I have been writing more and more in depth reviews, so it's only natural that they are posted over an entire week.
Monday, August 29, 2011
Blog Update
As my reviews evolve and I provide more of the gamer take on the Supplement, I'm going to change the way these get posted, eventually I see having a full supplement review taking an entire week or more to write. With a separate Review summary.
Sunday, August 28, 2011
Epic Review - Ultimate Combat Part 2.1 (archetypes)
In the second part of this review, I'll be covering the many archetypes and class options in Ultimate Combat.
Alchemists
Alchemists don't get a lot in this book, just a few discoveries, and two archetypes. Some of the discoveries are great though, giving nice variety between the immolation and breath weapon bombs, also explosive missiles is fun for the archer/gunner types. Nauseating flesh is an interesting discovery if you end up fighting purple worms a lot. Also included are poison conversion and siege bomb. The two rage archetypes, are the Beastmorph and the Ragechemist, both nice combat oriented archetypes, though the ragechemist needs a great INT to offset the penalties from the greater strength increases. Beastmorph grants access to beastshape abilities while under mutagen effects.
Barbarians
Being Ultimate combat, it's only fitting that barbarians gain lots of new toys. 32 new rage powers, including 3 totem based chains, dragon, hive and world serpent. There are also some nice upgrades to existing rage powers, bleeding blow to add bleed damage to powerful blow; greater ground breaker (ground breaker), lethal accuracy (surprise accuracy) and greater guarded life (guarded life). Though I think my favorite new rage ability is the eater of magic rage power, which give a second save and possible temporary HP.
The new archetypes range from the Heavy armor wearing Armored Hulk to the Wild Rager. The Armored Hulk I'm a bit leary of, it seems a little too powerful, granting heavy armor proficiency, while eventually retaining full speed at the cost of fast movement, and uncanny dodge lines. The Scared Rager is an interesting archetype especially for people who like body modification in real life. I can see many people playing Dwarven or Half-Orc Scared Ragers. The Sea Reaver is one of my new favorite NPC archetypes, Conan's reavers!! The The Titan Mauler brings back monkey grip albeit without the brokeness. The True Primitive is the classic illiterate barbarian, with a specific armor and proficiency list for a Caveman, I think I'll make one named Geico. Urban Barbarian, interesting mix, they lose medium armor proficiency but get a rage that doesn't cause AC penalties. The Wild Rager...and behold the Frenzied Barbarian returns...not fan of the PC Killer barbarian.
Bard
Three new options for bards. The archaeologist, daredevil and dervish dancer. The archaeologist is nice, giving up some of the performance abilities for some roguishness, part bard, part rogue, I like it, and already plan on making a certain whip toting archaeologist icon. The daredevil and dervish dancer are combat bards, replacing knowledge skills with more combat oriented abilities. I can see lots of halfling bard dervish dancers in the future with the dervish blade feat from the Inner Sea Guide. Strength won't matter so much when you're scimitar does d4+4 or 5 and a hefty 18+ crit range. This is really effective at 8th level with Razor's Kiss to have improved critical while using his battle dance. At 12th level, the Dervish Dancer gains Dance of Fury, allowing a full attack while making a move action, and being able to attack at multiple points along the way. I like all these bard options and I can easily see myself playing them.
Cavalier
3 new orders are presented, though I feel the Order of the Tome, probably should have been in Ultimate Magic as they gain the ability to cast from scrolls. The Order of the Seal is the guardian type, similar to the protectors of the grail in Indiana Jones and the Last Crusade. This cavalier option will make a nice NPC option using the keeper ability.
The 8 new archetypes vary from Beast Rider to the Strategist. The Beast Rider gives up heavy armor for a more powerful exotic mount. The Emissary gains mounted combat as a bonus feat, followed by Mobility, Trick Riding, and Mounted Skirmisher, he's mobile both in the saddle and out of the saddle. The Gendarme is another mounted master, but does not come fully to power until 20th level when he becomes a charging terror, causing triple damage (quad dmg with a lance) and max damage if he criticals, luckily the two archetypes can't be combined. The honor guard is the cavalier bodyguard, pretty simple archetype. The Luring cavalier is interesting, as it is a ranged specialist, allowing the cavalier to challenge at range, and gain ranged attack bonuses. The Musketeer is the first of the archetypes which grant weapon proficiency firearms to the class, in addition to a gifted firearm and nice abilities. The Standard Bearer is the bannerman, one thing it does is just switch the banner and mount abilities. Then he gains nice party bonuses to his allies. The strategist actually makes teamwork feats worthwhile at 4th level when he gains Drill Instructor, granting up to 4 allies use of one his teamwork feats. As I've said, I'm not a huge Cavalier fan, thus I'm not super excited to attempt any of these archetypes, though in my GMing I can see some of them being used.
Clerics
Combat oriented clerics are presented in this book. The first is the crusader, at the cost of a domain AND one fewer spell each level, he gains access to a slew of bonus feats and the ability to cast a group heal or buff (though at a cost of a slot 3 levels higher, just like a mass spell.) There's a typo on this one, it says you gain a bonus feat at 1st and 5th and every 5 levels, max 6, but at 1st, 5th, 10th 15th and 20th, that's only 5. I'll never use this archetype as a PC. NPC....probably. The Divine Strategist loses a domain, then instead of channel, they gain some initiative bonuses. This archetype falls short, I don't like it. Evangelist lose medium and shield proficiencies, and of course gain perform as a class skill. They gain a partial bardic performance ability at the cost of reduced channeling. I could see using this class. It's not bad...Evangelist of Asmodeus...HAH! The Merciful Healer trades channel utility and his second domain for the ability to remove conditions with their channel, at 8th they get to reroll any 1s rolled on a channel, NICE! Of all the cleric archetypes, I think I like the Merciful Healer the most, it doesn't lose more than it gains. A Fighter/Evangelist Hellknight would be kind of fun though.
Druids
Druids gain 4 new archetypes, but 3 are just new shaman types, the Ape, Bat and Boar Shaman. I really like the shamen archetypes, though I prefer the Saurian from Ultimate Magic most. The World Walker is a Ranger/Druid hybrid of sorts, gaining favored terrains in lieu of trackless step and nature's lore. Then at 9th they get to teleport between trees. I'm surprised there's not a more combat oriented shapeshifter archetype in this book.
Labels:
EPIC Review,
PFRPG,
PRPG,
Ultimate Combat
Star Trek Enterprise
So, during this project I've been working on I've been watching Star Trek Enterprise. It's a great series. I really enjoyed the Andorian and Tellurite race expansions. The 3rd season's Xindi episodes were kinda cool. The Dr. Soong and the Augment episodes were AWESOME. I loved Brent Spiner as Data/Lore and seeing him play Dr. Soong again was just great.
If I were going to play in a Star Trek game I think this would be the era I'd like to play in.
Labels:
Star Trek
Friday, August 26, 2011
Looking forward to...Far West
If you aren't familiar with Far West watch the video I posted yesterday and read up on what's already written.
So I am really excited about this project. A Wildwest/Wuxia Mix-up. Remembering back to Deadlands, when the Maze supplement came out, it had the little grey book in it, with the Chinese Martial Arts in it. The Wild West as it could have been without all the racism.
As a Martial Artist who's studied 4 styles, including 2 styles of kung fu, and a steampunk fan, this is a setting that has everything I love in it. Can't wait to see it in print.
Labels:
Adamant Entertainment,
Far West,
RPG,
Wild West Wuxia mix-up
Thursday, August 25, 2011
So jumped on the kickstarter for this. Even getting the Prosperity town map with papercraft buildings for every building in town for the low low kickstart of $10!
Watch the Video.
Thank you all so very, very much. Honestly, I have no words right now. I'm absolutely stunned. Not only did we raise 986% of our target, but we shattered the existing Kickstarter record for Hobby Games.Tomorrow, I'll have a special message for you from the Core Development Team.Starting on Monday, I'll start contacting each of you to get the needed information and arrangements for your rewards.Tonight? Celebration, I think. For all of us.Your Kung-fu is MIGHTY, people. No lie.Gareth-Michael Skarka25 August 2011
Wednesday, August 24, 2011
Epic Review - Ultimate Combat Part 1
This is a review of the Ultimate Combat for the Pathfinder Roleplaying Game, as published by Paizo, under the OGL.
With 3 20 level classes to cover in addition over two hundred feats, this will be a 2 or 3 part review. Without further adieu....the review:
From Paizo's Page:
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 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!
This book promises a LOT. But if you're expecting your two-handed fighter who already does massive damage with every hit to get even more power, this isn't where to look. Ultimate Combat yes, but other aspects.
Part 1 will cover the new classes.
First Glance: The cover art grabs you right away, another great Wayne Reynolds cover. Flipping through the book, I see lots of new options, Eastern Options, from weapons to armor. A New Base class: The gunslinger, and two alt classes, the ninja and the samurai.
Chapter 1: Classes
First and foremost is the Gunslinger. The most anticipated and yet hated class in the book. I personally love the class. I don’t think the guns themselves do quite enough damage, but let’s cover the class first. The class starts with the Gunsmith feat, which helps alleviate the excessive cost of ammunition in early firearms era. The class is based on the fighter, but with a few changes. 4+int skill points, light armor, and of course proficiency in firearms. Grit and deeds, this is what makes the Gunslinger. Deeds are a type of talent powered by the wisdom based grit. Used in various circumstances to perform cinematic stunts, everything from the gunslinger’s dodge, to the utility shot to scoot an unattended object..like a hat… At 3rd and every 4 levels after gunslingers gain access to more powerful deeds.
Gunfighters get bonus feats and gun training similar to a fighter. Guntraining gets a damage bonus equal to their DEX bonus for one type of firearm per advance. Nimble grants a +1 dodge bonus while wearing no or light armor at +1/4 levels beyond 2nd.
This is a great class, and with the additional archetypes allows much more variation. While it's not for everyone it is a solid class.
NINJAS
OK, so you can't have an Asian themed game without ninjas...well, you can't but it's not really the same. this is one of the hotly debated class changes. Some felt the ninja could be easily done with just rogue talents. To a certain extent, this could have been done. But, I prefer seeing an alternate class, with ki. The ninja is an alternate class, this it counts AS a rogue, which means no Rogue-Ninjas. There is some play between the two classes as a rogue may take ninja tricks and a ninja may take rogue tricks, further blurring the line between the two classes.
I like the class, and in one of my Play-by-post games I'm going to get to see one in action.
Samurai.
Samurai are an alternate Cavalier class. I'm not usually a cavalier fan personally. I'd definitely play a samurai before I'd play a cavalier, as I like resolve more than tactician. In addition, the honorable stand and weapon expertise abilities are more along my play styles. Last Stand is an especially cool ability making the samurai nigh unstoppable once per day. Weapons deal minimum damage except on criticals, and they cant be killed by by opponents that are not the target of his challenge. Lastly samurai get an order just like cavaliers. (Note, the samurai really feels like an archetype. and perhaps should have been written as one.)
Sadly neither ninja, nor samurai receive archetypes in this book, though the gunslingers got four.
In part 2 I will be covering the archetypes. So it's more a part 1.5
Labels:
Gunslinger,
Ninja,
Pathfinder,
PFRPG,
PRPG,
Samurai,
Ultimate Combat
Tuesday, August 23, 2011
Palladium Conversions
I remember back in the old days when I first saw the Palladium Role-playing game. I remember paging through it and thinking, wow, this is really cool. I remember showing Doug how there was an Armor Rating and Damage Reduction for armor. It was one of my early introductions to non-Vancian magic, and the Summoners!! Man that was cool. I of course bought it. I think this was after I finally had a job, so it was my own money not just allowance.
Then, 1989...RIFTS!!! I instantly fell in love with RIFTS...it had everything and I became an avid collector. Until I finally got some friends to play it. Combat bogged down to attrition of MDC. It happens when you have weapons that do 1d6x10 MD, versus armor that has 700MDC. That's a lot of hits...especially if you're rolling crappy. There's also the slight issue of a single laser beam completely obliterating a brick and mortar 5 story library because its an SDC structure. While I realize it's important to differentiate light armored stuff versus heavily armored. An MDC weapons shouldn't obliterate a large SDC structure. Blow a hole in it, sure, destroy it..no..
Perhaps it was because I used Robotech as my entry point into Rifts. (Long Range Patrol encounters a Rift which pulls them to the parallel Earth. They had an Alpha-Beta, full loaded).
To this day I still love the fluff of RIFTS, it's some of the most imaginative writing out there. I just wish Kevin would allow players to work together online with conversions. I know he feels it's the best system out there, but many disagree with him. If Kevin allowed others to do online conversions to other systems or even put out conversion books himself. I just know that he'd sell a lot more books!!
Labels:
Palladium RPG,
RIFTS,
Robotech
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