldn't. Rage alone takes up 3 paragraphs, then there's a page and a half of rage powers. Similarly, Favored Enemy is three paragraphs and a chart, taking up a total of about a third of a page of text. Neither is at all a good example of something to be made into a feat.
And really, why do you care how someone else gets their concept made? Why do you feel the necessity to say how "Concept X" should be done?
Because there is a limited budget that Paizo works within. Three of them, actually; money/time, space, and classes.

Dr. Swordopolis |

The thing is well most non magic stuff you can pull off with the base 6 you have. I mean what concept do you need filled that can not be done by the fighter, rogue, barbarian, monk, or cavalier.
Two responses to this:
Firstly, you can say the same thing about spellcasters. What concept do you need that can't simply be filled by Wizard and Cleric? You've got your arcane and divine right there. Everything else is just personal flavor. If you really want to get down to brass tacks, there should only be 4 classes: Fighter, Rogue, Cleric, Wizard. Everything else is unnecessary. It's also easily arguable that the distinction between Wizard and Cleric is unnecessary. One spellcasting class should be enough, by your standard. So Fighter, Rogue, Caster, should be enough, if you want to be that minimalistic.
Secondly: What if I wanted to play a character who wielded a sword, but also had innate supernatural abilities resulting from mystic training? There is no base class that would let me simulate that very accurately. The Swordsage class from Book of Nine Swords would, but it's not in Pathfinder. Multiclassing Monk and Fighter wouldn't work, since Monks don't get most of their powers if they're not unarmed or wielding "special monk weapons", of which a sword is not one.
I could not play a Hero/Crouching Tiger/House-of-Flying-Daggers type character now, with the rules being the way they are. That's just one example.
The D&D/Pathfinder character format is just not one that encourages alot of character customization and individualism. Your character concept, the way they look, the way they act, is already pretty narrowly defined for you. You have a set of archetypes to choose from, and not alot of customization options. Hence the need for more classes to give players more choice. Since Paizo is either unable or unwilling to make the structure of the game character creation system more free-form, the only way to satisfy players who have more unusual preferences is to make more classes.
Personally I wish they'd made 2 non-casters, 2 half-casters, and 2 full casters. But instead they only included 1 non-caster in the playtest. Oh well.

Dr. Swordopolis |

Dr. Swordopolis wrote:What concept do you need that can't simply be filled by Wizard and Cleric?Final Fantasy/Advanced Player's Guide style Summoner.
My first response was mostly sarcasm. Obviously there are plenty of character types that cannot *really* be represented by just the four basic classes, or even all the ones in the PFRPG book. I was simply turning the same concept around on you.
Just like you cannot simulate a Sword-Saint/Nameless style character with the existing melee classes, you cannot accurately represent an FF type summoner with the existing casters. Ergo the need for either:
A) More classes to select from
B) A more free-form, classless character build system.
Since Paizo is unwilling to do B, A is the only option. So you need more classes.

Zurai |

Just like you cannot simulate a Sword-Saint/Nameless style character with the existing melee classes
What's the reference? I would be very surprised if it couldn't be replicated with an existing class and either an alternate class feature or a feat, both of which we're getting in the APG for the core classes.

Zurai |

sword saint is a kensei, or a FF tactics class, A Kensei is just a fighter, while the other class reads like a sword focused paladin
I know what a generic sword saint (kensai, not kensei) is. I got the feeling that he was referencing a particular character named Sword Saint, but I don't know the reference.
Speaking for just a generic kensai, though, all it would take to simulate it would be a simple "swords are now monk weapons" feat. One of those actually exists (in the Eberron Campaign Setting) for longswords.

SilvercatMoonpaw |
Quote:And really, why do you care how someone else gets their concept made? Why do you feel the necessity to say how "Concept X" should be done?Because there is a limited budget that Paizo works within. Three of them, actually; money/time, space, and classes.
Money/Time: Every dollar (or minute) spent designing a class that can be reproduced perfectly or near-perfectly with an already existing class is a dollar (or minute) not being spent on something that's actually new to the game.
Space: Every page that such a redundant class takes up is one that cannot be used to present new ideas.
Classes: Paizo has said they want to keep the number of base classes VERY low so that they can support all of them in the future. When you only have a certain number of classes that will get published, they NEED to be fairly broad in scope.
What does that have to do with telling people how to make the classes they want using existing mechanics? Just say "I don't want Paizo to waste time on making this". Anything else is telling someone else how to play the game.

Zurai |

What does that have to do with telling people how to make the classes they want using existing mechanics? Just say "I don't want Paizo to waste time on making this". Anything else is telling someone else how to play the game.
If a class can be made with existing mechanics, then it needs to be made with existing mechanics, not made as a new class. It's not telling you how to play the game, it's telling you that Paizo has a budget and they're going to focus on the best uses of that budget. Making classes that are only slight variations from already-existing classes, or classes that just plain ARE already-existing classes, isn't going to happen.