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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Fantasy Grounds Virtual Tabletop
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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

Got my notification too now that I told it to not ship with my adventure path subscription!

Liberty's Edge

Woohoo! Got my notice as well! And it's going to cost enough that I'm going to save $10 on shipping!

...

...I'm picking the books up at GenCon.

(sigh)


Yeah, just got my first notice, too. :) That will be an interesting week to come!

Silver Crusade

Jesse Benner wrote:
magnuskn wrote:
Don't worry, I'll be all over the martial arts parts of the book.

Magnuskin, be sure to let us know your thoughts. It was my pleasure to work on part of that and I'd love to get feedback from others.

May the book soon be in all of our collectively grubby little paws!
Jim Groves wrote:


Same here. :)

Like proud parents, we're quietly waiting, and hoping you enjoy it.

Jason Nelson wrote:

I didn't write the martial arts sections per se but did do the monk archetypes, so I'd likewise be interested.

IOW, me three! :)

Pre-emptive love and appreciation all around for the monk/martial arts/celestial totem stuff guys. :)

Grand Lodge

I am so excited D: I can hardly wait to delve through this and see how awesome the Ragechemist is lolol.

Silver Crusade

Pathfinder Adventure Path Subscriber

I'm totally rolling a Dragoon/Holy Gun/Ragechemist.


Next week = love! ^_^

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Jim Groves wrote:
magnuskn wrote:
Jesse Benner wrote:
magnuskn wrote:
Don't worry, I'll be all over the martial arts parts of the book.
Magnuskin, be sure to let us know your thoughts. It was my pleasure to work on part of that and I'd love to get feedback from others.
Will do. :)

Same here. :)

Like proud parents, we're quietly waiting, and hoping you enjoy it.

And I'd like to add a pre-emptive CONGRATULATIONS to Team Gruntwork! ;-)


Tom Qadim wrote:
Jim Groves wrote:
magnuskn wrote:
Jesse Benner wrote:
magnuskn wrote:
Don't worry, I'll be all over the martial arts parts of the book.
Magnuskin, be sure to let us know your thoughts. It was my pleasure to work on part of that and I'd love to get feedback from others.
Will do. :)

Same here. :)

Like proud parents, we're quietly waiting, and hoping you enjoy it.

And I'd like to add a pre-emptive CONGRATULATIONS to Team Gruntwork! ;-)

+1 Both development and warehouse teams

Contributor

1 person marked this as a favorite.

Likewise, I'd be delighted to get feedback on the Performance Combat and Health/Vitality sections. It was definitely a challenge to try to keep those sections simple enough to be playable but robust enough to provide flavor.


I got my notification yesterday :D Can't wait for it to ship so I can rush and download the PDF.


I think there is an unarmed fighter variant in there, just in time for Jade Regent. :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

wraithstrike wrote:
I think there is an unarmed fighter variant in there, just in time for Jade Regent. :)

There is indeed, and he is pretty boss. Two words:

Spoiler:
SUCKER PUNCH


Jason Nelson wrote:
wraithstrike wrote:
I think there is an unarmed fighter variant in there, just in time for Jade Regent. :)

There is indeed, and he is pretty boss. Two words:

** spoiler omitted **

Is there some Golarion language that write "Explosive" and "Runes" in 4 letters/symbols each, so I can have them tattooed on my character's knuckles when he goes for the

Spoiler:
SUCKER PUNCH (Explosive Runes)!


Jason Nelson wrote:
wraithstrike wrote:
I think there is an unarmed fighter variant in there, just in time for Jade Regent. :)

There is indeed, and he is pretty boss. Two words:

** spoiler omitted **

I can't believe I fell for that.


How many more days before it's in own collective hands?


Azure_Zero wrote:
How many more days before it's in own collective hands?

Well, GenCon starts August 4th. That's 11 days away, so 11 dsys until you can order your PDF, or if you are lucky and the Paizo Gods are good to us, 11 days until the earliest point that the book will arrive in your mailbox.


I JUST GOT MY ORDER PROCESSED NOTIFICATION!

I think its time for the scary, eye-damaging happy nerd dance!

Shadow Lodge

Pathfinder Rulebook Subscriber

Spoilers or it didn't happen ;-)


Kieviel wrote:
Spoilers or it didn't happen ;-)

The first word (other than "FEATS" up at the top) on page 111 of 258 of the PDF is "Midnight."

Oh, you mean something a little less generic...

Arcane Bomber is precisely as I assumed it would be, Arcane School (but still choose opposition schools) and Arcane Bond for a limited version of Alchemist Bombs, sacrifice a spell to do more bomb damage.

Oh, and Spellslinger is awesome, even if you do lose cantrips (Prestidigitation is one of my favorite spells).

Shadow Lodge

Pathfinder Rulebook Subscriber

Midnight! Finally! It all comes together, the final signal of the secret cabal stands revealed!

More seariously, thanks for the info :-) Instead of salivating I am now drooling.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Sajuuk, Turtle of Creation wrote:
Oh, and Spellslinger is awesome, even if you do lose cantrips (Prestidigitation is one of my favorite spells).

please let spellslinger be authorized for PFS play

please let spellslinger be authorized for PFS play
please let spellslinger be authorized for PFS play

Dark Archive

Hopefully I can download the PDFs soon too! Can't wait.


I am actually considering buying the book, if I do so will the pdf be included for free? I though I saw something about that.

Liberty's Edge

Lobolusk wrote:
I am actually considering buying the book, if I do so will the pdf be included for free? I though I saw something about that.

Free PDFs are a subscriber perk. You have to actually subscribe to the Rules product line to get the PDF for free.


Excellent. I guess I'll be able to scour the book for the martial arts stuff by mid-week. I hope. ^^


Please, those that have received the PDF, start spoiling it for the rest of us :D


Congrats to Da Ogre!

Liberty's Edge

I just want to know one thing.

Is Monkey Grip or something like it in the book?

The Exchange Contributor, RPG Superstar 2008 Top 6

Adding to the feedback pile-on, I'd love to know what people think of the called shot system. I also worked on the bard and paladin archetypes, low-tech equipment, and the gladiator section (which I believe got changed a fair bit).

Liberty's Edge

Pathfinder Adventure Path, Rulebook Subscriber

Spoilers ahoy:

Style Feats

Spoiler:

Sets of 3 Feats. You can have one style "active" at a time, while active you receive benefits based on the feats you have. Default it takes a swift action to change styles. Master of Many Styles Monk Template allows you to start with two syle "stances" active, increasing to 3 at 8th level, 4 at 15th, and 5 at 20th, as well as switch styles more easily and gain access to the better feats without as many prerequisites. Combat Style Master feat allows others to switch styles with a free action.

Ninjas!

Spoiler:

In case you didn't already know, the rogue is now on its way to extinction. The thing a rogue gets that a Ninja doesn't is trapfinding/trap sense.

Monkey Grip

Spoiler:

No Monkey Grip, nor any feat like it. However, the Titan Mauler Barbarian Archtype has this:
Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. The attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.


Thanks for the info, Reckless! Any chance you could share any of the Firearms stuff with those among us who are hungry for spoilers? I got a Gunsligner player who's been begging me for info for his "class."

Also, my two cp on the whole Ninja vs. Rogue debate is that the Rogue class is, and always has been, a skill-based class. I admit that I'm not familiar with what a Ninja gets, but to me it sounds like the Ninja is heavily Combat-Focused while sacrificing some of a Rogue's skill-goodness for that specialty. There are TONS of Rogue Talents a Ninja cannot get that makes the Rogue extremely powerful with skills, and while I don't think Rogues will disappear, I do think you'll see all of the Rogues who wanted to be sneaky and good at fighting separate from the Rogues who wanted to be skillful characters.

Liberty's Edge

Pathfinder Adventure Path, Rulebook Subscriber
Golden-Esque wrote:

Thanks for the info, Reckless! Any chance you could share any of the Firearms stuff with those among us who are hungry for spoilers? I got a Gunsligner player who's been begging me for info for his "class."

Also, my two cp on the whole Ninja vs. Rogue debate is that the Rogue class is, and always has been, a skill-based class. I admit that I'm not familiar with what a Ninja gets, but to me it sounds like the Ninja is heavily Combat-Focused while sacrificing some of a Rogue's skill-goodness for that specialty. There are TONS of Rogue Talents a Ninja cannot get that makes the Rogue extremely powerful with skills, and while I don't think Rogues will disappear, I do think you'll see all of the Rogues who wanted to be sneaky and good at fighting separate from the Rogues who wanted to be skillful characters.

I'm not real familiar with the basic Firearms from the World Guide, but here's info on the types of Firearms in UC:

Spoiler:

Buckler gun
Pepperbox
Pistol
Pistol, coat
Pistol, dagger
Pistol, double-barreled
Pistol, dragon
Pistol, sword cane

Two-Handed Firearms

Blunderbuss
Culverin
Double hackbut
Fire lance
Musket
Musket, axe
Musket, double-barreled
Musket, warhammer

The Gunslinger class itself looks pretty unchanged from the second playtest version at first blush.

Grit Feats look pretty familar too...

Spoiler:

Grit Feat
Deft Shootist Do not provoke attacks of opportunity while shooting
or reloading firearms as long as you have 1 grit point

Extra Grit Gain 2 extra grit points per day, and maximum grit increases by 2

Leaping Shot May move your speed and make firearm attacks

No Name Gain +2 on Bluff checks, and spend grit to gain +10 on Disguise checks

Ricochet Shot Ricochet your shots off of a wall or other solid terrain

Secret Stash Deed Grit Spend 1 grit point to recover powder or ammunition from your person

Signature Use 1 deed for 1 fewer grit point

And no, Ninjas get to take any Rogue Talent as a Ninja Trick they want(unless there is a Ninja Trick with the same name, then they can only take the Ninja version.) they still get 8 skill points/level. And they have one more skill (Knowledge(noble) on their skill list in addition to every Rogue Skill.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Reckless wrote:
Golden-Esque wrote:

Thanks for the info, Reckless! Any chance you could share any of the Firearms stuff with those among us who are hungry for spoilers? I got a Gunsligner player who's been begging me for info for his "class."

Also, my two cp on the whole Ninja vs. Rogue debate is that the Rogue class is, and always has been, a skill-based class. I admit that I'm not familiar with what a Ninja gets, but to me it sounds like the Ninja is heavily Combat-Focused while sacrificing some of a Rogue's skill-goodness for that specialty. There are TONS of Rogue Talents a Ninja cannot get that makes the Rogue extremely powerful with skills, and while I don't think Rogues will disappear, I do think you'll see all of the Rogues who wanted to be sneaky and good at fighting separate from the Rogues who wanted to be skillful characters.

I'm not real familiar with the basic Firearms from the World Guide, but here's info on the types of Firearms in UC:

** spoiler omitted **

The Gunslinger class itself looks pretty unchanged from the second playtest version at first blush.

Grit Feats look pretty familar too...
** spoiler omitted **

And no, Ninjas get to take...

Rogues can take Ninja Tricks as rogue talents as well


Justin Franklin wrote:
Rogues can take Ninja Tricks as rogue talents as well

How does that work out, with them having no Ki Points?


Several ninja tricks have a free "once-use" per day, I figure. Or maybe there's a feat to grant a ki pool (speculation on my part). The last option is that it allows monk-rogue multi-classing better?

Liberty's Edge

Rogues can also get a ki pool as a rogue talent. It is not a prereq for the talent that lets you take a ninja trick (but it certainly opens up a lot more possibilities).


Wow, I hope my shipment goes out soon... so much to look at, I got three PDF's to survey. <bounces nervously> :)


magnuskn wrote:
Wow, I hope my shipment goes out soon... so much to look at, I got three PDF's to survey. <bounces nervously> :)

+1 you and me both (and loads of others too). The waiting! So... indescribable...

Owner - House of Books and Games LLC

magnuskn wrote:
Wow, I hope my shipment goes out soon... so much to look at, I got three PDF's to survey. <bounces nervously> :)

Yeah. I didn't make the cut yesterday, so once again the double waiting game begins (waiting for the West Coast to start moving, and waiting to see if I'm in today's shipments).

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

gbonehead wrote:
magnuskn wrote:
Wow, I hope my shipment goes out soon... so much to look at, I got three PDF's to survey. <bounces nervously> :)
Yeah. I didn't make the cut yesterday, so once again the double waiting game begins (waiting for the West Coast to start moving, and waiting to see if I'm in today's shipments).

You and I both. (well on the waiting part) Getting harder and harder to add music to my work DVDs. (2 more levels compiled of dungeonaday, new slumbering tsar, and new Pathfinder PDFs to go on the disk...)


What is Confirming a Critical Threat? Looking at the Seize the Moment feat and can't figure it out? Is it just when someone roll within their crit range and have a chance to confirm a critical hit?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Phone wrote:
What is Confirming a Critical Threat? Looking at the Seize the Moment feat and can't figure it out? Is it just when someone roll within their crit range and have a chance to confirm a critical hit?

A critical threat is after you have hit and rolled a value in your crit range. Then you roll to confirm it, and if you do it is a crtical hit.


4 people marked this as a favorite.

So Ultimate Magic was almost entirely magic-user specific things.

Ultimate Combat is both magical class and "Mundane" class (as much as that can mean in this game) things, including quite a large number of spells.

Are we going to get "Ultimate Mundane" or "Ultimate Not-A-Caster" to give the fighters, monks, and rogues a bit more love?


1 person marked this as a favorite.

No, I think this is it... At least in terms of Ultimate Player Option Hardcover stuff, Campaign-specific stuff aside (e.g. Whup-Ass of the Inner Sea).


More spoilers, please, folks! I want to know spells and feats for now.


Razz wrote:
More spoilers, please, folks! I want to know spells and feats for now.

Seconded


The masses want more spoilers, so I will deliver!

Well, Martial Arts Master monk archetype has a wonderful line in it..."Alignment: A martial artist may be of any alignment." I went O_O at the sight of that, since having to play as Lawful is my one beef with Monks. However, it loses Ki Pool (and a few other things). But for some reason it doesn't lose Abundant Step, which requires Ki to use. I'm assuming that this is just an editing goof on Paizo's part.

Master of Many Styles Monk Archetype is pretty much what it says on the box, trading Flurry of Blows for the ability to merge martial arts styles together.

Sohei is not the Sohei from the old Oriental Adventures WOTC book.

There's also some nice firearm-related art scattered throughout the book.

Oh, and the second word on page 222 is "affliction," so let the rampant speculating re-commence.

And I'll pass along some issues a friend of mine has after looking through Gunslinger (these do not represent my own opinions on Gunslinger (aside from that one about Startling Shot, which can be pretty powerful in a well-built party))

Quote:


-- Startling Shot: only ability I can think of that auto-flatfoots the target and they can do nothing about it. No save, no check, no increase feint DCs, nada. Auto-screw any dex-build that isn't from an Uncanny Dodge class for one round.
-- Lightning Reload: firearms' one weakness has being their reload times; well free-reload/round? followed by Vital Strike / Dead Shot / Targeting / Shot on the Run? Why play anything else.
-- Evasive: a single ability grants Evasion, Uncanny Dodge, and Improved Uncanny Dodge, three of the best defensive abilities in the game at all once. Rogues cry themselves to sleep as Gunslingers mock them.
-- Cheat Death: better than 2 hero points, nuff said."


#1 - I kind of agree about the Startling Shot thing. It would have made more sense to have only caused the creature to lose their Dexterity bonus against the next attack made against them, kind of like the Feint combat maneuver, but lasting until the start of the Gunslinger's next turn. It's definetely powerful, and there's nothing anyone can do to stop it, which is annoying (especially when your Gunslinger is backed by two Rogues, like mine is :-P).

#2 - In fairness, you can't combine Vital Strike with any of those. There was a huge post about it way back when. Vital Strike and its associated feats cannot be combined with anything that requires an action to use, so while you can Power Attack Vital Strike, you can't Dead Shot Vital Strike (as Dead Shot requires a full-round action), Target Shot Vital Strike (most of them don't deal damage anyway, and it requires a Standard action to use), or Shot on the Run/Leaping Shot Vital Strike (again, requires a full-round action).

#3 - Yes, but unlike Rogues, a Gunslinger can lose those abilities by exerting themselves too much (spending too many Grit Points). Coupled with the fact that they cannot get Improved Evasion, which tunes it down a little. To be honest, one thing I never liked about the Gunslinger was that all of those abilities are just automatically given to any Gunslinger without them having to pick and choose; I would have liked to see all Deeds become feats, with the Gunslinger getting bonus Deed feats each day. That, however, is merely my own opinion.

#4 - Cheat Death is powerful, but it also drains all of the Gunslinger's Grit, which means that they're going to lose all of those wonderful defensive abilities your friend was complaining about.

My friend has been playing a Gunslinger in our campaign group, and I have to say that the class's big weakness, like many fighting classes, is damage reduction. Especially since it costs a LOT of money to make adamantine / cold iron / silver bullets :-P.


Apparently he was using " / " to indicate "or" and not "in combination." But if Power Attack can't be used with Vital Strike, then I'm going to have to make a note of that somewhere, since I know I've abused Power Attack + Vital Strike + Furious Focus more than once.

I'm totally going to agree with you about the DR issue with gunslingers. I've statted up a few of them as tests during the playtests, and the major expenditure beyond magic weapons and armor was always making special material ammunition.

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