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*bump*
Anything else ability-wise about the Gladiator? Also, the stats for the Butterfly Sword? It seems like it would just be a hybrid of a dagger/short sword, but I want to make sure.
I wrote up the gladiator with a full suite of the usual kind of archetype swaps, but I had to kind of write it in a vacuum, since only the general outline of the performance combat system had been written (by one of the other authors) at that point. During development of the book, the final version of performance combat evolved and the gladiator along with it, and the final version is more intimately tied to performance combat.
He loses relatively little - heavy armor, tower shields, bravery.
He gains stuff that is mostly going to apply in the arena - Perform as a class skill, bonuses when wearing piecemeal armor, the ability to take combat or performance feats, free Performance Weapon Mastery, and a Fame ability that grants extra victory points in arena combat.
In the end, the gladiator isn't massively different from a standard fighter in most situations.

Cheapy |

submit2me wrote:@Cheapy: Shisumo briefly touched on combat performance rules, but otherwise no one ever really answered my question about actual abilities. I checked and double checked the board since I first asked. No one else has said a word about it beforehand either. =(
@Dr.Candycane: Thank you!
Combat performance seems to be about fighting for the benefit of a crowd, swaying their reactions and determining who is victorious in the crowds eyes.
Edit: Looks like more of a DM tool for a combat setup, like a duel, gladiator fights, etc.
Note that there is a feat that lets you do Performance stuff in a regular combat setting too. Most of these feats build off of Dazzling Display, IIRC.

Cheapy |

submit2me wrote:*bump*
Anything else ability-wise about the Gladiator? Also, the stats for the Butterfly Sword? It seems like it would just be a hybrid of a dagger/short sword, but I want to make sure.
I wrote up the gladiator with a full suite of the usual kind of archetype swaps, but I had to kind of write it in a vacuum, since only the general outline of the performance combat system had been written (by one of the other authors) at that point. During development of the book, the final version of performance combat evolved and the gladiator along with it, and the final version is more intimately tied to performance combat.
He loses relatively little - heavy armor, tower shields, bravery.
He gains stuff that is mostly going to apply in the arena - Perform as a class skill, bonuses when wearing piecemeal armor, the ability to take combat or performance feats, free Performance Weapon Mastery, and a Fame ability that grants extra victory points in arena combat.
In the end, the gladiator isn't massively different from a standard fighter in most situations.
I'm always curious as to what people wrote. What else did you write?

Zark |

Funny, ranged inquisitors are generally seen as the best kind of inquisitors, due to Bane and Judgement working almost all the time since you can full-attack at range. But yes. Yes there are good teamwork feats for 'em.
I get your point, but without Precise Shot your not much of an archer and you can't pick Precise Shot until level 5. Waiting until until your useful isn't fun. The TW feat in The APG doesn't help.
"Enfilading Fire
Point-Blank Shot, Precise Shot, 1 other
teamwork feat
When ally flanks opponent, you gain +2 on ranged
attack rolls against opponent""Target of Opportunity
Point-Blank Shot, base attack bonus +6
When an ally hits with a ranged attack, you may
make an attack as an immediate action"
cool, thanks for the info.

Xum |

Xum: Well, they don't really get anything before level 4 other than Canny Defense and a free Weapon Focus at level 1.
at level 4, they get this:
"Perfect Strike (Ex): At 4th level, when a kensai hits with
his chosen weapon, he can spend 1 point from his arcane
pool in order to maximize his weapon damage. Don’t roll
for damage—the weapon deals maximum damage. This
affects only the weapon’s base damage dice, not additional
damage from sneak attack, magical weapon properties,
spellstrike, or critical hits.
If the kensai confirms a critical hit, he can instead spend
2 points from his arcane pool to increase his weapon’s
critical multiplier by 1. This ability replaces spell recall."
Wow, cool stuff. Thanks a lot mate. I guess that's what they get and they lose one slot per level and armor proficiency... not bad, not bad at all.

Cheapy |

Cheapy wrote:
Funny, ranged inquisitors are generally seen as the best kind of inquisitors, due to Bane and Judgement working almost all the time since you can full-attack at range. But yes. Yes there are good teamwork feats for 'em.I get your point, but without Precise Shot your not much of an archer and you can't pick Precise Shot until level 5. Waiting until until your useful isn't fun. The TW feat in The APG doesn't help.
Precise Shot only requires PBS, so a human inquisitor can get it from level one, and any other can get it by level 3.
And when I play archers, I just pick different targets :)
But yes, that -4 is quite pesky.

Dr.Candycane |

Has the divine hunter archetype been brought up in this thread? I can't seem to find it. I'm also presuming that the knight of the sepulcher is the aforementioned antipaladin archetype?
Lose Heavy Armor, Gain Precise Shot.
Allies gain use of Precise Shot, replaces Aura of Courage.
Divine Bond with Ranged or Throwing weapon only, adds applicable special abilites to the list.
Use lay on hands at ranged.
Very archery heavy.
Correct on the Anti-paladin archetype.

Cheapy |

Has the divine hunter archetype been brought up in this thread? I can't seem to find it. I'm also presuming that the knight of the sepulcher is the aforementioned antipaladin archetype?
I don't think it has! at least not in detail. Here are three of their abilities that should give the flavor of the archetype.
"Precise Shot: A divine hunter gains Precise Shot as a bonus
feat at 1st level, even if she doesn’t meet the prerequisites.
This ability replaces her Heavy Armor Proficiency."
"Shared Precision (Su): At 3rd level, when a divine hunter
hits a creature with a ranged attack, she grants her allies
within 10 feet of her the benefit of the Precise Shot feat
against that target until the start of her next turn. Her
allies must remain within 10 feet of her, and must be able
both to see and hear the divine hunter to gain this benefit.
This ability replaces aura of courage."
"Distant Mercy (Sp): At 6th level, a divine hunter can
expend two uses of her lay on hand abilities to use her
lay on hands ability on a target within 5 feet per paladin
level. Distant mercy has no effect on creatures harmed by
positive energy, such as undead. This ability replaces the
paladin’s 6th-level mercy."
And yes, Knight of the Sepulcher is the anti-paladin archetype. They slowly turn into an Undead.

ThatEvilGuy |

ThatEvilGuy wrote:Has the divine hunter archetype been brought up in this thread? I can't seem to find it. I'm also presuming that the knight of the sepulcher is the aforementioned antipaladin archetype?I don't think it has! at least not in detail. Here are three of their abilities that should give the flavor of the archetype.
"Precise Shot: A divine hunter gains Precise Shot as a bonus
feat at 1st level, even if she doesn’t meet the prerequisites.
This ability replaces her Heavy Armor Proficiency.""Shared Precision (Su): At 3rd level, when a divine hunter
hits a creature with a ranged attack, she grants her allies
within 10 feet of her the benefit of the Precise Shot feat
against that target until the start of her next turn. Her
allies must remain within 10 feet of her, and must be able
both to see and hear the divine hunter to gain this benefit.
This ability replaces aura of courage.""Distant Mercy (Sp): At 6th level, a divine hunter can
expend two uses of her lay on hand abilities to use her
lay on hands ability on a target within 5 feet per paladin
level. Distant mercy has no effect on creatures harmed by
positive energy, such as undead. This ability replaces the
paladin’s 6th-level mercy."And yes, Knight of the Sepulcher is the anti-paladin archetype. They slowly turn into an Undead.
Awesome. One of my players was planning on playing a ranged paladin and this would fit perfectly.

mdt |

Ok,
They got rid of most of the exception rules for Gunslingers. The only 'exception' rule is that they start with a broken gun, and can only sell it for 4d10 gp because it's not even worth melting down. Other than that, no exceptions. Which means that at lower levels, it's nigh onto impossible to be a gunslinger due to ammo costs (11gp per shot still).
The guns commonality rules appear to be the same as the test, 25% for early firearms if guns are common, and if they are everywhere, then 10% cost for everything.

Cheapy |

Ok,
They got rid of most of the exception rules for Gunslingers. The only 'exception' rule is that they start with a broken gun, and can only sell it for 4d10 gp because it's not even worth melting down. Other than that, no exceptions. Which means that at lower levels, it's nigh onto impossible to be a gunslinger due to ammo costs (11gp per shot still).The guns commonality rules appear to be the same as the test, 25% for early firearms if guns are common, and if they are everywhere, then 10% cost for everything.
Was this in the playtest?
"Crafting Ammunition: You can craft bullets, pellets, and
black powder for a cost in raw materials equal to 10% of the
price. "
It's a part of the Gunsmithing feat.

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Jason Nelson wrote:I'm always curious as to what people wrote. What else did you write?submit2me wrote:*bump*
Anything else ability-wise about the Gladiator? Also, the stats for the Butterfly Sword? It seems like it would just be a hybrid of a dagger/short sword, but I want to make sure.
I wrote up the gladiator with a full suite of the usual kind of archetype swaps, but I had to kind of write it in a vacuum, since only the general outline of the performance combat system had been written (by one of the other authors) at that point. During development of the book, the final version of performance combat evolved and the gladiator along with it, and the final version is more intimately tied to performance combat.
He loses relatively little - heavy armor, tower shields, bravery.
He gains stuff that is mostly going to apply in the arena - Perform as a class skill, bonuses when wearing piecemeal armor, the ability to take combat or performance feats, free Performance Weapon Mastery, and a Fame ability that grants extra victory points in arena combat.
In the end, the gladiator isn't massively different from a standard fighter in most situations.
Lessee if I can remember...
Class sections:
Barbarian
Cleric
Fighter
Magus
Monk
For each class 5-10 (or more) feats in draft form that were sent on to the guys of "Team Gruntwork" to develop.
Also:
Siege Engines
Vehicles
Armor as DR
A batch of teamwork feats
A 4-page section on "Fighting Schools" that ended up getting cut entirely.
Somewhere between 40-50,000 words I think.
P.S. Colin was the one who wrote performance combat. I was just looking back at some of my email threads and saw our conversation about it back in December.

Cheapy |

Care to share some finishing moves? And how called shots work?
Cleaving Finish: When you knock down an enemy, you can make a free additional attack against an adjacent enemy.
Another one lets you demoralize enemies in 30'.
Called Shots: Take penalties to hit to try and hit body parts, penalty depends on how small the body part is. If you hit, something happens. If you crit, something better happens. If you do more than 50 damage, something really good happens.

mdt |

Was this in the playtest?"Crafting Ammunition: You can craft bullets, pellets, and
black powder for a cost in raw materials equal to 10% of the
price. "It's a part of the Gunsmithing feat.
Sort of, it was in the class itself, rather than being a feat anyone could take. There were also some wierd 'you can't sell your ammo' stuff in it.
I really dislike this feat though, as it breaks the existing crafting rule of 1/3 or 1/2. You can make quite a bit of gold making ammo for guns. Oh well.
EDIT : Well, maybe not, since this feat is pretty much a must have for anyone that wants to use guns, otherwise you'll go broke firing them. And nobody is going to sell bullets or powder, since nobody will buy it at the given cost when they can create it from raw components for 1/10th the price.

Zark |

Zark wrote:Cheapy wrote:
Funny, ranged inquisitors are generally seen as the best kind of inquisitors, due to Bane and Judgement working almost all the time since you can full-attack at range. But yes. Yes there are good teamwork feats for 'em.I get your point, but without Precise Shot your not much of an archer and you can't pick Precise Shot until level 5. Waiting until until your useful isn't fun. The TW feat in The APG doesn't help.
Precise Shot only requires PBS, so a human inquisitor can get it from level one, and any other can get it by level 3.
And when I play archers, I just pick different targets :)
But yes, that -4 is quite pesky.
I thought the prereq to PBS was BAB +1. I don't know why, but you are totaly right. No prereq.
You totaly made my day. Thank you very much .-)Did I forget to say thank you? :-)
Inquisitor next campaign here I come!

Xum |

Xum wrote:Care to share some finishing moves? And how called shots work?Cleaving Finish: When you knock down an enemy, you can make a free additional attack against an adjacent enemy.
Another one lets you demoralize enemies in 30'.
Called Shots: Take penalties to hit to try and hit body parts, penalty depends on how small the body part is. If you hit, something happens. If you crit, something better happens. If you do more than 50 damage, something really good happens.
Finishing moves are all feats!? I don't like it, too situational...

Cheapy |

Cheapy wrote:Finishing moves are all feats!? I don't like it, too situational...Xum wrote:Care to share some finishing moves? And how called shots work?Cleaving Finish: When you knock down an enemy, you can make a free additional attack against an adjacent enemy.
Another one lets you demoralize enemies in 30'.
Called Shots: Take penalties to hit to try and hit body parts, penalty depends on how small the body part is. If you hit, something happens. If you crit, something better happens. If you do more than 50 damage, something really good happens.
Killing enemies is too situational? o_O That seems to happen quite a few times a combat.

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Scanning the new feats...Dimensional Savant is jawdroppingly amazing! It takes three feats, abundant step/dimension door and BAB 9 to get there, but even the journey is quite sweet :).
I mean...flanking with YOURSELF?!?

Xum |

Xum wrote:Killing enemies is too situational? o_O That seems to happen quite a few times a combat.Cheapy wrote:Finishing moves are all feats!? I don't like it, too situational...Xum wrote:Care to share some finishing moves? And how called shots work?Cleaving Finish: When you knock down an enemy, you can make a free additional attack against an adjacent enemy.
Another one lets you demoralize enemies in 30'.
Called Shots: Take penalties to hit to try and hit body parts, penalty depends on how small the body part is. If you hit, something happens. If you crit, something better happens. If you do more than 50 damage, something really good happens.
Hehehehe, I see your point. But it kinda is, that's why I like the new cleave a lot more. But I guess it's a playstyle kinda thing, if your DM enjoys waves of goblins instead of a Witch King kinda boss it is indeed cool.

Cheapy |

Could you tell me what abillities are givin up in the archetype the Titan Mauler and maybe a breife ide of what they gain in place of those. i know it was mentioned they use big weapons but i would love a little more detail please
Well, they give up fast movement, uncanny dodge, trapsense, imp uncanny dodge, and indom. will. They gain basically Monkeygrip (called Jotungrip), use bigger weapons more easily, reduce the reach of larger enemies against just her (and only one per round), and can do that Enlarge Person thing. Ever wanted to dual wield large weapons? Now's your chance.

Cheapy |

Do those "Quick Maneuver" feats have a representative for Sunder? It might answer the question of whether Sunder was meant to be a standard action, or as part of an attack (Core wording is confusing).
It does not. There's something somewhere that lets you do excess damage over the amount needed to destroy an item to the person using it, so I assume that means it is an attack.
Note that the quick feats let you use them in place of attacks. So that should answer your question.

Ravingdork |

Ravingdork wrote:Do those "Quick Maneuver" feats have a representative for Sunder? It might answer the question of whether Sunder was meant to be a standard action, or as part of an attack (Core wording is confusing).It does not. There's something somewhere that lets you do excess damage over the amount needed to destroy an item to the person using it, so I assume that means it is an attack.
Note that the quick feats let you use them in place of attacks. So that should answer your question.
Thank you.
I think you are referring to Greater Sunder.

voska66 |

voska66 wrote:So does the Ninja archetype still make the rogue obsolete? That was our experience in the Playtest.Nope. Rogues can take Ninja tricks (after they take a talent to get a ki pool), and Ninja can take Rogue Talents.
That's good to know. The rogue in my group will be very happy to hear that. I had them encounter a ninja and it just left the player of the rogue wanting some of those Ninja tricks so bad.

mdt |

mdt wrote:That's good to know. The rogue in my group will be very happy to hear that. I had them encounter a ninja and it just left the player of the rogue wanting some of those Ninja tricks so bad.voska66 wrote:So does the Ninja archetype still make the rogue obsolete? That was our experience in the Playtest.Nope. Rogues can take Ninja tricks (after they take a talent to get a ki pool), and Ninja can take Rogue Talents.
There's a talent task of course. Unless your rogue has multiclassed as a Monk and already has a ki pool. :)

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Richard Leonhart wrote:I posted what rogues get that I thought was cool a few pages ago. Haven't looked at Ninjas yet. the Bard archetype Archeologist is my favorite rogue though <_<this books seems custom made to shut up all the "monks-get-no-love" people.
Is there cool stuff for the rogue too? And did you have time to compare ninja to rogue yet?
Thanks for all the sneak previews you gave us.
I am very much looking forward to this archetype...preview? My order is all tied up with my subscription...want my PDFs now...

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Archaeologist loses bardic performance entirely but becomes lucky and rogue-ey. Bonuses to Disable Device, Perception in exchange for versatile performance. Trap sense. Trades well-versed for uncanny dodge. Gets evasion and rogue talents.
EDIT: Oh yeah, and at 6th level, he can take 10 on Disable Device even if endangered or distracted. That's a biggy...

Cheapy |

There's a feat that barbs can get after level 12 that lets them add Con bonus to damage when power attacking, and more for two-handed power attacking.
Cheapy wrote:I am very much looking forward to this archetype...preview? My order is all tied up with my subscription...want my PDFs now...Richard Leonhart wrote:I posted what rogues get that I thought was cool a few pages ago. Haven't looked at Ninjas yet. the Bard archetype Archeologist is my favorite rogue though <_<this books seems custom made to shut up all the "monks-get-no-love" people.
Is there cool stuff for the rogue too? And did you have time to compare ninja to rogue yet?
Thanks for all the sneak previews you gave us.
Flavor text:
"No stodgy researcher, this archaeologist meets his researchhead-on in the field. Archaeologists sacrifice the bard’s
inspirational performance for a smattering of rogue talents.
This archetype also fits roguelike characters that focus
more on learning than on stabbing foes in the back."
Drops all performances.
Originally, I was going to post the main ability, but I'd like to not ruin everything. Suffice to say, Lingering Performance is going to be very important to them, and the ability is kind of like inspire competence and inspire courage, rolled into one.
They gain Evasion, trap sense, and uncanny dodge. They can also get up to 5 rogue talents, three of which can be Advanced ones. They gain half their class level to Perception (!) and Disable Device, and can eventually take 10 no matter what on Disable Device.
Oh, and they get the usual bard spellcasting.

Cheapy |

Oh, what about rage powers? I've seen a few snippets in the thread but is there anything that stands out as unique or just plain awesome?
There's "Use halflings as weapons" rage power, some new totems (dragon, hive, world serpent), some things that modify Powerful Blow, there's a new power in the superstition chain, that gives bonuses to touch AC. Guarded Life greater lets them convert lethal to nonlethal equal to barbarian level when <0 in addition to the normal, adds a power chain to the Surprise Accuracy, some anti-magic abilities, and some other things.

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Body Bludgeon is a rage power that lets you use a pinned opponent smaller than you as a two-handed weapon that deals bludgeoning damage both to the "weapon" and to the target you're hitting with the weapon.
That's probably the weirdest of the rage powers.
Spell Sunder seems cool -- let's you use a combat maneuver check to suppress or even dispel an ongoing spell effect.
A lot of rage powers building off of core rule book and APG powers, such as raging leaper, raging swimmer, groundbeaker, etc...

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Hey there Everybody,
I was wondering why the new preview thread was not getting too many posts, now I see why. As with all of our major book releases, I ask that folks who have gotten their PDFs early refrain from posting whole sections of text. You can answer questions and summarize bits, but lets not spoil the entire book before the release date.
Thank you. And I am glad it looks like most are really happy with what they are seeing in Ultimate Combat.
Jason Bulmahn
Lead Designer
Paizo Publishing

Ravingdork |

Here's a cool feat...Needs BAB 12.
While raging and using Power Attack, you can
spend 3 additional rounds of your rage as a swift action
to add your Constitution bonus on damage rolls for melee
attacks or thrown weapon attacks you make on your turn.
If you are using the weapon two-handed, instead add 1-1/2
times your Constitution bonus. This bonus damage is not
multiplied on a critical hit.
Wow. Just wow. A high level raging, power attacking barbarian with a +5 greatsword and 30 Str/Con could deal...2d6+50 damage (@ ~16th-level) with every single attack. Combine that with the whole "called shot" system of doing 50+ damage and you will regularly be tearing things up.