I’m
a bit surprised it took as long as it did for Inner Sea Combat to come out.
After all, it’s been over two years since Inner Sea Magic was released,
and the two books seem obvious companion books (in the same sort of
way one can think of Ultimate Magic
and Ultimate Combat as companion
books). However, whatever the reason for the long gap between the
books, it’s good to see combat in the Pathfinder Campaign Setting
getting the same attention that magic has already gotten.
Inner
Sea Combat provides a ton of new
options for combat-oriented characters. But this is more than just a
book of new feats and other new rules options. Everything in this
book is tied to the Golarion setting and, while it’s certainly
possible to separate the new options from the setting and use them
without the context, I honestly think most of them will lose a great
deal in such a case. There’s a wonderful amount of flavour to the
options in this book, and they all build on aspects of the campaign
setting—many of them things that have been mentioned in other books
but not dealt with in detail until now. The book is organized
similarly to Inner Sea Magic,
opening with a descriptive look at combat across the Inner Sea region
(including a list of prominent NPCs), then providing details on
variant forms of combat, new character options including a couple of
prestige classes and a ton of new archetypes, and ending with an
extensive selection of new magic items. People who criticize Ultimate
Combat for having a spells
chapter will be happy to know that there are no new spells in this
book.
The
opening chapter is relatively brief and looks at several individual
countries known for producing combatants before then providing the
aforementioned list of prominent NPC combatants. Like the similar
list of spellcasters in Inner Sea Magic,
this list provides thumbnail pictures of each character along with
classes and levels, and brief descriptions. It’s interesting to
note that there are very few very high level characters on this list.
Only one (Savith, the Azlanti hero who defeated Ydersius) has any
mythic tiers (in her case, she is a fighter 20/champion 6). One other
(Arnisant) is 20th level and the the levels fall off pretty quickly
after that. Compare this to the number of level “20+”
spellcasters in Inner Sea Magic
(Mythic Adventures
had not yet been published at the time of that book) and it does seem
a little off-balance. I’m not actually making a judgement here, as
I don’t think this is necessarily a bad thing. It’s just
interesting. Of course, I’m ignoring the fact that there are three
gods (Cayden Cailean, Irori, and Norgorber) on the Inner
Sea Combat list. Their inclusion
seems really bizarre and out of place. I suppose that, since the list
does include historic characters (like Savith and Arnisant) and not
just current NPCs, and all three gods were once mortals, they are
also being included as “historic” characters. However, in such a
case, I’d expect to see Iomedae on the list as well. Perhaps she
was forgotten?
The
second chapter provides numerous forms of variant combat. These run
the gamut from regional fighting styles, like Aldori duelling and
Jalmeray’s Houses of Perfection, to class options like ranger
combat styles and paladin oaths. I particularly like the new ranger
combat styles. Each style is specific to one of the gods and can be
chosen by rangers who worship that god. Styles for 13 of the 20 core
gods are included as well as styles for 3 other gods (Achaekek,
Besmara, and Kurgess). Many of the styles are similar to existing
styles from the Core Rulebook
and Advanced Player’s Guide, but
they all have at least a few tweaks to them to make them unique. In
all cases, each style fits well with its god’s favoured weapon,
though many can be used with other weapons, too. New ranger combat
styles are not particularly common, so it’s nice to see the options
expanded here.
This
chapter also contains rules for characters with animal companions or
bonded mounts to gain a bonded monstrous mount by taking the
Monstrous Mount feat. Four possible mounts are included: griffon,
hippocampus, hippogriff, and worg. I’m a bit surprised not to see
pegasus and unicorn on the list, but I’m glad to see this
feat included. Players
frequently request monstrous mounts. That said, I do have my
criticisms of the system. Griffons and hippogriffs (both flying
mounts) come with the restriction that they cannot carry a rider
while flying unless you take a further feat (Monstrous Mount Mastery)
to allow this (hippocampuses and worgs gain other “new” abilities
by taking this added feat). This is presumably for balance reasons,
but it really hurts flavour, and to be honest, I’m not sure the
balance issues are all that bad. Characters already have to take an
extra feat to get the mount; I don’t see the need for yet another
feat to be able to ride it in flight. Indeed, what’s the point of a
griffon or hippogriff mount if you can’t ride it while it’s
flying? Also, there are already rules in the game for characters to
use (non-bonded) flying mounts, such as through the Leadership feat.
It seems strange and over-complicating to make the rules work
differently in this case. True, animal companions are often not
identical to non-companion versions of the same animals, but this
takes away one of the identifying aspects that makes the creature
what it is.
The
third chapter looks at the different kinds of combat schools in the
Inner Sea region, along with specific examples of each. It uses the
same system Inner Sea Magic
uses for magic schools, which itself is based on the faction rules in
the Faction Guide.
As a result, it suffers from the same problems I pointed out in my review of Inner
Sea Magic, namely that the
length of terms can cause problems. But that aside, this chapter
offers a great insight into the ways characters actually learn
martial skills, from dojos to gladiatorial arenas to thieves’
guilds to war colleges.
The
fourth chapter is the largest chapter in the book and provides a
plethora of new character options beginning with a couple of new
cavalier orders, as well as a sidebar detailing how the orders from
the Advanced Player’s Guide
fit into the setting. I’ve often commented that I wish there were
more details on how cavalier orders fit into the setting, and this
sidebar kind of addresses that problem. Unfortunately, it doesn’t
really address it enough. It tells where (and with what races) the
orders are common or popular, but it doesn’t give information on
how characters join particular orders, or how those orders relate to
other military forces in the land, or how they’re viewed
politically. There’s no information on the hierarchies of the order
or any mention on how a character can be part of a particular
cavalier order and simultaneously part of a knightly order as seen in
Knights of the Inner Sea.
Of the two new orders, the Order of the Beast provides exactly the
kind of information I want to see:
There are no colleges or universities where an aspiring cavalier can learn the ways of the order of the beast; it is a corruption of the other cavalier orders, and its secrets are whispered in the dreams of unbalanced youths by dark beings and passed down in forbidden rituals. (30)
Unfortunately,
the other new order, the Order of the Guard, does not contain similar
information, except that it’s popular in Druma. That said, both
orders offer some great new options for GMs. Unless you’re playing
an evil campaign, the Order of the Beast doesn’t really work as a
PC option, but it’s great for villains—the leader of a group of
rampaging orcs, for instance. The Order of the Guard, with its
mercenary leanings, could work well for both PCs and NPCs, with the
NPCs being either allies or enemies.
The
chapter continues with a couple of prestige classes (the Pure Legion
enforcer and Ulfen guard) and 21 new archetypes. There are archetypes
for all the martial classes, from fighter to rogue to
gunslinger—there are even two antipaladin archetypes. The Iroran
paladin archetype (for paladins, naturally) contains a line that
would have been nice to see in Inner Sea Gods: “Irori has no
universal paladin code” (39). It would have explained the lack of a
code for paladins of Irori in Irori’s section of that book. One of
the more interesting archetypes in the book is the Ouat dwarf monk
archetype. This archetype doesn’t just swap out class abilities; it
also swaps out some of the dwarven racial traits, making it an
archetype only usable by dwarf monks and no other race.
The
final chapter is entirely new magic items. A large chunk of these are
(not surprisingly) new armours and weapons, but there are also quite
a few new wondrous items, a couple of new rings and a rod.
One
of the things I like best about a book like Inner Sea
Combat (the same goes for Inner
Sea Magic) 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.
hmmmm
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