Pathfinder Roleplaying Game: Ultimate Combat (OGL)

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Pathfinder Roleplaying Game: Ultimate Combat (OGL)
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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 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!

ISBN-13: 978-1-60125-359-0

Errata
Last Updated - 8/20/2015

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Ultimate eastern and guns

2/5

I had wrote a quite lengthy review but the system ate it so here are the highlights:
1) The book is all about asian stuff and guns.
2) Don't buy it if you don't like either stuff.
3) The book has a lot good spells.
4) Most of the asian stuff mechanics work.
5) Gun rules don't work most of the times in APs and modules (they can't handle guns at mid+ levels).
6) The book had quite a few editing issues when it first came out, second printing corrected most of them but not all.
7) The art is superb.
8) Even if you don't like guns and eastern stuff you should buy the pdf since the price of the pdf is very good and you should get some use out it.


More Options ! more fighting, ... MORE !

5/5

flavorful options, powerful options
classes, archetypes, feats...

while 100% of the boook might not please you, you want this book.

having the choice to build flavorful PC with the right options is priceless (and for this book, you have...)


great reference book

4/5

Great reference book that helps further explain combat rules but it is not without its flaws.


Helping to close the caster/everyone else gap

4/5

Raise your hand if you play or run melee classes. Barbarians, Fighters, Monks, Rogues, Paladins, pretty much anything without 9 levels of spells. Is your hand raised?

Now look around. Does the person next to you NOT have their hand raised? No they don't? Quickly! Use your raised hand to smack them in the face! Ha! Now you've shown the pansy finger wigglers the power of combat characters. Now make them go away so you can read your reviews in peace.

Ultimate Combat serves some great functions in the scope of the PF:RPG.

It helps bring non-casters a little more in line with the potential power of casters in the metagame by adding a slew of new feats and archtypes directly relevant to them. How much milage you get from these may vary, but lest you think they're all just blow off concepts, I know for certainty at least 1 Magus, 1 Monk, and 1 Inquistor archtype from this book that are definitely considered competative for 'best build to get the most out of this class' in the guides and discussions I've read on the Paizo forums, and they added some Bard ones that are just interestingly different (Try the archeologist bard if you want to play a bard/rogue cross. Try to resist the temptation to use a whip... or don't. ;) )

The spells section brings about some new toys for all casters but it did try and keep a combat focus, that was nice for the 4 and 6 spell level casters. If you're a Paladin or Inquisitor look into the new Litany line you'll probably find something you like, as will most other classes.

The Gunslinger is an interesting addition to the core classes and I think a positive one because it adds a new dynamic to how combat can work, and does a good job putting firearms in a magical setting that could allow them. If they're not your cup of tea it's easy to just dissallow them in your campaign or keep their rarity higher, but if you're playing in PFS/Golarion it's good to have in case you want to travel to regions they're thematic for.

The Asian inspired new classes, the Samurai and Ninja, are also positive additions. Some debate arises with the Ninja, it truly does do what the Rogue does only some solid arguements can be made it does it better, I know several players who now build "Rogues" using the Ninja class. However looking at the current metagame of Pathfinder Rogues were often much malagined as one of the least powerful classes, I'm not going to fault Paizo for offering a potential alterantive that rocks!

Rounding out the book it offers some rules and stats on siege weapons and warfare, and expanded vehicle rules and vehicle combat rules, along with dozens of new weapons and armor. The first two can really assist a GM, and the last gives you options from different places (asian themed) and times (stone age, bronze age, for example).

I can't give this book 5 stars, Ultimate Magic was a bit better, and it's not on par with what the APG did, but in the end what is it? It's a solid 4. Unless you play just casters and only casters you probably won't be dissappointed, because it's a solid book that does what you want it to do, and you'll feel like the money was worth it 9 times out of 10.


1/5

Ultimate? Combat?

Neither of the words in the title really apply to this book. Ultimate Monk or Piecemail Combat fit much better. Overall, this book is about as good as Ultimate Magic. A lot of material that is useless (or unfinished/untested) that only applies to a class or two, and there is a lot of material that seems artificially injected to fill space, but really only further highlights the Ultimate Combat material that is not present.

All Classes will find something in this book, mostly poor, but there are a few gems. Sadly, I think that the writers forgot that this was suppossed to be a Combat themed book. Monk gets about 500% more than everyone else (combined?) Many of the Archtypes are pretty good, solid options, but still some classes get a lot and some get a few, and it tends to be the same Classes that get few and the same Classes that get many.

A lot of good spells, (that makes Ultimate Magic even more worthless), but I' starting to really question Paizo's ideas of balance and understanding the lines between Arcane/Divine, amongst other things. A lot of Magus and Paladin love, as well as Monks (yes Monks), but not too much for Combat focused Clerics, Wizards, Sorcerers, and Oracles.

If there where a 0 Stars option, I would pick that, simply because this is the absolute wrong way to go with a Hardcover "core" book. If they would drop the Asian themed stuff, and maybe the Monk-Onlyish Feats, this would have been a nice little softcover book, and maybe worth the price.


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Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
memorax wrote:
Are the guns and ammo still overpriced? I understand they do not want players abusing guns yet if they price them too high no one imo will take them.

The price was locked before this guide came out. They told us gun rules and prices would not change for this book. Some of that because that is how they wanted it some of it because the inner sea world guide already used them.


memorax wrote:
Are the guns and ammo still overpriced? I understand they do not want players abusing guns yet if they price them too high no one imo will take them.

Anyone with the gunsmithing feat, which gunslingers get for free, can make ammo for 1/10th the price.

Dark Archive

entire post is a spoiler:
Not sure if this has been mentioned, only had time to skim these last couple pages. However, I beleive at least one point people asked for archetypes for alternate classes, well UC has delivered with at least one for the anti-pally.

other spoiler: no hound-master arche-type for cavalier, sorry guys

Also, to shed extra light on the rogue vs. ninja debate

a swing for the little guy:

Amongst the new rogue talents are one that provides them with a ki pool, and one that allows them to take ninja tricks.


Kitsune Kune wrote:

** spoiler omitted **

Also, to shed extra light on the rogue vs. ninja debate

** spoiler omitted **

Ah, sweet. Now my one concern is this...are we getting a future supplement to boost more of the Antipaladin, Samurai, Ninja, and Gunslinger? I think it'll be necessary soon.

Dark Archive

Razz wrote:


Ah, sweet. Now my one concern is this...are we getting a future supplement to boost more of the Antipaladin, Samurai, Ninja, and Gunslinger? I think it'll be necessary soon.

indeed, at least for the first three you mentioned. I'm fairly certain the gunslinger will get future love as it is a full class, not just an alternate class.

Also, one more tidbit for the rogue vs. ninja debate

A big swing for the olde guy:

a new archetype has been added which, combined with the ability to gain ninja tricks, easily pushes the rogue back to the top of the "who is the stealthiest one of all?" list.

I will leave the name of this new addition up to speculation for those who do not have the PDF. For those who do, or if you ask nicely, I will name which one to make it easier to find.

and for those who are wondering, I'm showing the love for rogues and ninjas since I've always played the stealthy-yet-squishy guy myself. :)


I'm glad the Ninja didn't get as nerfed as I thought it would, and that it is interchangeable with Rogue (as in, to each their own in their different methods, but both have some things the other doesn't). I plan on merging PF Ninja with the WotC Ninja, making the WotC Ninja from Complete Adventurer have its class features as Ninja Tricks.

Silver Crusade

magnuskn wrote:
<You might update your Kingmaker campaign journal, if you want to do me a return favor, love reading that story. :) >

Will do! As soon as I get this damn orc project off my back...maybe it's time for a break. ;)

Dark Archive

Agreed, I'm honestly happy to see the ninja hasn't changed much from the play-test (as far as I can tell, only minor tweaks of things like the ki cost of some tricks for e.g.) and instead the rogue has gotten some really nifty options making it once more on-par with most other classes.

One thing I will say without even a spoiler, is that for all those who feel the rogue trapfinding abillity to be hardly worth it, the good news is that appears to be the number one most dropped abillity for new ones via archetypes.

And now for some other spoilers

good news for the red-headed step child:

Bards have received some excellent love in this one. Including an archetype that focusses on only self-buffs, but rewards you with much higher dps potential. And who said the only thing bards are good for is looking pretty?

Liberty's Edge

I will still get the book though somewhat dissapointed about the prices. Unless Im playing a Gunslinger I see no reason to give up a feat. Ah well cant have it all sometimes.


selfish combat focused bard?! ooo oo please tell! I wanna be a bard so bad and my party forgets inspire courage. so a selfish one is right up my alley


memorax wrote:
I will still get the book though somewhat dissapointed about the prices. Unless Im playing a Gunslinger I see no reason to give up a feat. Ah well cant have it all sometimes.

From what I hear, almost every gun-based archetype has Gunsmithing as a bonus feat at first level, so the only people who are going to find themselves overpriced for ammo and weapons are ... people who don't know how to use guns in the first place. Works out nicely.

The Exchange Contributor, RPG Superstar 2008 Top 6

crystallos wrote:
selfish combat focused bard?! ooo oo please tell! I wanna be a bard so bad and my party forgets inspire courage. so a selfish one is right up my alley

The dervish dancer's performance only affect herself, and she's quite combat focused. The other "selfish bard" archetype is the archeologist, who has a performance-like luck ability but only for himself.

Liberty's Edge

The Dervish Dancer is, IMO, the crown jewel in the book. SO. AWESOME.


sounds so cool, i cant wait till the fourth im going to go insane

Dark Archive

Jeremiziah wrote:
The Dervish Dancer is, IMO, the crown jewel in the book. SO. AWESOME.

They are, indeed, pretty awesome. No longer is the bard relegated to singing songs and wooing whenches (though, they likely still do the latter). Now, they can contribute to the carnage directly, and undeniably


memorax wrote:
I will still get the book though somewhat dissapointed about the prices. Unless Im playing a Gunslinger I see no reason to give up a feat. Ah well cant have it all sometimes.

Prices aren't a problem. There are several levels of firearms in the book that modify the price of firearms and ammo. Surely there is one for you.


Thanks so much for all of the tidbits all of you who got the PDF.

One question that I haven't seen yet, surprisingly, refers to ranged characters. Specifically archer types. Any love for them?

The Exchange

Wrathsbane wrote:

Thanks so much for all of the tidbits all of you who got the PDF.

One question that I haven't seen yet, surprisingly, refers to ranged characters. Specifically archer types. Any love for them?

There's a feat that lets archers add the damage of all their hits against a single target together before applying damage reduction. Pretty much guarantees that ranged damage will always be > than melee.


And there is a feat chain (3 feats) that gives them:

1. Ability to make opportunity attacks with a ranged weapon, but not incur opportunity attacks from that

2. Increase the threatened area by 10 feet to 15 feet!

3. Get bonuses when making opportunity attacks with a ranged weapon.

I think that is enough love.......


No kidding. And here I was just hoping for another single feat like deadly aim.


Well there are more, bot those are just the worst ones...

Clustered Shots: Total damage from full-round ranged attacks before applying DR

Enfilading Fire When ally flanks opponent, you gain +2 on ranged
attack rolls against opponen

Impact Critical Shot You can bull rush on a critical hit

Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action

Silver Crusade

I'm curious about the Divine Strategist and Sanctified Rogue. May not need to multi-class some of my favorite features anymore if they are what I think they are.


I am hearing a lot of the optimizers and minmaxers complain heartily about this book.

This makes me quite happy, to be honest.


Silly question... Does this book have new magic items?

It's kinda annoying that Paizo is only sticking to Core and APG for magic items.


Nope, no magic items.


Well except for "Firearm Magic Items"


Ashram wrote:
It's kinda annoying that Paizo is only sticking to Core and APG for magic items.

Why? Core and APG gave you all the rules needed to make all the custom items that you could ever want.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

People don't want to do that work. :)

Also, welcome to the forums Kyonko. We do not have reality-warpers here (that I know of!) but Lilith makes cookies that are out of this world. She'll be along shortly to greet you. :D

Sovereign Court

Still waiting for order to ship to DL PDF.
7 days since "Should ship in 2-6 days" email.
Must...be...patient...all good things take time. :)


Slipstream wrote:
I'm curious about the Divine Strategist and Sanctified Rogue. May not need to multi-class some of my favorite features anymore if they are what I think they are.

Alas, the Sanctified Rogue is probably not what you think. I was hoping for the same thing, but it turned out to be one of the saddest, lamest archetypes ever!

You give up UNCANNY DODGE for a +1 to Fort and Will....ever!!! Then you give up (naturally) Improved Uncanny Dodge for an augury spell.....ONCE PER DAY!!

THAT'S IT

On the other hand...Divine Strategist gives up one domain and channel energy to gain a massive bonus to initiative (plus always acting in surprise rounds); aid another that gives a hefty bonus to concentration and CL checks; and Int bonus to flanking attacks (plus a once a day Int bonus to attack).

Scarab Sages

Checked my downloads last night. Found the files ready for download. Currently reading the new releases via PDF now in anticipation of GenCon.

This now begs the question, when will the PFS Approved Sources be updated to include the new source materials? Will we be approving the play of . . . . GOBLIN GUNSLINGERS?!?!?!?! MUH-HAHAHAHAHAHAHAHAHAHA!!!!


Cylerist wrote:

Still waiting for order to ship to DL PDF.

7 days since "Should ship in 2-6 days" email.
Must...be...patient...all good things take time. :)

I hear you

Dark Archive

Can'tFindthePath wrote:
Slipstream wrote:
I'm curious about the Divine Strategist and Sanctified Rogue. May not need to multi-class some of my favorite features anymore if they are what I think they are.

Alas, the Sanctified Rogue is probably not what you think. I was hoping for the same thing, but it turned out to be one of the saddest, lamest archetypes ever!

You give up UNCANNY DODGE for a +1 to Fort and Will....ever!!! Then you give up (naturally) Improved Uncanny Dodge for an augury spell.....ONCE PER DAY!!

THAT'S IT

On the other hand...Divine Strategist gives up one domain and channel energy to gain a massive bonus to initiative (plus always acting in surprise rounds); aid another that gives a hefty bonus to concentration and CL checks; and Int bonus to flanking attacks (plus a once a day Int bonus to attack).

I agree, as much love as the rogue got, I was rather saddened by the sanctified rogue. I see it having great flavor potential from character background point of view. So those who don't care about min/maxing might thoroughly enjoy this one. But it is most definitely not for those who are trying to min/max. To each their own in my opinion. I was simply hoping for something more fun and flavorful than what we got.

Sovereign Court

Azure_Zero wrote:
Cylerist wrote:

Still waiting for order to ship to DL PDF.

7 days since "Should ship in 2-6 days" email.
Must...be...patient...all good things take time. :)
I hear you

Thanks for the response at least I don't feel so alone. :/


How does the Falconer archetype for Rangers look? I'm rolling up a character for my first-ever Pathfinder game, which starts on the 7th, and the animal companion I've been planning on is a bird. I've been toying with the idea of the Beastmaster archetype, but I figured Falconer might be exactly what I need.


Kyonko wrote:
Ashram wrote:
It's kinda annoying that Paizo is only sticking to Core and APG for magic items.
Why? Core and APG gave you all the rules needed to make all the custom items that you could ever want.

Many groups have an aversion to what would be considered homebrew items, because they're "not official".


Just got my hardcover copy of the book today. I haven't even opened the box yet, but I wanted to say this:

Paizo, you have the best customer service / shipping I have ever seen. I got the confirmation that the book shipped and you somehow got it across the country and into my mailbox in two days. You are incredible.


What are all the optional combat rules? What are finishing moves?


is there any way to get some more info on the gunslinger archtypes? i went through the post thus far and didnt see anything. i may very well have missed it


There are four:

Gun tank - Armoured gunslinger

Mysterious strenger - gunslinger with some luck abilities and charisma based bonusses

Musket Master - Musket specialist with raster reloading

Pistolero - Pistol specialist with some close range bonuses


Ashram wrote:
Many groups have an aversion to what would be considered homebrew items, because they're "not official".

That's it? An aversion to items that aren't designed by the company? I suppose I can understand that though.

I thought it was more along the lines of being lazy, being afraid of getting the maths wrong, or people looking for a second coming of the 3.5 book with all those underpriced magical items.


Kyonko wrote:
Ashram wrote:
Many groups have an aversion to what would be considered homebrew items, because they're "not official".

That's it? An aversion to items that aren't designed by the company? I suppose I can understand that though.

I thought it was more along the lines of being lazy, being afraid of getting the maths wrong, or people looking for a second coming of the 3.5 book with all those underpriced magical items.

Lazy is one thing, for sure, but getting the math wrong is really only based on what the GM wants the math to be in the first place. It'd be nice of Paizo to do their own version of Magic Item Compendium, but it looks like all the 3rd party companies they support put those kinds of books out every couple of months. :P

Mainly, some groups (And a few players in my group) avoid homebrew like the plague because either A. Someone (A specific person in my group does this) is going to try and make some broken item that has every power ever and stack on a million of the cost-reducing restrictions or B. The items lack originality, such as an item that grants a spell. My group has a gigantic hard-on for 3.5's Combust.

Dark Archive

Razz wrote:
What are all the optional combat rules?

One major addition for optional combat is the re-introduction of called shots. The concept seems so simple and it was easily implemented in 3.5e that I know a lot of people haven't realized that in Pathfinder called shots did not exist... Until now.... However, in this run-around, called shots are far more complex, although IMHO, a lot more balanced than before.

More Called Shot Info:

There are three categories of difficulty based on where you're targeting, and there are three categories of effects for each area based on how much damage you did.

I won't go into details on all the specifics, but I will say that called shots now impose negatives to the aforementioned shot in a whole new range, varying from -2 for the easiest, to -10 for the hardest.

Although very fun and flavorful, GMs use at your discretion wisely, as these could drastically change the difficulties of encounters. (For e.g., a purple worm does not suffer the chance of all the possible negatives, but could still, technically, be-able to target the most destructive portions of the PCs. There-by increasing the potential difficulty of said encounter.

I could mention ones where these rules would decrease the difficulty, but I'm trying not to give away too much information in my spoilers out of respect for paizo. Suffice it to say that one example I can think of where the PCs could make a fight easier is referenced in the examples of effects certain creatures would receive from certain called shots. Look closely and I have faith you'll find it.)

Dark Archive

Kung-Fu Joe wrote:
How does the Falconer archetype for Rangers look? I'm rolling up a character for my first-ever Pathfinder game, which starts on the 7th, and the animal companion I've been planning on is a bird. I've been toying with the idea of the Beastmaster archetype, but I figured Falconer might be exactly what I need.

The falconer's biggest advantage over the normal ranger is

minor ranger spoiler:
that the falconer gets his animal companion at level 1. I haven't read too in-depth on them, mostly just skimmed that part, so I can't say whether or not they get to treat their companion as their own level or the standard -4, when comparing to abillities on the druid companion progression. They also get a couple other tricks their bird can do, although these tricks do not appear to be largely impressive, unless someone can find a use for them I missed.

Besides that, the falconer is more or less your standard ranger, so you might be better off just going standard considering the advantages are largely m00t at your current level.

Grand Lodge

Can'tFindthePath wrote:
Slipstream wrote:
I'm curious about the Divine Strategist and Sanctified Rogue. May not need to multi-class some of my favorite features anymore if they are what I think they are.

Alas, the Sanctified Rogue is probably not what you think. I was hoping for the same thing, but it turned out to be one of the saddest, lamest archetypes ever!

You give up UNCANNY DODGE for a +1 to Fort and Will....ever!!! Then you give up (naturally) Improved Uncanny Dodge for an augury spell.....ONCE PER DAY!!

THAT'S IT

On the other hand...Divine Strategist gives up one domain and channel energy to gain a massive bonus to initiative (plus always acting in surprise rounds); aid another that gives a hefty bonus to concentration and CL checks; and Int bonus to flanking attacks (plus a once a day Int bonus to attack).

This might be something you think is lame... but this is NOT about you or min/maxing. Not every single class, archetype, feature, feat, skill, spell or anything else like that for that matter has to be applicable to min/maxing. It CAN be about Role Playing and such too. Just because someone does not like it or thinks it is lame does not make it so for everyone else.

So please refrain from the lame speak for now ok :)

Contributor

1 person marked this as a favorite.
Dave2 wrote:


Feed back for performance based combat and wounds and vigor I really

liked all these systems a great deal. I think performance based combat allows combat to have new dimensions of doing things such as winning over crowds and really enhancing any kind of arena based combat. I am going to delve more into this tonight. Well done though!

I also really liked the wounds and vigor system also. I keep wanting to call it wounds and vitality but I do think I finally have the title down of wounds and vigor. I liked the wound threshold concept a great deal. Once again well done!

Thanks, Dave. I should add that the developers did a fantastic job of taking the initial design and turning it into what you see there; I don't know if they ever get enough credit, and they really should.

Contributor

LoreKeeper wrote:

It is funny that you should mention those specific sections from the alternate chapter: those two are my favorite extended/alternate systems discussed in Ultimate Combat. I know for a fact that Performance Combat will feature in the games I run and play in - and I'll seriously pitch the health/vitality system for the upcoming Jade Regent game.

I actually remember seeing the alternate-HP system discussed on the forums previously, and then already thought "hey, that is clever". I particularly like the good touches with alternate feats (particularly "toughness").

Well, thanks. As I noted above, much of the credit should go to the developer for this section (I'll say SKR, because he was my in-house guy for the project). It's his friendly hand you see there, fixing my mistakes. :)


Kitsune Kune wrote:
Kung-Fu Joe wrote:
How does the Falconer archetype for Rangers look? I'm rolling up a character for my first-ever Pathfinder game, which starts on the 7th, and the animal companion I've been planning on is a bird. I've been toying with the idea of the Beastmaster archetype, but I figured Falconer might be exactly what I need.

The falconer's biggest advantage over the normal ranger is ** spoiler omitted **

Besides that, the falconer is more or less your standard ranger, so you might be better off just going standard considering the advantages are largely m00t at your current level.

Actually, I meant that the game starts on August 7th. Characters will be first level, so having my Animal Companion right away would definitely be useful.

Thanks for the info!

Dark Archive

Out of curiosity, why was the Gun Mage renamed to Spellslinger? It seems kind of awkward. I have to explain to everyone what I mean by Spellslinger, while Gun Mage was pretty obvious.

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