Ultimate Combat Preview #1

Tuesday, July 19, 2011

Time slips by so quickly during the summer months that it seems like a new rulebook is just around the corner. As it turns out, Ultimate Combat is due to release in just a few weeks. From now until Gen Con, we will be showing off some of the exciting new options for characters and GMs alike that hide inside this blood-drenched tome.

To kick things off, I can think of no better way than to take a look at the classes chapter of Ultimate Combat. This book features one brand-new class, the gunslinger, as well as two alternate classes, the ninja and the samurai. In addition, all of the classes that focus on melee or ranged combat get a host of new archetypes in this book. Take a look a this list.

Illustration by Mauricio Herrera

Alchemist: This section presents the beastmorph and ragechemist archetypes.
Barbarian: This section includes the armored hulk, scarred rager, sea reaver, titan mauler, true primitive, urban barbarian, and wild rager.
Bard: This section includes the archaeologist, daredevil, and dervish dancer.
Cavalier: This section includes the beast rider, emissary, gendarme, honor guard, luring cavalier, musketeer, standard bearer, and strategist.
Cleric: This section includes the crusader, divine strategist, evangelist, and merciful healer.
Druid: This section includes the ape shaman, bat shaman, and boar shaman, as well as the world walker.
Fighter: This section includes the armor master, brawler, cad, dragoon, gladiator, tactician, thunderstriker, tower shield specialist, unarmed fighter, and unbreakable.
Gunslinger: This section includes the gun tank, musket master, mysterious stranger, and pistolero.
Inquisitor: This section includes the iconoclast, spellbreaker, and witch hunter.
Magus: This section includes the kensai, myrmidarch, skirnir, and soul forger.
Monk: This section includes the flowing monk, maneuver master, martial artist, master of many styles, sensei, sohei, and tetori.
Paladin: This section includes the divine hunter, empyreal knight, holy gun, holy tactician, knight of the sepulcher, and sacred shield.
Ranger: This section includes the battle scout, deep walker, falconer, trophy hunter, warden, and wild stalker.
Rogue: This section includes new rogue talents, plus the bandit, chameleon, charlatan, driver, knife master, pirate, roof runner, sanctified rogue, and survivalist.
Wizard: This section includes the arcane bomber, siege mage, and spellslinger.

Of course, some of these classes get other new rules as well, such as rage powers, rogue talents, and the like. Some of these archetypes can make for some versatile and powerful characters. I myself am playing with one of these archetypes in a campaign being run by our illustrious publisher, Erik Mona. Take a look at the Maneuver Master.

Maneuver Master (Archetype)
The maneuver master specializes in more complicated moves than simple damage-dealing strikes.
Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.
Maneuver Defense (Ex): At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Reliable Maneuver (Ex): At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall.
Meditative Maneuver (Ex): At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.
Sweeping Maneuver (Ex): At 11th level, a maneuver master can make two combat maneuvers as a standard action, as long as neither maneuver requires the maneuver master to move. He may perform two identical maneuvers against two adjacent enemies, or he may perform two different combat maneuvers against the same target. This ability replaces diamond body.
Whirlwind Maneuver (Ex): At 15th level, once per day as a full-round action, a maneuver master can attempt a single combat maneuver against every opponent he threatens, as long as the combat maneuver does not require movement. He makes a single combat maneuver check, and it applies to all targets. This ability replaces quivering palm.

After the first session, I can tell you that this archetype has been a blast to play. We will be looking at some of the fun toys for the monk in more detail next week, but let me close out with one last list of class-filled fun. Here is the revised and expanded list of fighter weapon groups. Weapons marked with one asterisk (*) can be found in the Advanced Player's Guide, while those with two asterisks (**) are from Ultimate Combat. Enjoy and see you all next week.

Axes: bardiche*, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe**, knuckle axe**, light pick, mattock**, orc double axe, pata**, and throwing axe
Blades, Heavy: bastard sword, chakram*, double chicken saber**, double walking stick katana**, elven curve blade, falcata*, falchion, greatsword, great terbutje**, katana**, khopesh*, longsword, nine-ring broadsword**, nodachi**, scimitar, scythe, seven-branched sword**, shotel**, temple sword*, terbutje**, and two-bladed sword
Blades, Light: bayonet*, butterfly sword**, dagger, gladius**, kama, kerambit**, kukri, pata**, quadrens**, rapier, short sword, sica**, sickle, starknife, swordbreaker dagger*, sword cane*, and wakizashi**
Bows: composite longbow, composite shortbow, longbow, and shortbow
Close: bayonet*, brass knuckles*, cestus**, dan bong**, emei piercer**, fighting fan**, gauntlet, heavy shield, iron brush**, light shield, madu**, mere club**, punching dagger, sap, scizore**, spiked armor, spiked gauntlet, spiked shield, tekko-kagi**, tonfa**, unarmed strike, wooden stake*, and wushu dart**
Crossbows: double crossbow*, hand crossbow, heavy crossbow, heavy repeating crossbow, light crossbow, light repeating crossbow, and tube arrow shooter**
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword
Firearms: all one-handed**, two-handed**, and siege firearms**
Flails: chain spear*, dire flail, double chained kama**, flail, flying blade**, heavy flail, kusarigama**, kyoketsu shoge**, meteor hammer**, morningstar, nine-section whip**, nunchaku, sansetsukon**, scorpion whip**, spiked chain, urumi**, and whip
Hammers: aklys**, battle aspergillum*, club, greatclub, heavy mace, light hammer, light mace, mere club**, taiaha**, tetsubo**, wahaika**, and warhammer
Monk: bo staff**, brass knuckles**, butterfly sword**, cestus*, dan bong**, double chained kama**, double chicken saber**, emei piercer**, fighting fan**, jutte**, kama, kusarigama**, kyoketsu shoge**, lungshuan tamo**, monk's spade**, nine-ring broadsword**, nine-section whip**, nunchaku, quarterstaff, rope dart**, sai, sansetsukon**, seven-branched sword**, shang gou**, shuriken, siangham, tiger fork**, tonfa**, tri-point double-edged sword**, unarmed strike, urumi**, wushu dart**
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing
Polearms: bardiche*, bec de corbin*, bill*, glaive, glaive-guisarme*, guisarme, halberd, hooked lance**, lucerne hammer*, mancatcher*, monk's spade**, naginata**, nodachi**, ranseur, rohomphaia**,tepoztopili**, and tiger fork**
Spears: amentum**, boar spear*, javelin, harpoon**, lance, longspear, pilum*, shortspear, sibat**, spear, tiger fork**, and trident
Thrown: aklys**, amentum**, atlatl**, blowgun, bolas, boomerang*, chakram*, club, dagger, dart, halfling sling staff, harpoon**, javelin, lasso*, kestros**, light hammer, net, poisoned sand tube**, rope dart**, shortspear, shuriken, sling, spear, starknife, throwing axe, throwing shield**, trident, and wushu dart**
Siege Engines: all siege engines**


Jason Bulmahn
Lead Designer

More Paizo Blog.
Tags: Design Tuesdays Mauricio Herrera Paladins Pathfinder Roleplaying Game
251 to 300 of 532 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Shisumo wrote:
EDIT: Hey. It just occured to me. A 3rd level maneuver master with Improved Grapple is going to really annoy monsters with Grab, isn't it?

The Grapple-always-provokes is already in the Pugilist Barbarian BTW... This just expands it to ALL Maneuvers.

And just like the Pugilist, the main limiter would be when enemies have a Reach advantage on you, you don`t threaten them back to, which is another pre-req to taking an AoO.
The `Flurry of Maneuvers` (going from what we see previewed here) would seem to let Maneuver Monks compete with Grab monsters for multi-grapple stuff (and they are even better, since they can Maintain with Flurries, while Grab only initiates Grapples). Monks already could Sunder with UAS as part of a Flurry, so Maneuver Masters are now just able to use Monk weapons to Sunder (which even Weapon Adepts can`t do, strangely enough), so I`d say the `Standard Action Maneuvers` like Grapple and Bullrush seem to be the biggest difference of what Manuever Masters can Flurry vs. normal Monks.


Ya know, some folks here make it real easy for me to know how agonizingly old you are (no offense). The ones that critique the half-elf image are definitely not of my generation. I grew up on heroes being dudes like Cloud Strife from Final Fantasy 7 and many anime out there, so to me, that looks like a normal pic of a warrior as opposed to the ZOMG reactions I see from others


This comic applies to me all too often: http://xkcd.com/386/

Anime doesn't have a style, nor does manga. While ravingdork found a dictionary definition, as with many things the dictionary is not nearly a suitable resource for finding out what something truly is.

The word anime being used in English is best defined as animation produced for a Japanese audience. That means when Japanese production companies are hiring Koreans and others to produce their animation, it is still anime as it was created for the Japanese to watch. Similarly, when Japanese studios are recruited to help out with animation being created for the US or elsewhere, that is not anime. Things sometimes get complicated when you talk about Marvel hiring anime studios to make Marvel anime, but since that is premiering on Japanese TV it is anime. I disagree that all the kids out there drawing cat girls and kitsune are drawing "manga". They are inspired by manga sure, but it's not manga.

On the same topic, there is no anime style. Yes, many things look similar, especially within the same genre. I won't dispute that many shoujo titles look the same and many shounen titles look the same. Similarly, many characteristics (slender limbs, big eyes, etc.) are shared in many genres. But there are countless examples of why there is no one style. Berserk, Dead Leaves, Crying Freeman, Panty and Stocking, Panda Z, and many others diverge dramatically from what many Americans would call "anime style."

So when you talk about something like the paladin image, by all means complain it's too anime looking. But in reality that just means it's similar to one anime style. And at this point in time, the last 10+ years of American cartoons and comics have been heavily influenced by Japanese styles so who is to say where the artists their influences today? I say let the artists draw what they want and judge each piece on its own merits.

---

On a COMPLETELY unrelated note, I don't think anybody has mentioned it but I thought of an awesome way to use the whirlwind maneuver from the Maneuver Master. At that level it should be fairly easy to get Enlarge Person and True Strike, whether from a party caster, alchemist or an item. Then have your alchemist party member let you borrow (infusion discovery) a Fluid Form extract. Boom, you are now a large monk with a 20 ft. natural reach and the ability to (once per day) do a single combat maneuver with a +20 bonus against every enemy within range.


Kaiyanwang wrote:
hogarth wrote:

I'll have to dig up the impassioned defense of "monks aren't supposed to get Greater maneuver feats as bonus feats and that's a good thing".

I don't want to answer in place of James Jacobs, but is my personal opinion that the game changes and maybe they changed their mind about it.

If is the case is a good thing because they just listened people and addressed their concerns.

I agree. But I'm a petty person, so I get a certain amount of smug satisfaction that, after years of saying "notwithstanding our own monk examples to the contrary, monks aren't supposed to get any special treatment when it comes to combat maneuvers, being the best at combat maneuvers isn't the monk's niche, etc.", they change their minds to agree with my point of view.

;-)

Liberty's Edge

Quandary wrote:
I`d say the `Standard Action Maneuvers` like Grapple and Bullrush seem to be the biggest difference of what Manuever Masters can Flurry vs. normal Monks.

I'd really love some clarification on how bull rush will work with flurry of maneuvers. It's not clear to me whether a monk has access to his movement speed during the flurry or not; normally the answer would be no, but bull rush specifically allows movement "if you have the available move to do so," and I'm not sure what that means in this context.

If he can, though, the recent FAQ on bull rushes would make for some astonishing tricks with monk move speeds and the ability to flurry the manuevers.


Thanks, Paizo, for the preview! UC has been on the must-buy list for some time.

The great: Archetypes. They are, hands-down, my favorite addition to the game. The ones listed are pretty tantalizing. Can't wait.

The good: Interesting listing of weapons. Seems there will be plenty of non-class-related content as well and that's a very good thing. Here's hoping some of the expansions/variants like Armor as DR and injury systems get more than a page or two.

Also glad to see Ninja and Samaurai are alternate classes and that Paizo is keeping to the idea that alternate classes are essentially in-depth archetypes. While I still think they could have just been archetypes, I can see why they went this route.

The meh: Gunslinger, & firearms in general. Yeah, the RPG line is separate from Golarion. Yeah, Golarion is my setting to do what I will with from a campaign perspective. I still contend, however, that this will have an adverse effect on the setting and/or campaigns -- either through incremental changes to the setting (low-medium likelihood) or through player expectations (It's Paizo official product -- why CAN'T I use it?) (Very high likelihood.) In either case, not worth it, IMO.

I get the appeal firearms have to many fantasy gamers. However, I think it's a topic better served in a sourcebook tied specifically to sword-n-planet gaming, sci-fi/post-apoc, or "campaign options" style of book. (Again, IMO.)

the bad: Don't like that picture either.

Silver Crusade

Pathfinder Adventure Path Subscriber

I'm still somewhat bitter that Arnold Tsang got chased out by the residents for getting his anime-inspired art into their pristine, pseudo-European medieval fantasy. G+##%+n puritans... or was that purists? Can't tell the difference.


Razz wrote:
Ya know, some folks here make it real easy for me to know how agonizingly old you are (no offense). The ones that critique the half-elf image are definitely not of my generation. I grew up on heroes being dudes like Cloud Strife from Final Fantasy 7 and many anime out there, so to me, that looks like a normal pic of a warrior as opposed to the ZOMG reactions I see from others

That's cool. Whether it dates me or not, however, when I look at most of the Final Fantasy dudes, I can't help but wonder why they all look like feminized (or at best, androgynous) emo wusses that lack the muscle tone to lift a regular weapon, let alone the giant-sized ones they often carry.

For me, it's not a "ZOMG" reaction so much as a "Valeros could kick his pretentious emo-ass and wrap that stupid bow around his oversized armor" kind of reaction. YMMV.

(In fairness, however, the fact that the archer apparently can't nock the arrow on the string correctly probably isn't making his pout look as intimidating as he'd like...)


Nukruh wrote:
The bow and the arrow in the image are bothering me. It just doesn't look right for some fundamental reason.

It's how they're held. Notice that the bowstring's outside the arm holding the weapon? Impossible to aim correctly unless the right (character's right) hand is repositioned.


drumlord wrote:
On a COMPLETELY unrelated note, I don't think anybody has mentioned it but I thought of an awesome way to use the...

No! You've completely missed out on the real possibilities here: building a wizened (yet perverted) sage who can steal Kyra's, Seoni's, Seelah's and Amiri's panties in one turn. (I purposefully excluded Merisiel, as she would just say "what panties?" - and a wizened perverted sage has high Perception / Sense Motive and would know she's gone commando).


Shisumo wrote:
I'd really love some clarification on how bull rush will work with flurry of maneuvers. It's not clear to me whether a monk has access to his movement speed during the flurry or not; normally the answer would be no, but bull rush specifically allows movement "if you have the available move to do so," and I'm not sure what that means in this context.

To be clear, you don`t need to move yourself to Bullrush. The Flurry is a Full Attack, which you can `intersperse` at any point with a 5` step... That is standard for non-Monks even. Beyond that, you can`t use any other movement within the Flurry/Full Attack, since even if you have a bonus Move Action from some source, that is a separate action which can`t be interspersed like 5` steps can.

Liberty's Edge

I know you don't have to move to bull rush - the question I'm trying to get at is whether flurry + bull rush might get around the usual restrictions on movement, given the way bull rush is written. It doesn't ordinarily come up, since bull rush is a standard action, but making it usable during a full attack action raises a potential loophole.


Gorbacz wrote:
I'm still somewhat bitter that Arnold Tsang got chased out by the residents for getting his anime-inspired art into their pristine, pseudo-European medieval fantasy. G*$@&%n puritans... or was that purists? Can't tell the difference.

FYI, it has nothing to do with the period/ethnic trappings of the fantasy setting in question. There`s plenty of pseudo-European medieval fantasy anime.

There are asian-inspired fantasy settings that are illustrated in a more gritty, as opposed to stream-lined, video-game illustration styles as propagated by alot of what passes as `anime/manga`.

Anyhow, I find it absurd the number of peopling denying the image resembles `anime` whatever that is, when Jason and Erik Mona themselves are saying there is no more `anime-esque` illustrations in the book, ie. confirming they find the illustration `anime-esque`. I would say that Lodoss Wars is a very appropriate comparision to the illustration, and that is certainly a `D&D-esque setting anime`.


Gorbacz wrote:
I'm still somewhat bitter that Arnold Tsang got chased out by the residents for getting his anime-inspired art into their pristine, pseudo-European medieval fantasy. G+@#*&n puritans... or was that purists? Can't tell the difference.

Hmm, that reminds me more of a comic-book style from the 70's and 80's.

Liberty's Edge

Anime, manga, cartoons... I don't know the difference. But I know I hate this kind of "art" that looks like it was done by a computer program. It's soulless and dead-eyed and unimaginative... Maybe it's creative in its way, but art like this is where the imagination goes to die and be buried in a plastic casket.

It tells no story -- it looks like packaging for an action figure.

Give me the quirky, old-school art and illustrations any day. It tended toward rough and crude, but it had heart.

/old-man rant off


Shisumo wrote:
I know you don't have to move to bull rush - the question I'm trying to get at is whether flurry + bull rush might get around the usual restrictions on movement, given the way bull rush is written. It doesn't ordinarily come up, since bull rush is a standard action, but making it usable during a full attack action raises a potential loophole.

I`m not sure what you mean then, in both Full Attack and Standard Action Bullrush cases, you can use a 5` step interspersed with either action. Charges have their entire movement which you can use, and I`m not sure what the intent with the Bullrush FAQ is, though it may be intended that you can use a Move Action to follow them (while adjusting their trajectory), although that might have problems with basic action structure... I wouldn`t be surprised if that FAQ is further clarified, though, given the issues it brought up.

Liberty's Edge

1 person marked this as FAQ candidate.

Quoting myself to empahsize the point:

Shisumo wrote:
bull rush specifically allows movement "if you have the available move to do so," and I'm not sure what that means in this context.

If you beat your target's CMD by 5 or more, you can move with them if you have "available move." The question is, do you have "available move" during a full attack action or not? You can't take move actions, obviously, but can you move anyway because of how bull rush is written?


Liz Courts wrote:
Zark wrote:
I want FEATS.
The feats table alone takes up nine pages in this book. Trust me, there are plenty of feats in this book. :D

Nice. Thanks for the feedback :-)


Quandary wrote:
Anyhow, I find it absurd the number of peopling denying the image resembles `anime` whatever that is, when Jason and Erik Mona themselves are saying there is no more `anime-esque` illustrations in the book, ie. confirming they find the illustration `anime-esque`. I would say that Lodoss Wars is a very appropriate comparision to the illustration, and that is certainly a `D&D-esque setting anime`.

It's not absurd that people choose to talk and argue about things they are passionate about. There is a huge thread going on right now debating snake barding. I'm not taking sides, merely mentioning that having that long of a discussion of that issue might seem absurd ;)

Jason and Erik were addressing previous posts so it makes sense to use the same terms. Rarely does the staff arbitrarily go around talking about the level of anime in illustrations, usually just in response to somebody complaining about it.

I don't have a problem when people say off the cuff that something is anime-esque or has an anime style as people usually know what you mean. It's when people start talking about how they hate anime style or say things similar to "get your anime out of my ____". At that point it's gone past using the term as a convenient reference point (like Erik and Jason did) and using it as a disparaging term. I see that as a narrow-minded viewpoint.

LoreKeeper wrote:
No! You've completely missed out on the real possibilities here

The real possibilities are beginning to scare me.


Regarding the art:

While I see a little bit of manga stylings in this piece, it doesn't bother me. What bothers me is the amount of wrong in the piece.

[rant]

  • His boots appear to be solid metal. How does he walk properly? And what's the point of those little 'wing' things on the sides. Looks like little more than a way to rip other peoples' clothing in a crowd.
  • As mentioned above, his head is TINY. This dude has genetic problems.
  • Either his legs are too long or his arms are way too short. And what is with that giant chunk of metal on his right arm?
  • He's holding the bow with the bowstring OVER his arm, as was mentioned above. I'm convinced that this is due to his tiny head. He's not able to rationalize proper weapon use.
  • The bow itself is completely useless. Not only must it be incredibly heavy thanks to all that metal slapped onto it, but there is NO way it could even bend properly to launch the arrow.
  • Speaking of that arrow...what? Did he strap a freaking dagger to the end? "it's a bigger point, so it'll do more damage" doesn't make much sense when the damn thing won't fly. Beyond the enormous arrowhead, the shaft is entirely too short, and he's not even HOLDING it properly.
    [/rant]

    Regarding the blog post:

    Fantastic. I love it. Everything about it. The double chicken saber made me burst out laughing. Yes, I know what it really is, but it's called a "double chicken saber"!

    One question: is it intentional to have both a cavalier and a fighter archetype named "Tactician"?

    Here's hoping we get something in the way of a Grammaton Cleric/Gunslinger of Gilead.

    ...Catch Phrase,

    -Chris


  • I'm not sure what the argument is all about on the art. It's good. Yes, it looks like Lodoss war. Not sure that's a bad thing at all.

    If you're objecting to the head vs body proportions, you should go read an art book about comics, that is pretty standard. Chest and torso are always bigger than normal, with wide shoulders and lots of muscles. In fact, they use the head as a multiplier to get the chest size (it's 5 I think).

    As to real life, I've known people before with that sort of build. I knew a guy back when I was 14. He was western samoan, he was 17, 6 foot 6, and had shoulders that were nearly four feet wide. He looked like a golf tee with pea on top. His head was very small for his body, much more so than this elf guy.


    For the maneuver master monk, when he uses his maneuver defense does this attack of opportunity count against your normal number per round?

    I thought some combat maneuvers could already be used multiple times in a round like trip, disarm, and dirty tricks.


    mdt wrote:


    If you're objecting to the head vs body proportions, you should go read an art book about comics, that is pretty standard. Chest and torso are always bigger than normal, with wide shoulders and lots of muscles. In fact, they use the head as a multiplier to get the chest size (it's 5 I think).

    It's 3 for chest-and-shoulders width. And the style of oversized bodies was something utilized primarily in the 90's, inspired by Rob Liefeld, creator of such travesties as Young Blood and Cable and...well...this is how he drew captain america.

    Deadpool's evolved into something pretty amazing, though.

    These days, it is extremely downplayed and most comics attempt some semblance of realism in the proportions of their characters.

    ...Catch Phrase,

    -Chris

    Dark Archive

    now for the question is: does vital strike stack with siege weapons? a heavy catapult with greater vital strike gives ya 24d6...


    ulgulanoth wrote:


    now for the question is: does vital strike stack with siege weapons? a heavy catapult with greater vital strike gives ya 24d6...

    *sigh* This makes me cringe. Aiming a catapult at one man is damn near impossible. Unless they stand still in one place for long periods of time. And you get lucky. It's a siege weapon. You throw rocks at castles. Castles don't move and they're big targets. Same for trebuchets. Even a ballista is damn hard to aim at small targets. It's for tossing javelin sized bolts into crowds (or at ships and castles). At this point, I don't care what the rules say or what loophole is cited, my players will not be sniping with siege weapons...

    End of rant. Glad to get that one off my chest :)


    R_Chance wrote:
    ulgulanoth wrote:


    now for the question is: does vital strike stack with siege weapons? a heavy catapult with greater vital strike gives ya 24d6...

    *sigh* This makes me cringe. Aiming a catapult at one man is damn near impossible. Unless they stand still in one place for long periods of time. And you get lucky. It's a siege weapon. You throw rocks at castles. Castles don't move and they're big targets. Same for trebuchets. Even a ballista is damn hard to aim at small targets. It's for tossing javelin sized bolts into crowds (or at ships and castles). At this point, I don't care what the rules say or what loophole is cited, my players will not be sniping with siege weapons...

    End of rant. Glad to get that one off my chest :)

    Polybolos and Scorpio were both sniping siege weapons. Used against infantry.


    R_Chance wrote:
    ulgulanoth wrote:


    now for the question is: does vital strike stack with siege weapons? a heavy catapult with greater vital strike gives ya 24d6...

    *sigh* This makes me cringe. Aiming a catapult at one man is damn near impossible. Unless they stand still in one place for long periods of time. And you get lucky. It's a siege weapon. You throw rocks at castles. Castles don't move and they're big targets. Same for trebuchets. Even a ballista is damn hard to aim at small targets. It's for tossing javelin sized bolts into crowds (or at ships and castles). At this point, I don't care what the rules say or what loophole is cited, my players will not be sniping with siege weapons...

    End of rant. Glad to get that one off my chest :)

    barring the fact that we don't have te book yet, so we don't know the details..

    barring what cheapy posted.

    Aiming with extraordinary precision with a siege engine would be the deed i would expect from an hero specialized in it. Is that wrong?

    Dark Archive

    Pathfinder Roleplaying Game Superscriber

    As for the art I think his shoulder look wider than they are due to the armor. As for the boots to me they look metal on the sides and from the ankle up but the tops of the boots and up to the ankle look more like polished leather.

    The one thing I find odd about the image is how exactly is that arrow hanging there.


    Dark Mistress is right about the arrow....it's not even being held.

    My biggest issue with the whole picture is that this archer only has ONE arrow to begin with. He has no other source of ammunition on his body.

    I still think it's cool looking overall, though.


    Did unarmored warriors (Celt/Zulu-style) get any lovin'?


    People art is not only descriptive, is evocative too. If you add too much stuff, you can be more realistic but the piece can lose focus, be too "loaded" of details (unless is the effect wanted, see Wayne Reynolds).

    Can we please stop it?


    Cheapy wrote:


    Polybolos and Scorpio were both sniping siege weapons. Used against infantry.

    In set piece seiges and battles maybe. Mostly aimed "into the brown" (into massed troops). The Polybolos wasn't widely known. The Scorpion isn't much more powerful than a heavy crossbow. Neither is toted around for battles on the fly. They are heavy, take time to set up. In short thery are designed for specialized use. Seiges. A moving army isn't going to use them.


    I am really curious about the Armor Master Fighter...


    Necromancer wrote:
    Nukruh wrote:
    The bow and the arrow in the image are bothering me. It just doesn't look right for some fundamental reason.
    It's how they're held. Notice that the bowstring's outside the arm holding the weapon? Impossible to aim correctly unless the right (character's right) hand is repositioned.

    No mention of it was made prior, so I was just making sure I was not seeing things due to lack of sleep.


    Kaiyanwang wrote:


    Aiming with extraordinary precision with a siege engine would be the deed i would expect from an hero specialized in it. Is that wrong?

    Maybe. It just interferes with my suspension of disbelief :)


    2 people marked this as a favorite.
    R_Chance wrote:
    A moving army isn't going to use them.

    Unless you mount them on War Dinos or the like. Animated self moving siege gear is also an option. :)


    At this point I feel I should mention that a few months ago I had the idea for a hill giant assassin who snipes out his targets with a hand-held ballista.

    Liberty's Edge

    Xenophile wrote:
    At this point I feel I should mention that a few months ago I had the idea for a hill giant assassin who snipes out his targets with a hand-held ballista.

    And then he hides in a tree.


    Dorje Sylas wrote:


    R_Chance wrote:
    A moving army isn't going to use them.

    Unless you mount them on War Dinos or the like. Animated self moving siege gear is also an option. :)

    I suppose if you built them to move and animated them. Most ballistae and other siege engines are constructed on site from carried materials or local timber. Accuracy, such as it is, is based on stability and ranging in your shots (although ballista can be roughly aimed).

    Mobile animated self firing siege engines are a bit high magic for my game. They have a place as artifacts though (I stold the concept from the old Empire of the Petal Throne game -- the Lightning Bringer). Generally I'd have something like that use something more powerful than rocks and javelins. Like lightning for instance :)


    Xenophile wrote:
    At this point I feel I should mention that a few months ago I had the idea for a hill giant assassin who snipes out his targets with a hand-held ballista.

    I think I'd use a more civilized giant. Fire giant maybe. Nasty thought, but cool - essentially just a big crossbow :)


    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    Razz wrote:
    Ya know, some folks here make it real easy for me to know how agonizingly old you are (no offense). The ones that critique the half-elf image are definitely not of my generation. I grew up on heroes being dudes like Cloud Strife from Final Fantasy 7 and many anime out there, so to me, that looks like a normal pic of a warrior as opposed to the ZOMG reactions I see from others

    Hey, have you looked at the artwork of the second edition AD&D Player Handbook? :p It's a bloody wonder we got from THAT to THIS. And I must say, I like the more "high fantasy" images of modernity much better in most cases, unrealistic armor be damned. :)


    Christopher Delvo wrote:


  • His boots appear to be solid metal. How does he walk properly? And what's the point of those little 'wing' things on the sides. Looks like little more than a way to rip other peoples' clothing in a crowd.
  • Look closer on the blow up -- his wearing shovel greaves over boots -- not solid piece metal boots.

    Christopher Delvo wrote:


  • As mentioned above, his head is TINY. This dude has genetic problems.
  • That's right you be a half breed between two different races and see what that does to your DNA -- at least he's not infertile like a liger.

    Christopher Delvo wrote:


  • Either his legs are too long or his arms are way too short. And what is with that giant chunk of metal on his right arm?
  • Pathfinder buckler -- they strap on instead of being held in the hand.

    The boots are a bit thick and the pauldrons slope downward which gives the impression he has less arm than he does. His armor is really bulky -- I'm thinking he's added about two inches in total girth simply from the armor. It appears he has a thick gambison on under the armor as well as possible winter clothing, it could be he's from further north than the background would indicate -- he's honestly not wearing that much metal -- the shoulder protectors look like football shoulder pads over bulky clothing more than anything else.
    Christopher Delvo wrote:


  • He's holding the bow with the bowstring OVER his arm, as was mentioned above. I'm convinced that this is due to his tiny head. He's not able to rationalize proper weapon use.
  • He's posing not shooting. He isn't worried about it looking right.

    Christopher Delvo wrote:


  • The bow itself is completely useless. Not only must it be incredibly heavy thanks to all that metal slapped onto it, but there is NO way it could even bend properly to launch the arrow.
  • Composite recurve with arrow guides? Not that odd -- the fact they are metal instead of bone is a bit odd but not horribly so. Actually it looks like the bow is made of bone and not wood, that wouldn't be so unusual depending on the area he is from. The metal looks to be reinforcing on the arms and curve possibly to prevent breakage... really there's only 5 pieces of metal added total (one holds the string) and each of those are caps of some form as opposed to solid sections (again not unusual -- the fact the caps aren't leather or some other wrap is a bit though).

    Christopher Delvo wrote:


  • Speaking of that arrow...what? Did he strap a freaking dagger to the end? "it's a bigger point, so it'll do more damage" doesn't make much sense when the damn thing won't fly. Beyond the enormous arrowhead, the shaft is entirely too short, and he's not even HOLDING it properly.
  • What? Like these? Perhaps you are more use to the three inch piercing arrow heads? Arrows have had many variations of heads on them throughout the centuries -- during the middle ages (and a bit beyond) they experimented pretty heavily on how to change the arrow head to get different results from the arrow -- much like modern ballistics does to the bullet.


    Say what you want about it but the armor is horrible from the perspective of actually doing it's job. I learned to ignore 3E art with all those point / edge traps and other issues on the armor when it first came out. It's just suppsed to "look cool". Used to make me shiver and wonder if the guy wearing it had a death wish. Having said that, the artwork in older editions was no prize either for the most part. Over all, I think Paizo's art is a definite improvement over pretty much any other edition of the game. My 2cp.


    Very exciting preview, with a lot of cool sounding archetypes. Too bad I didn't like the one previewed, it seems immensely meh.

    So, which one of the cavalier archetypes will allow for a mount-less variant?


    R_Chance wrote:
    Say what you want about it but the armor is horrible from the perspective of actually doing it's job. I learned to ignore 3E art with all those point / edge traps and other issues on the armor when it first came out.

    AHAHAHAHAHAH!

    Couters are a normal part of late armor and are there for the same reason we corrugate and slope armor today -- extra protection. The angles offer a thicker piece of metal where the impact happens, and are stronger than a straight piece of metal. The extra 'fins' help deflect and catch incoming strikes. The same idea was used on breast plates by putting a crease going down the middle of the breastplate and sloping it downward towards the belly (which is why so many people in portraits from the time look like they have a significant amount of belly.


    I have one question, will there be new rage powers in this book?


    northbrb wrote:
    I have one question, will there be new rage powers in this book?

    Yes, this has already been confirmed by Jason


    Ah... how I miss the artwork of Boris & Julie...


    LoreKeeper wrote:
    northbrb wrote:
    I have one question, will there be new rage powers in this book?
    Yes, this has already been confirmed by Jason

    thanls for the answer, it is hard sometimes to catch up on every question asked.

    Dark Archive

    Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
    northbrb wrote:
    I have one question, will there be new rage powers in this book?
    'blog' wrote:
    Of course, some of these classes get other new rules as well, such as rage powers, rogue talents, and the like. Some of these archetypes can make for some versatile and powerful characters. I myself am playing with one of these archetypes in a campaign being run by our illustrious publisher, Erik Mona. Take a look at the Maneuver Master.

    1 to 50 of 532 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Paizo Blog: Ultimate Combat Preview #1 All Messageboards

    Want to post a reply? Sign in.