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

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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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Dark Archive

Erik Mona wrote:

They are all part of Pathfinder. Use 'em if you want, ignore 'em if you don't.

+1. Sometimes I get the feeling that today's gamers take what's the rulebooks as LAW by Paizo instead of making the campaign they're own.

Silver Crusade

Pathfinder Adventure Path Subscriber

Guys, the REAL question is: what are the stats for katana and why it is/isn't a broadsword and why it is/isn't an exotic weapon.

That's where the fun part starts. All your alternate class/guns musings are just trifle nuisances compared to the ULTIMATE QUESTION: KATANAS.

Silver Crusade

Gunmage?

Better tell my group that an Outlaw Star themed campaign is almost inevitable now. :D

C'mon monk love...

And please let the Big Game Hunter archetype look like Saxton Hale and/or Theodore Roosevelt!

"A complete system covering vehicle combat, including wagons, boats, airships, and more "

YES


:D Gunslinger? So exciting.

Silver Crusade

shyDM wrote:
:D Gunslinger? So exciting.

I don't know... I'm not entirely sure about a class built around throwing guns.

Silver Crusade

Pathfinder Adventure Path Subscriber
Mikaze wrote:
shyDM wrote:
:D Gunslinger? So exciting.
I don't know... I'm not entirely sure about a class built around throwing guns.

Silly, they're not throwing guns. That would be completely not viable.

What they do is use guns as ammo for halfling staff slings ! There can't be anything more humiliating than being hit by a pistol fired from a sling.


I love playing arcane casters more than any other classes, but I've got to say, I think I'm more excited about this book than Ultimate Magic.

There's always new material coming out for casters. New spells, new items, etc. But combat systems are woefully under-supported.

New rules for vehicle combat... martial arts... alternate class abilities focused on combat; all overdue.

Bravo!

(I still think that the samurai, unlike the ninja, deserves his own base class due to his unique code of ethics and fighting styles... but that's just me.)

Sovereign Court

Chris Gunter wrote:
(I still think that the samurai, unlike the ninja, deserves his own base class due to his unique code of ethics and fighting styles... but that's just me.)

Erm... unique code of ethics, you say?

Like a Cavalier order?

Fighting Style you say? Like several of the APG archetypes?


I'm so happy my wallet is cringing. I love the idea of the gunmage and gunslinger. Looks like Ultimate Magic and Combat get added to my collection.


I wouldn't get this book if I found out they made the Samurai and Ninja into just archtypes. I am tired of people complaining about this over and over, if they don't like it, don't use them, but do not ruin it for everyone who does want them as alternate or base classes.

Silver Crusade

As to what classes the Ninja and Samurai are alternates for...

As mentioned earlier, Samurai could be an alt for Paladins or Cavaliers. Strongly suspect(and hope) it's Cavalier. Paladin might offer the "mystical swordsman" element some might want out of the samurai class, but Cavalier seems to mesh much better with the historical mundane version. That an a variety of orders could provide options for people that want to play their Samurai not so heavy on the bushido.

Ninja? Rogue or monk. Could go either way, depending on what ninja tropes they decide to roll with(and there are a lot of them).

I actually like this approach, and I really hope we get more for other cultures: Subsaharan Africa, India, and the others that typically get left in the cold as far as RPGs have traditionally gone. Not complaining about Japan getting two alternate class reps. I just hope they're not the only one to get them.

Shadow Lodge

Ninja and samurai as alternate classes works for me. My question (and I realize that it's very early in the development cycle, so things might change): What classes are they alternates of? Rogue-ninja and cavalier-samurai seem to be the most fitting to me.

As for the gunslinger, it actually seems different enough to me to possibly warrant it's own base class. Is it planned as a fighter alternate class?

Dark Archive

As for Ultimate Magic, I'm more interested in the optional rules presented (and in the new feat concepts, I might add) than with the alternate classes - no axe to grind with asian themed ones, especially considering the forthcoming Jade Regent AP, but the gunslinger... thanks but no thanks.
More archetypes are welcomed though.


YES!!!

--- doing the happy dance ---

Mixed yeses, though.

Samurai = alt class. I'd still have preferred a full base class, but I'd already agreed with other posters elswhere that a Cavalier variant would work, and work well. Yes!

Ninja = alt class...not as YES! I wanted a true base class but hey, I still get a Ninja.

Gunslinger...hmmm...not so sure, we don't tend to guns in our fantasy, but it sounds kinda neat. Probably due to my preferences in video games [various FFs/Wizardry/M&M] I don't object to a *limited* amount of tech in use.

Gunmage...yay Outlaw Star! Can we hope for some Modern/Future rules as well?

--- starts saving up her cash ---


Bofdm wrote:

The book looks like it will be a lot of fun, and have a lot of neat options. Being a fan of Eberron I look forward to rules of fighting in, on, and around moving vehicles of all types.

And as an observation of the cover art...it looks like the Samurai has been fighting off the horde of creatures when all of a sudden Valeros (based on his angle) has just exploded out of the snow. "OH YEAH!"

Can you say DYNAMIC ENTRY!!


Actually, I remember Jason mentioning playtests for Ultimate Combat, as well as that it would too feature a new base class.

...I'm guessing the playtests would only start after Ultimate Magic releases... - but that would leave little time for the playtest to still affect the body of the product.

Could someone please enlighten me? Arigatou :)


I could be completely wrong, but if they offer the Samurai as an alternate of the Cavalier, it has the added benefit of being able to be used straight out of the book instead of requiring someone to reference the APG.

Not that they are likely to pick this book up if they don't want the APG, I'm just saying that it collects all of the "non-core" stuff together in an "alternate class" write up to be used from one place.


As a side note, I've known these books were coming out for a while now, but only once I start reading the contents does it really strike me that I am becoming fairly nervous about these things. I know Paizo needs to offer new stuff to sell people, but I have images of parties composed completely of "Ultimate" and "Advanced" archetyped/feated/alternated characters tearing through encounters that would have been a challenge for Core Rulebook characters.

I understand that some people are gifted optimizers, and that doesn't bother me so much as having so many options available that it doesn't take that much effort to optimize a character, so that the entire baseline of the game shifts.

Also, I understand not wanting alternate rules systems to be "on the fringe," but I still have to worry about the assumption that everything in the books is also potentially "on the table."

To reverse my above concern, if the APs, for example, start assuming everything in the books are fair game, and your players only want to use stuff from the Core Rulebook, or perhaps you only wish to do so, is that going to make the party into monster or NPC chow because they can't keep up with the options.

Maybe its just residual damage from 3.5, but my "bloat sense" is starting to go off.


Vic Wertz wrote:

I'm surprised nobody has asked when the open playtest will be.

Well, time to go home—have a great weekend, everybody!

So...ah...when will the open playtest be?

*wrings-hands-in-anticipation*


KnightErrantJR wrote:


Maybe its just residual damage from 3.5, but my "bloat sense" is starting to go off.

This is one of my concerns as well.

Scarab Sages

Wow. There's a lot going on here that looks really neat:

The gunslinger's "grit mechanic" sounds amazing, and I can't wait to see how this is realized.

Really happy to see dueling rules and more fighting schools. This alone would sell the book for me, especially if the fighting schools are Golarion-centric.

Having played a big game hunter in Call of Cthulhu, I'm already fantasizing about this archetype, and I'm very interested in seeing how a trapper works. I've always hoped for a mechanic that would allow me to infiltrate dungeons and leave traps for baddies, so this could scratch an itch that's been around for a long time.

Vehicle combat could also be really neat, and I hope it doesn't get bogged down with an overly-complicated system.

"New ways to track character health" is intriguing, and I'm curious to see how this plays out.

I'm interested in seeing how Samurai and Ninja play out. Monks have been a viable option outside of Asian settings, but we'll see if even Paizo can incorporate these into regions outside of Tian Xia without making them seem tacked on. I would've been more excited for a wuxia-style flying swordsman, but I am intrigued.

My only disappointment was that when I saw this I thought we were going to see a whole slew of new product announcements and preorders. Hopefully this is just the first of many...

RPG Superstar 2010 Top 32

I kind of wanted archetypes for Samurai and Ninja, but I hadn't really considered that they would become alt-classes. The practical difference is word count... and that's it, right? The alt-classes will be self-contained, but will still be a Monk, Cavalier, or whatever the origin class is. So there's no difference at all, except that they'll take more room in the book.

As I'm thinking about it, I guess the other difference is that existing archetypes might not be applicable to the alt-classes if the class abilities that certain archetypes are based on are swapped out in the alt-class. That's true of stacking archetypes on archetypes already, though.

So, I'm rambling. The take-away: archetype equals alternate class in every way that matters. Thumbs up to alternate classes.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

KnightErrantJR wrote:

As a side note, I've known these books were coming out for a while now, but only once I start reading the contents does it really strike me that I am becoming fairly nervous about these things. I know Paizo needs to offer new stuff to sell people, but I have images of parties composed completely of "Ultimate" and "Advanced" archetyped/feated/alternated characters tearing through encounters that would have been a challenge for Core Rulebook characters.

I understand that some people are gifted optimizers, and that doesn't bother me so much as having so many options available that it doesn't take that much effort to optimize a character, so that the entire baseline of the game shifts.

Also, I understand not wanting alternate rules systems to be "on the fringe," but I still have to worry about the assumption that everything in the books is also potentially "on the table."

To reverse my above concern, if the APs, for example, start assuming everything in the books are fair game, and your players only want to use stuff from the Core Rulebook, or perhaps you only wish to do so, is that going to make the party into monster or NPC chow because they can't keep up with the options.

Maybe its just residual damage from 3.5, but my "bloat sense" is starting to go off.

I have a similar feeling, but Paizo has developed a reputation of being excellent developers. I feared that archetypes might make the core classes more powerful, but experience says that they are more often weaker. The new base classes in the APG are also on par or weaker then the core classes.

There is always risk when putting out new material, but it's has become clear that Paizo is experienced in handling those risks. That said, only time will tell how well they do in avoiding what happened with 3.5 and its class overload.

Now that I understand better that there are no real new classes, but alternate classes instead, I feel even more excited for this book. Thanks guys.


Fess up, the big game hunter is just there so you can use the rejected Mwangi Expanse picture from back when you were developing the Campaign Setting, right? ;)


Spiral_Ninja wrote:

YES!!!

--- doing the happy dance ---

Mixed yeses, though.

Samurai = alt class. I'd still have preferred a full base class, but I'd already agreed with other posters elswhere that a Cavalier variant would work, and work well. Yes!

Ninja = alt class...not as YES! I wanted a true base class but hey, I still get a Ninja.

Gunslinger...hmmm...not so sure, we don't tend to guns in our fantasy, but it sounds kinda neat. Probably due to my preferences in video games [various FFs/Wizardry/M&M] I don't object to a *limited* amount of tech in use.

Gunmage...yay Outlaw Star! Can we hope for some Modern/Future rules as well?

--- starts saving up her cash ---

Well, Paths of Power from 4WFG offers a Samurai base class, and we're working on two kinds of ninja - a historical based Shinobi, and the pop-culture, mystical Ninja (which we're trying to work on a better name for) - for Paths of Power 2, both as base class.


anthony Valente wrote:
KnightErrantJR wrote:


Maybe its just residual damage from 3.5, but my "bloat sense" is starting to go off.
This is one of my concerns as well.

I wouldn't worry about it too much. Even if Paizo keeps releasing new material, the rate at which they do so is maybe one core book every 2-3 months. Thats much slower than WotC, which occasionally releases two new hardbacks every month.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I see a lot to like in the description of this product and I hope it turns out better than we can imagine it to be. I can't wait to see all the new archetypes and other new mechanics for these classes such as discoveries, the gunmage, the witch-hunter, martial arts, new combat rules, cavalier orders, rogue tricks, guns, and fighting schools.

I like that the much-hotly-debated ninja and samurai classes are going to be alternate classes. It is a good compromise between those arguing for them to be archetypes and those arguing for them to be base classes. Since the description actually cites the rogue in the description of the ninja and the fighter in the description of the gunslinger, I think it is a fairly good guess that those are the classes they are alternates of.

While using the same logic that I used above for the other two alternate classes, I think that does not apply in the case of the samurai. The samurai mentions "warrior" in its descriptive sentence, but I believe that the word, "warrior", is only used in a general manner and is not specifically citing the Warrior NPC class. That would just be too lame a thing to do and I can't believe anyone at Paizo would do such a thing. I think it is more likely that this class is an alternate of the fighter, paladin, ranger, or cavalier. I believe the cavalier is the best choice, but if the designers wanted to emphasize a Will or Reflex saving throw for the class, then the paladin or ranger would be appropriate as well. I would love to see the samurai have something like the inquisitor's stalwart class ability and the good fortitude and will saves to go with it in addition to having the challenge and order class features.

Oh, one more thing... just to have someone come out and plainly ask - when is the playtest for Ultimate Combat?


Pathfinder Adventure Path, Rulebook Subscriber

WOW!

I gotta admit, I wasn't sure if I was even going to keep my RPG subscription after Ultimate Magic (I mean I'd just buy the new Bestiaries as they came out), I knew that Ultimate Combat was coming, but I wasn't sure it was something I wanted or "needed"... but with the news that we have 3 new alternate classes (and I LOVE absolutely LOVE that one is a gunslinger) I'm changing my mind to keeping my RPG subscription... I mean, HECK, they only come out every few months... I can take it...

Very excited about this hardcover now. (And I know several have asked, and after poor Vic has gone home for the weekend) but... when are the playtests for Ultimate Combat set to begin?

Regards,

Dean; The_Minstrel_Wyrm


I really looked forward for this book. I couldn´t be more disappointed.

Maybe my expectations were too high. I looked more for another classes (Swashbuckler alternate class for rogue? Scout alternate class for Ranger) - but maybe it´s just me who can´t stand this asian-touched classes. Don´t get me wrong. I love asia. I have a great part of my body covered in traditional japanese tattoos. Just don´t like them on the gametable (my players too, they even roll eyes when somebody new select to play a monk). I also share the opinion that they should just be archetypes. I just wished for something more western medieval and classical.

The only things who get me thrilled is this:
Tons of optional combat rules like called shots, armor as damage reduction, and new ways to track character health

I would like to see some maneuvers! Or a alternate Ftr class with maneuvers like the one from Book of 9 swords oder Iron heroes.


Patrick Kropp wrote:
I looked more for another classes (Swashbuckler alternate class for rogue? Scout alternate class for Ranger)

Just want to point out those are already rogue archetypes..like the ninja should be IMO. Kinda sick of Asian classes and weapons that do the same thing and cover the same role as core and non core items we already have getting special treatment became..ya know they are Asian


Just my feeling. But somebody must satisfy all those manga loving gamers out there. It seems there is a big demand.

Asian weapons, finishing moves (sic), martial arts and the asian classes. A little bit too much of culture in a "generic" book about combat!

Why not making dervish a base class? Or assassin? Or american native tribewarrior?


It is bad enough the monk if forever default Asian because they allow allow Asian weapons {which are really simple weapons with Asian names}

What we have works for ever culture known to man..but Asian ones it seems.


Patrick Kropp wrote:
Why not making dervish a base class? Or assassin? Or american native tribewarrior?

The dervish is covered in Inner Sea Primer, and the assassin obviously in core. I really do not want to see reprints for the sake of reprints.


LoreKeeper wrote:
Patrick Kropp wrote:
Why not making dervish a base class? Or assassin? Or american native tribewarrior?
The dervish is covered in Inner Sea Primer, and the assassin obviously in core. I really do not want to see reprints for the sake of reprints.

You missed the point there, skippy.


seekerofshadowlight wrote:
LoreKeeper wrote:
Patrick Kropp wrote:
Why not making dervish a base class? Or assassin? Or american native tribewarrior?
The dervish is covered in Inner Sea Primer, and the assassin obviously in core. I really do not want to see reprints for the sake of reprints.
You missed the point there, skippy.

What about the response that the alternate classes are just big archetypes?


Mikaze wrote:

Gunmage?

Better tell my group that an Outlaw Star themed campaign is almost inevitable now. :D

C'mon monk love...

And please let the Big Game Hunter archetype look like Saxton Hale and/or Theodore Roosevelt!

"A complete system covering vehicle combat, including wagons, boats, airships, and more "

YES

I'm hoping that there'll be an eventual prestige class that specializes in an Alkenstar style gunslinger. =)


Blazej wrote:


What about the response that the alternate classes are just big archetypes?

Better archetypes for the Asian classes because they are just too awesome for normal archetypes every other culture and combat style gets. Because you know they are Asian after all.


Patrick Kropp wrote:
I would like to see some maneuvers! Or a alternate Ftr class with maneuvers like the one from Book of 9 swords oder Iron heroes.

Personally, I would too. I lambasted BO9S for the longest time, but several months ago I started playing a Swordsage multiclassed character and I have to say I'm beginning to appreciate it a bit more.

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

I think this is going to be my last Pathfinder book.


seekerofshadowlight wrote:
Blazej wrote:
seekerofshadowlight wrote:
LoreKeeper wrote:
Patrick Kropp wrote:
Why not making dervish a base class? Or assassin? Or american native tribewarrior?
The dervish is covered in Inner Sea Primer, and the assassin obviously in core. I really do not want to see reprints for the sake of reprints.
You missed the point there, skippy.
What about the response that the alternate classes are just big archetypes?
Better archetypes for the Asian classes because they are just too awesome for normal archetypes every other culture and combat style gets. Because you know they are Asian after all.

Isn't that like saying "Better archetypes for the Anti-paladin and Gunslinger just because they are too awesome for normal archetypes ever other culture and combat style gets?" I am not certain how great the difference is, I mean, they could have made the Anti-paladin be an archetype just like any other. All it means is that it gets a chart and probably a picture.


Gorbacz wrote:
Mikaze wrote:
shyDM wrote:
:D Gunslinger? So exciting.
I don't know... I'm not entirely sure about a class built around throwing guns.

Silly, they're not throwing guns. That would be completely not viable.

What they do is use guns as ammo for halfling staff slings ! There can't be anything more humiliating than being hit by a pistol fired from a sling.

psst... No one mention pistol-whipping and everything will be cool.


Blazej wrote:


Isn't that like saying "Better archetypes for the Anti-paladin and Gunslinger just because they are too awesome for normal archetypes ever other culture and combat style gets?" I am not certain how great the difference is, I mean, they could have made the Anti-paladin be an archetype just like any other. All it means is that it gets a chart and probably a picture.

Yes it is saying just that. The anti-paladin was an evil version of a class where over 70% of your powers are good based. So just switching them over to evil does radically change the class. It has all the same stuff as a paladin but different changing every single ability..yeah that is a bit much and in this one instance justified

They seem to be giving these two classes ..which are just too awesome to be filled with an archetype all this based off well they are Asian. Mechanically we have a few classes that do what those do, but they are not awesome enough it seems.

I am not sure of the gunslinger, I feel the idea behind it does not justify a massive overhaul of a class when many classes can do very well with ranged weapons now. But the other two is pure {Asian so it must be better and totally different mechanically to do what you do} plain and simple.

I am glad some of you like it, but the Asian and better stuff is a real turn off for me.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Sounds very cool.


KnightErrantJR wrote:

I could be completely wrong, but if they offer the Samurai as an alternate of the Cavalier, it has the added benefit of being able to be used straight out of the book instead of requiring someone to reference the APG.

Not that they are likely to pick this book up if they don't want the APG, I'm just saying that it collects all of the "non-core" stuff together in an "alternate class" write up to be used from one place.

Yeah you don't need the APG just this.

Oh yeah... And the Tian Xia book.


TriOmegaZero wrote:
I think this is going to be my last Pathfinder book.

Because after getting Ultimate Combat you don't need any new book? :-)

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
IkeDoe wrote:
TriOmegaZero wrote:
I think this is going to be my last Pathfinder book.
Because after getting Ultimate Combat you don't need any new book? :-)

Honestly, I don't need any new books NOW. I've been buying books out of customer loyalty more than anything for the last year or so.


Time for unreasonable pre-betatesting concerns and hopes:

-Too ambitious as someone said: 60 new archetypes, 3 variant classes, optional rules, feats...
-No new PrCs. I don't have any suggestion, but many of my players like PrCs, one or two PrCs would be welcome.
-Magus related stuff: I'm not really comfortable with Ultimate Combat having stuff for a new class that appears in Ultimate Magic, I know that it ships 4 months later, but I hope that UM gets relevants options for Magus and UC just a few new things. In other words, if you save Magus nice stuff for UC when it could be part of UM I will be disappointed.
-APG introduced the Gloves of Dueling: stackable +2 at/damage for Core Fighters, absolutely unexpensive for high level characters and using a slot which isn't very used by melee characters. Let's see if we can get similar stuff for other melee classes aswell, for balance.
-If we get new spells, please suggest that it is the DM who decides how to introduce them in the game, otherwise it seems that the developers want rangers and clerics to get new spells for their spell list for free instead of having to pay for research or even letting it in hands of the DM.
-About armors and magic items, if possible it would be great if you address an issue as old as 3rd Ed.: Variant Celestial Armors (Celestial Chain Shirts, C Full Plates, +5 Heavy Fortification Celestial Armors, etc..) . Almost every fighter/wizard, character with high Dex, and a few other characters, wants one.
It would be nice to have some new variants or armor special abilities with balanced prices that don't break the game.
-Everything else seems ok or awesome.

Paizo Employee Creative Director

KnightErrantJR wrote:

To reverse my above concern, if the APs, for example, start assuming everything in the books are fair game, and your players only want to use stuff from the Core Rulebook, or perhaps you only wish to do so, is that going to make the party into monster or NPC chow because they can't keep up with the options.

Not everything we put into our hardcover books will also be in Golarion.

As we continue to do hardcover books, this will probably become more and more apparent. Of course, we want the MAJORITY of the content in the hardcovers to support our Campaign Setting, but I'll be the first to admit that all of it is good for Golarion or, by extension, the APs.


This will be on my list of books to get. I look forward to see how Paizo treats firearms etc.

Silver Crusade

Pathfinder Adventure Path Subscriber

In before Zaister says "You got your stinkin' Asia in my pure, clean western Eurpoean RPG" (on time) and before Seeker says "ninjas shuld b archetyps, kthanxbai" (too late).

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