Pathfinder Roleplaying Game: Ultimate Combat (OGL)

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Pathfinder Roleplaying Game: Ultimate Combat (OGL)
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Seize the initiative and chop your foes to pieces with this exhaustive guide to the art of martial combat in this exciting new rulebook for the smash-hit Pathfinder Roleplaying Game, suitable for players and Game Masters alike!

This comprehensive 256-page hardcover reference reveals the martial secrets of the Pathfinder RPG rules like never before! Tons of new tricks and techniques for combat-oriented character classes put a sharp edge on your weapons and a sure step in your tactics, ranging from new barbarian rage powers, new cavalier orders, tons of new rogue talents, and more than 60 new archetypes for nearly every Pathfinder RPG character class, including spellcasters like wizards and clerics.

Ultimate Combat also introduces three new Pathfinder RPG classes: the ninja, samurai, and gunslinger! The ninja blends the subterfuge of the rogue with high-flying martial arts and assassination techniques. The samurai is an unstoppable armored warrior who lives by a strong code of honor—with or without a master. The gunslinger combines the fighter's martial prowess with a new grit mechanic that allows her to pull off fantastic acts with a pistol or rifle. All this plus tons of new armor and weapons, a complete treatment of firearms in the Pathfinder RPG, a vast array of martial arts, finishing moves, vehicle combat, duels, and new combat-oriented spells for every spellcasting class in the game!

Ultimate Combat includes:

  • New player character options for 14 Pathfinder RPG base classes, including alchemist discoveries, barbarian rage powers, cavalier orders, combat-cleric archetypes, animal shaman druids, new fighter archetypes like gladiator and armor master, inquisitor archetypes like witch-hunter or spellbreaker, combat-themed magus arcana, monk archetypes based on mastery of martial arts, new paladin archetypes like angelic warrior, ranger archetypes like big game hunter and trapper, new rogue tricks, and wizard archetypes like the gunmage
  • The ninja, samurai, and gunslinger, brand-new 20-level alternate classes specially designed to get the most out of combat
  • Hundreds of new combat-oriented feats including martial arts feat trees, finishing moves, and combination feats
  • In-depth overviews on a variety of combat-related topics, such as armor, Asian weapons, duels, fighting schools, guns, siege weapons, and more
  • A complete system covering vehicle combat, including wagons, boats, airships, and more
  • Tons of optional combat rules like called shots, armor as damage reduction, and new ways to track character health
  • ... and much, much more!

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

Errata
Last Updated - 8/20/2015

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Ultimate eastern and guns

2/5

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


More Options ! more fighting, ... MORE !

5/5

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

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

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


great reference book

4/5

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


Helping to close the caster/everyone else gap

4/5

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

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

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

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

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

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

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

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

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


1/5

Ultimate? Combat?

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

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

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

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


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Since spoilers are being handed out, would someone like to elaborate on the Magus archetypes? Also, we seem to have forgotten the most important question of them all - what are the stats of the almighty katana?


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
IstariFortunae wrote:
Since spoilers are being handed out, would someone like to elaborate on the Magus archetypes? Also, we seem to have forgotten the most important question of them all - what are the stats of the almighty katana?

katana

One handed Exotic
two handed martial
1d6/1d8/18-20/x2 Deadly


What's the deadly trait for a weapon do?


Justin Franklin wrote:
IstariFortunae wrote:
Since spoilers are being handed out, would someone like to elaborate on the Magus archetypes? Also, we seem to have forgotten the most important question of them all - what are the stats of the almighty katana?

katana

One handed Exotic
two handed martial
1d6/1d8/18-20/x2 Deadly

How about the Naginata?


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Razz wrote:
What's the deadly trait for a weapon do?

Someone in another thread said it adds +4 to the DC of a coup de grace made with the weapon, I believe.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Canty wrote:


How about the Naginata?

Naginata

Two Handed Martial
1d6/1d8/×4 Reach


Pathfinder Adventure Path Subscriber

So, for my first look-through ending at 2:40 a.m., here's what I can say about the martial arts / Monk stuff in Ultimate Combat:

- Sadly, the MAD problem for Monks has not been solved. The Sensei archetype has an ability which allows to use Wisdom as the to-hit stat, but otherwise deprives the Monk of bonus feats and other stuff for bard-like abilities. No other MAD-reducing features in sight, I fear.

- Likewise, no help in adding enhancement bonuses to Monk unarmed attacks. Brass Knuckles remain ones best option, which is okay but takes away from what full body unarmed combat should be.

- The Martial Artist archetype, though, is excellent. It takes away the ki pool and all mystical abilities, but allows any aligment and substitutes good abilities. Still very MAD-tastic, though. It has one excellent ability, which has you rolling a Wisdom check + Monk level vs. DC 10 + CR ( or hardness of objects ) as a swift action and gains you a +2 bonus on attack rolls and lets you ignore DR/Hardness if you succeed. Lasts until the beginning of your next turn, though, so it is not always on.

- Other Monk archetypes are nice enough for their special niche. Martial Artist clearly seems to be the best for my personal taste of non-monastic martial arts. Big surprise there. ^^

- Combat Style feats are okay, although not breathtaking. Crane Style seems to be the best of the lot, IMO.

Not Monk-related:

- The Spiked Chain makes a semi-return in the form of the Meteor Hammer. One can decide as a free action to change the Meteor Hammer from a double weapon into a reach weapon. Damage 1d8 / 20/x2.

- The Kusari-gama is worded strangely. It is a double weapon ( with pretty crappy damage ), which apparently is a reach weapon, but it is not specificied how exactly that works out. From its flavor, the chain should be the reach part, while the sickle part should allow attacks at close range. This needs some clarification, as the text in the books does not specify that. In any case, another semi-return of the Spiked Chain.

- And another melee/reach weapon: Kyoketsu Shoge.

- The Ninja is awesome. You can even get the Monk unarmed strike damage at level 10, although at Monk level -4.

- No mount-substituting archetypes for Cavaliers or the Samurai. Damn.

- That female half-elf gunslinger on page 242 looks absolutely fabulous. :D That should have been the iconic, IMO.

All in all it looks like a fine book, with many interesting options. Some of the feat chains are very specific to some rather unusual class/role combinations, though.

Still, I would have hoped for more help on some of the Monks fundamental problems. Especially MAD, which remains one of its three principal failings ( the other two being contradicting class features, i.e. 1.) a skirmishing focus which is off-set by its need to full-attack to get its best attack ability with Flurry of Blows and 2.) that it is way too expensive to give the Monk full-body contact enhancement/DR bypassing features ).

I hope that helps Mikaze and other interested parties. :)

Silver Crusade

Sajuuk, Turtle of Creation wrote:
Canty wrote:


How about the Naginata?

Naginata

Two Handed Martial
1d6/1d8/×4 Reach

x4? Well that settles that. Primary weapon for my Samurai now.

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

@Magnuskn: The martial artist can also take fighter-only feats using his monk level as his effective fighter level, meaning he could take Penetrating Strike (and Greater) to have always-on DR-avoidance with his bare hands or monk weapons.

True, he wouldn't necessarily need it since he already has Exploit Weakness, but it would allow him to use that ability for its defensive effect (i.e., grant 1/2 his monk level to Sense Motive checks, Ref saves, and dodge AC vs. one target within 30 feet). That's pretty sweet defense right there - up to +10 Ref/dodge AC/Sense Motive at 20th - and you can switch freely from using Exploit Weakness for offense or defense. If you took the Penetrating Strike feats, you'd probably always use it for defense, especially given that a sick Ref save will help the martial artist get the most out of both (Improved) Evasion and (Greater) Defensive Roll.

(yeah, ordinary monks can already get a +4 dodge AC for 1 round by spending a ki point, and it works against everybody, but it's a finite resource and doesn't scale - the martial artist can do it all day to literally kick the crap out of boss monsters)


please oh please can someone with the book let me know about the holy gun paladin? pretty please?


crystallos wrote:
please oh please can someone with the book let me know about the holy gun paladin? pretty please?

You get a gun, you can spend grit to make smiting shots with it (like smiting evil, but a single shot), your holy bond is your gun, similar in most ways to the standard weapon divine bond, and higher along you get a grit pool.

The way the archetype is written kind of almost forces you to take at least one level of gunslinger IMHO.

So far what I've read I'm liking a lot. My only disappointment so far is with the Druid options. I'm really sick of more "<X> Shaman"s. I know this isn't really the book for Druids, so I'm going to give it a pass. But, this seems like it would have been a great chance for a Druid option that forsakes some spellcasting, but instead I got another page and a half of "You can only take an <X> animal companion, You get +4 on Wild Empathy for <X>, You an totem transform into <X> and get one of <Y> abilities, You can Summon <X> as a standard action, and you can take one of <Z> bonus feats every handful of levels."

I don't really fully understand the point of the Thunderstriker, I guess they're trying to reward people for the time-honored tradition of the +1 light fortification buckler ;)


magnuskn wrote:
- No mount-substituting archetypes for Cavaliers or the Samurai. Damn.

That is definitely already my biggest disappointment with that book now. Sometimes the loudest cries are the least heard, oddly.


Sajuuk, Turtle of Creation wrote:
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.

Read my post again. Power Attack doesn't require an action to activate, so therefore it CAN be used with Vital Strike. Your Furious Focus combo also works :-P.

Silver Crusade

magnuskn wrote:
So, for my first look-through ending at 2:40 a.m., here's what I can say about the martial arts / Monk stuff in Ultimate Combat:

Thanks magnuskn. I'd be lying if I said I wasn't a bit disheartened after piling so much hope on the book, but part of that's my fault. I was really hoping for help on DEX monks, MAD, and a barehanded alternate to brass knuckles though. I knew the good-flavored stuff was high-hopin', but I just sort of assumed those things above would be there.

I'm still looking forward to the book for what is there though. It should still let me build a monk closer to the mark than I could previously.

Liberty's Edge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Razz wrote:
magnuskn wrote:
- No mount-substituting archetypes for Cavaliers or the Samurai. Damn.
That is definitely already my biggest disappointment with that book now. Sometimes the loudest cries are the least heard, oddly.

This is a huge, huge disappointment. The cavalier really could have used an archetype not focused on mounted combat.


I was kind of putting together a mini-review on Archetypes.. Can I request someone else take a look at the Paladin archetype "Holy Gun" for me and confirm for me that this Archetype is practically unplayable without Errata? I've read it several times, I feel like I have to be missing something, but I'm just not seeing what.

Remove Smite evil, make it a grit ability.

Don't give grit till double digit levels, practically forcing a multiclass into Gunslinger.

Then, if you do Multiclass into Gunslinger, reduce the effectiveness of the grit granting ability.

Something just seems off here.


Justin Franklin wrote:
IstariFortunae wrote:
Since spoilers are being handed out, would someone like to elaborate on the Magus archetypes? Also, we seem to have forgotten the most important question of them all - what are the stats of the almighty katana?

katana

One handed Exotic
two handed martial
1d6/1d8/18-20/x2 Deadly

This is more or less exactly what I was hoping for. I was well prepared to live without it being a finesse weapon like the Aldori Dueling Sword (though I still wonder if there's a relationship between the katana and the ADS in Golarion given their similar shapes), but I was really crossing my fingers for it to basically be to the bastard sword what the scimitar is to the longsword (lower die size one step, raise threat range one step). The deadly tag is...amusing, but not particularly swaying one way or the other for me. I can sort of see it, though--it'd come in handy if your samurai has to perform an execution. >_>


Pathfinder Adventure Path Subscriber
Jason Nelson wrote:

@Magnuskn: The martial artist can also take fighter-only feats using his monk level as his effective fighter level, meaning he could take Penetrating Strike (and Greater) to have always-on DR-avoidance with his bare hands or monk weapons.

True, he wouldn't necessarily need it since he already has Exploit Weakness, but it would allow him to use that ability for its defensive effect (i.e., grant 1/2 his monk level to Sense Motive checks, Ref saves, and dodge AC vs. one target within 30 feet). That's pretty sweet defense right there - up to +10 Ref/dodge AC/Sense Motive at 20th - and you can switch freely from using Exploit Weakness for offense or defense. If you took the Penetrating Strike feats, you'd probably always use it for defense, especially given that a sick Ref save will help the martial artist get the most out of both (Improved) Evasion and (Greater) Defensive Roll.

(yeah, ordinary monks can already get a +4 dodge AC for 1 round by spending a ki point, and it works against everybody, but it's a finite resource and doesn't scale - the martial artist can do it all day to literally kick the crap out of boss monsters)

Oh, as I said in my post, I really like the Martial Artist archetype. I didn't list out all his abilities due to a.) fatigue and b.) not wanting to spoil everything about it.

My main concern is that the DC for Exploit Weakness is so high that this ability will maybe in use for 50% of the time, statistically speaking. There seems to be no way outside of Wisdom stacking that it can be made easier. Since it replaces the Ki Pool completely, I think it should have had a stacking bonus to your check ( +1 at every four levels or so ), so that it would have been in effect more often.

Nonetheless, the next time I play a Monk, it will be very surely one with the Martial Artist archetype. I am very happy to get away the "always lawful and monastery trained" thing. And I wonder if my repeated posts on the subject over the years had anything to do with it, although that is probably putting myself too much on a pedestal. :p

Mikaze wrote:
magnuskn wrote:
So, for my first look-through ending at 2:40 a.m., here's what I can say about the martial arts / Monk stuff in Ultimate Combat:

Thanks magnuskn. I'd be lying if I said I wasn't a bit disheartened after piling so much hope on the book, but part of that's my fault. I was really hoping for help on DEX monks, MAD, and a barehanded alternate to brass knuckles though. I knew the good-flavored stuff was high-hopin', but I just sort of assumed those things above would be there.

I'm still looking forward to the book for what is there though. It should still let me build a monk closer to the mark than I could previously.

You're welcome. I mainly stayed up to do the write-up for you, since I know how much you were waiting on some Monk info. :)


Robb Smith wrote:

I was kind of putting together a mini-review on Archetypes.. Can I request someone else take a look at the Paladin archetype "Holy Gun" for me and confirm for me that this Archetype is practically unplayable without Errata? I've read it several times, I feel like I have to be missing something, but I'm just not seeing what.

Remove Smite evil, make it a grit ability.

Don't give grit till double digit levels, practically forcing a multiclass into Gunslinger.

Then, if you do Multiclass into Gunslinger, reduce the effectiveness of the grit granting ability.

Something just seems off here.

Well let me see. You get

- Amateur Gunslinger feat – 1 Grit point start of day, but gain up to wisdom modifier
- Remove Smite evil, make it a grit ability, but only works once per grit spend
- At level 11 gain a bonus to the amount of grit received each day equal to her Charisma bonus (if any)

Note that if you take the “Extra Grit” feat, to get to 3+Cha starting Grit each day, and (eventually) have max 3+Wisdom+Charisma Grit stored, so that should be fine. (Not less than a gunslinger at least)

However, the replacement Grit smite should also last for more than one round as now your are quite screwed at lower levels.

Please note that if you take one level of gunslinger, because you get the gunslinger Grit feature, amateur gunslinger can be replaced by extra grit for free……so you would end up with starting Grit equal to 3+Wisdom still, with max Grit still at 3+Wisdom+Charisma

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber
Alceste008 wrote:
Razz wrote:
magnuskn wrote:
- No mount-substituting archetypes for Cavaliers or the Samurai. Damn.
That is definitely already my biggest disappointment with that book now. Sometimes the loudest cries are the least heard, oddly.
This is a huge, huge disappointment. The cavalier really could have used an archetype not focused on mounted combat.

Someone needs to read more closely. Like, say, the musketeer archetype.


Pathfinder Adventure Path Subscriber
Shisumo wrote:
Alceste008 wrote:
Razz wrote:
magnuskn wrote:
- No mount-substituting archetypes for Cavaliers or the Samurai. Damn.
That is definitely already my biggest disappointment with that book now. Sometimes the loudest cries are the least heard, oddly.
This is a huge, huge disappointment. The cavalier really could have used an archetype not focused on mounted combat.
Someone needs to read more closely. Like, say, the musketeer archetype.

Ah, correct. My apologies, it was very late when I posted.


well just what I thought, the advanced players guide had things I was really looking for but Ultimate magic was great disapointment and it looks like Ultimate combat as well.

No feats to add dex or wis to unarmed damage.

no way to get enhance bonuses naturally for the monk, something that should have been there to begin with like what the paladin could get and the magus did get.

no feats to add dex damage to light weapons.

no feats that let you use cha instead of wis for monk AC.


Dragon78 wrote:

well just what I thought, the advanced players guide had things I was really looking for but Ultimate magic was great disapointment and it looks like Ultimate combat as well.

No feats to add dex or wis to unarmed damage.

no way to get enhance bonuses naturally for the monk, something that should have been there to begin with like what the paladin could get and the magus did get.

no feats to add dex damage to light weapons.

no feats that let you use cha instead of wis for monk AC.

WotC's Book of Exalted Deeds has a feat that lets you use Wisdom instead of Strength for attack rolls with Simple weapons (and unarmed strikes are simple weapons). Intuitive Strike I think it's called.


I wish to extend one big happy thank you! To Paizo, developers and warehouse staff. I'm really really happy with the PDF of Ultimate Combat. It shatters preconceived limits on what to expect from future products.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Razz wrote:
WotC's Book of Exalted Deeds has a feat that lets you use Wisdom instead of Strength for attack rolls with Simple weapons (and unarmed strikes are simple weapons). Intuitive Strike I think it's called.

Its Intuitive Attack, and yeah, that's what it does. Of course, its an Exalted Feat, so you've gotta be a Lawful Good Monk. Or a Chaotic Good or Neutral Good Monk using the Martial Artist Archetype. Also assumes the DM allows Exalted players.

As for using CHA instead of WIS for Monk, I don't think there was ever a feat or alternate class feature for that one. The closest I can think of is Kung Fu Genius (from an issue of Dragon and the Dragon Magazine Compendium) and Carmendine Monk (Champions of Valor, also let you use Stunning Fist once more per day IIRC), which both changed Monk abilities that worked off of WIS to work off of INT.

Now, there was a class in 3.5 called Battle Dancer (also from an issue of Dragon and reprinted in the Magazine Compendium) that was a variant of the monk which DID get CHA to AC.

DEX to damage for light weapons can be done using Tome of Battle (AKA the Book of Weeaboo Fightan Magic) through use of Shadow Blade and either a dip into Swordsage for a Shadow Hand stance or the Martial Study and Martial Stance feats to get a Shadow Hand stance.
And DEX to damage opens the door to more min/maxing. Granted, it does cut down on Monk's MAD, which is a GOOD thing.

On the subject of getting enhancement bonuses for monk unarmed strikes without gear, that's always been a problem. 3.5's solution was either go exalted and take Vow of Poverty, or run through the Kensai PRC from Complete Warrior.

And big thanks to Paizo to getting the PDFs to me before I head down to Otakon at the end of the week. Its giving me a chance to do prep for my games while on planes and stuck in airports.

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

Dragon78 wrote:

well just what I thought, the advanced players guide had things I was really looking for but Ultimate magic was great disapointment and it looks like Ultimate combat as well.

No feats to add dex or wis to unarmed damage.

no way to get enhance bonuses naturally for the monk, something that should have been there to begin with like what the paladin could get and the magus did get.

no feats to add dex damage to light weapons.

no feats that let you use cha instead of wis for monk AC.

The book is missing those four things, and therefore and thusly, irrespective of any other content it does include, it's a "great disappointment"?

As always, YMMV.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Colin McComb wrote:
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.

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

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

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

I thought each of these systems were very good and could be incorporated easily into a game if this is what the group wants to do.
I also liked the armor as damage reduction system as well as piece meal armor.

I thought the book as a whole was outstanding! I liked the classes as well the monstrous number of feats in the book! There should be something for everyone in this book.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Russ Taylor wrote:
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).

The Called shot system is also very well done. Far too often in d20 games a called shot system really does little more than determining where a hit landed. This system has varying effects based on damage level and location. So hitting someone in the heart can really mess up their day.

I thought each of these systems were very good and could be incorporated easily into a game if this is what the group wants to do.
I also liked the armor as damage reduction system as well as piece meal armor.
I thought the book as a whole was outstanding! I liked the classes as well the monstrous number of feats in the book! There should be something for everyone in this book.

Contributor

Razz wrote:
WotC's Book of Exalted Deeds has a feat that lets you use Wisdom instead of Strength for attack rolls with Simple weapons (and unarmed strikes are simple weapons). Intuitive Strike I think it's called.

The Guided Hand feat in Ultimate Combat lets you use Wisdom instead of Strength for attacks with your deity's favored weapon.

Scarab Sages

I'm picking up my copy of the book @ GenCon this year & have been charged for my subscription purchase. Any idea on how soon I'll be getting access to my PDF version of the book?

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Tarrintino wrote:
I'm picking up my copy of the book @ GenCon this year & have been charged for my subscription purchase. Any idea on how soon I'll be getting access to my PDF version of the book?

Did you look at your downloads? I never got an email I got them but they where there Monday.

Just as a Note, your first Charge is not actually a Charge but is Paizo just verifying that the account is good, or something similar.


There was a feat in one of the "complete"(arcane I think) books in 3.5 that if you multiclassed with monk and sorcerer you could use cha instead of wis for AC.

I don't use any of my 3.5 books anymore and have gotten rid of most of them.


Okay, so two big things I'd like to ask of the people who own this book:

1. Can you give me a brief summary of the magus archetypes? Especially "new" kensai.

2. Can I also get a summary of the unarmed fighter and unbreakable fighter archetypes, please?


Ashram wrote:

Okay, so two big things I'd like to ask of the people who own this book:

1. Can you give me a brief summary of the magus archetypes? Especially "new" kensai.

2. Can I also get a summary of the unarmed fighter and unbreakable fighter archetypes, please?

Kensai:

Unarmored swordsman focusing on criticals, Perfect Strikes, and initiative (Iaijutsu). Has Canny Defense, a little more fighter added in than a normal magus, and less spells per day.

Grand Lodge

Ashram wrote:


2. Can I also get a summary of the unarmed fighter and unbreakable fighter archetypes, please?

The unarmed fighter gets various grappling bonuses, special uses of drag and dirty trick, higher saves vs fatigue, exhaustion, and ability score damage, and must select the monk weapon group for weapon training.

Interestingly, the unarmed fighter gains proficiency with all monk weapons, even the exotic ones. As far as I can tell, monks still only have proficiency with a specifically enumerated list: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. So I'm betting there will be a lot of monks dipping into this archetype.


Justin Franklin wrote:
IstariFortunae wrote:
Since spoilers are being handed out, would someone like to elaborate on the Magus archetypes? Also, we seem to have forgotten the most important question of them all - what are the stats of the almighty katana?

katana

One handed Exotic
two handed martial
1d6/1d8/18-20/x2 Deadly

s, p, or s/p?


Ugh, as I figured. Unarmed fighter is basically monk fighter. Guess I'm sticking with two-weapon warrior for my unarmed fighter build. >:3

Thanks, guys.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Spiral_Ninja wrote:
Justin Franklin wrote:
IstariFortunae wrote:
Since spoilers are being handed out, would someone like to elaborate on the Magus archetypes? Also, we seem to have forgotten the most important question of them all - what are the stats of the almighty katana?

katana

One handed Exotic
two handed martial
1d6/1d8/18-20/x2 Deadly

s, p, or s/p?

S


Justin Franklin wrote:
Spiral_Ninja wrote:
Justin Franklin wrote:
IstariFortunae wrote:
Since spoilers are being handed out, would someone like to elaborate on the Magus archetypes? Also, we seem to have forgotten the most important question of them all - what are the stats of the almighty katana?

katana

One handed Exotic
two handed martial
1d6/1d8/18-20/x2 Deadly

s, p, or s/p?

S

Thanks.

Puts away her favorite d10.

Silver Crusade

magnuskn wrote:
You're welcome. I mainly stayed up to do the write-up for you, since I know how much you were waiting on some Monk info. :)

Oh man, double thanks then! :D Sorry I kept ya up! It's appreciated though!


Pathfinder Companion, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Is there any estimate on International (Australia) Shipping or Processing for the Hardcover?


Pathfinder Adventure Path Subscriber

I'm a little baffled why ninjas still use their Charisma (rather than Wisdom) to determine their ki pool. Heck, even a rogue who takes the ki pool rogue talent uses Wisdom. This doesn't strike me as unbalancing at all - it's just kind of... weird.

Also, as someone else pointed out above, the martial artist monk never gives up his abundant step ability, despite not having a ki pool. Obviously a typo for the FAQ section.


Pathfinder Adventure Path Subscriber
Mikaze wrote:
magnuskn wrote:
You're welcome. I mainly stayed up to do the write-up for you, since I know how much you were waiting on some Monk info. :)
Oh man, double thanks then! :D Sorry I kept ya up! It's appreciated though!

Everything for my favorite poster on these boards. :)

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

Paizo Employee Chief Technical Officer

Suz L wrote:
Is there any estimate on International (Australia) Shipping or Processing for the Hardcover?

Regardless of destination, we've been shipping subscriptions copies and preorders since Monday, but there are a lot of them, and it'll take pretty much the whole week to get them all out.


Colin McComb wrote:
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.

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

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

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

Ashram wrote:

Ugh, as I figured. Unarmed fighter is basically monk fighter. Guess I'm sticking with two-weapon warrior for my unarmed fighter build. >:3

Thanks, guys.

Not really. The unarmed fighter gets a bunch of other stuff, especially including combinations of maneuvers with unarmed attacks. I'm not sure why the monk weapon group was added, since he's supposed to be the UNARMED fighter, but whatev.

But, check it out when you get the book and see whether you like what it's got going on.


Generic Villain wrote:

I'm a little baffled why ninjas still use their Charisma (rather than Wisdom) to determine their ki pool. Heck, even a rogue who takes the ki pool rogue talent uses Wisdom. This doesn't strike me as unbalancing at all - it's just kind of... weird.

Also, as someone else pointed out above, the martial artist monk never gives up his abundant step ability, despite not having a ki pool. Obviously a typo for the FAQ section.

I'm sure the designers weren't that low in IQ to make Charisma be the stat for Ninja ki pool. Clearly it's supposed to be Wisdom. They probably forgot. Because whoever wrote up the Rogue talent entry for the ki pool put down the right stat, Wisdom. They probably forgot to change it from the playtest. The fix is simple, switch it to Wisdom where it belongs.


I actually liked a lot the fact the the calm monk and the aggressive ninja would get the Ki from a different stat. Kinda like, as I already said, a Jedi and a Sith.

Dark Archive

Pathfinder Adventure Path, Companion, Lost Omens, Pawns Subscriber

So I am looking through the Ultimate Combat pdf and upon reading the Gunslinger I have a question, do they no longer target the Touch AC of enemies with 20ft when shooting?

Liberty's Edge

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

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