Pathfinder Roleplaying Game: Ultimate Combat (OGL)

3.50/5 (based on 41 ratings)
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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3.50/5 (based on 41 ratings)

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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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Scarab Sages

Since I can't flag a review, I do this post and flag myself. I think more or less advertising illegal downloads is something that shouldn't be done in a review.

Silver Crusade

feytharn wrote:
Since I can't flag a review, I do this post and flag myself. I think more or less advertising illegal downloads is something that shouldn't be done in a review.

Agreed, that is straight up bad form.

Flagged you as well for bad BBC formatting since there isn't an "Other" option. ;)

Grand Lodge

1 person marked this as a favorite.
Razz wrote:
LittleRedNekra wrote:
Razz wrote:


No need for unnecessary sarcasm. I'm simply speaking on behalf of those here that had asked if they'll provide a means for 2 gun wielders to reload. They promised yes, there'll be a feat. I have yet to find it, or anything like it, so far. So I'm simply asking since I am sure many people, including me, need a means to do so.

It was likewise with Ultimate Magic. James quoted saying he was 99 percent sure there'll be a set of guidelines on how to expand the new spellcasting classes spell list with spells not from PF products, and they failed to put it in that book. Which may of us find important, too, since we do use Spell Compendium and other 3PP for spells

You don't get to speak against sarcasm when you're making thin vieled digs, mate.

Maybe the answer is to use a gun that holds more than one bullet in both hands?

And his answer to adding spells from non-PF products might just have been to add them in the book. I guess the idea is to remember that it's not the other game... That and 99 isn't 100

What you're saying is quite different than what they said. See, they practically guaranteed both elements I mentioned to be added to said products, but they were overlooked, strangely. I was merely pointing it out and pointing out, also, it's best for them not to make promises they can't keep.

His answer to UM was practically certain, so we customers have a right to show disappointment and ask for what we were told to be given as so. We do pay for this, after all.

Razz,

You do realize the books you were talking about in question are from OTHER companies?? Why on earth would they mention them in a book or books that Paizo puts out and not WotC, or some other 3pp product??

Just because you mistakenly thought that someone had said that there was going to be mention of a spell list or means to add spells to existing lists such as the Witch and Summoner... does not make it so. No amount of Sarcasm or derision is going to change that. No company in their right mind is going to promote some other companies books in their own books, it is NOT good marketing sense... not to mention from ANOTHER edition.

BTW when speaking (or typing as the semantics apply), speak for YOURSELF only. You do not speak for others and are not the voice others might want to speak for them. Speaking for myself... I certainly would not want YOU to speak for me in any way shape or form.. so please keep- in mind when stating opinion or even fact... back it up.. not that you are speaking for me or anyone else but your own little self.

Grand Lodge

PrivateZim wrote:
Jason Nelson wrote:
Lobolusk wrote:
Jason Nelson wrote:
Lobolusk wrote:
Gorbacz wrote:

I'm 90% sure that Crushing Embrace = Crushing Blow.

As for the Twin Lock, no idea...

i am guessing the back breaker feat is really the neck breaker feat

Crushing Embrace was for extra damage on grapples and pins.

Twin Lock was, as someone guessed, for grappling two targets at once.

Backbreaker was... well, it was exactly what it says on the tin. :) A way to break something's back (i.e., permanent paralysis) if it all works, or at least to mess them up even if you don't get the full meal deal of spine-snappage.

We'll see if they turn up again someday... :)

so.....are they going to be out in the errata? or do the feats listed just not exist? at all if they are no longer valid feats can we get some substution feats? like strangle

Until and unless otherwise stated by the Paizo staff, they simply do not exist. As to what substitution there may be, that must wait for official errata from Jason, Sean, Stephen, or whomever else on the Paizo crew.

My unofficial suggestion is to simply replace them with bonus monk feat slots while you wait for the official answer to the question.

Gotta say, I'm really kinda pissed about this. Just got my copy, read over the Tetori, got frikkin excited and went to start working on the build for DragonCon PFS and..WTF!?!?!?

If this ever gets worked out Tetori will be my absolute favorite anything in Pathfinder of all time, if not , gotta say i might be a liiittle upset.

Can always homebrew some substitutes but I was really looking foward to usinng it for PFS.

Anyways thanks for the awesome archetype, even if it is only half finished.

Looks like a bit of bad luck here on my part as I've done all kinds of planning for my Tetori monk of which, I'll be playing next week. Hopefully there will be word on this soon as this class looks like it will be alot of fun to play when it's finished.


Wow. Completely botched the samurai and ninja classes. Two of my favourites now have become..............

Silver Crusade

Pathfinder Adventure Path Subscriber
The equalizer wrote:
Wow. Completely botched the samurai and ninja classes. Two of my favourites now have become..............

Please, tell me that 3.5 Samurai and Ninja were great examples of class design, and that PF versions suck. I'm waiting for that with popcorn in hand.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber
The equalizer wrote:
Two of my favourites now have become..............

Who did what with the CW Samurai and CA Ninja now?

RPG Superstar 2008 Top 32

Mikaze wrote:
feytharn wrote:
Since I can't flag a review, I do this post and flag myself. I think more or less advertising illegal downloads is something that shouldn't be done in a review.

Agreed, that is straight up bad form.

Flagged you as well for bad BBC formatting since there isn't an "Other" option. ;)

I've removed this review.

Owner - House of Books and Games LLC

TriOmegaZero wrote:
The equalizer wrote:
Two of my favourites now have become..............
Who did what with the CW Samurai and CA Ninja now?

Sounds like someone actually played one of them sometime.

Only time I've used either was to give ninja levels to a blackball, and that was really just because it sounded cool.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Had a player roll a CW Samurai, and I played a CA Ninja. Nothing really special about them.

Scarab Sages

Ross Byers wrote:
Mikaze wrote:
feytharn wrote:
Since I can't flag a review, I do this post and flag myself. I think more or less advertising illegal downloads is something that shouldn't be done in a review.

Agreed, that is straight up bad form.

Flagged you as well for bad BBC formatting since there isn't an "Other" option. ;)

I've removed this review.

I so hope you don't keep a count on the flags on a posters name ;-)


Done both ninja and samuari

the ninja form 3.5 was so broken, the dm literally asked
me to stop

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Oh Lobolusk, you never fail to make me laugh.

Silver Crusade

Pathfinder Adventure Path Subscriber

At this rate we will soon have someone saying that Truenamer was the best designed class ever.

In other news...the review got reposted without the bad stuff, but the reviewer decided to knock a star off for his initial review being removed. Yay!

Dark Archive

Pathfinder Adventure Path Subscriber
Gorbacz wrote:

At this rate we will soon have someone saying that Truenamer was the best designed class ever.

In other news...the review got reposted without the bad stuff, but the reviewer decided to knock a star off for his initial review being removed. Yay!

Somewhat ammusing that he claims removed for some reason (indicating he does not know why.) whilst at the same time it is very clear from his post that he knows full well why it was removed.

Silver Crusade

Kevin Mack wrote:
Gorbacz wrote:

At this rate we will soon have someone saying that Truenamer was the best designed class ever.

In other news...the review got reposted without the bad stuff, but the reviewer decided to knock a star off for his initial review being removed. Yay!

Somewhat ammusing that he claims removed for some reason (indicating he does not know why.) whilst at the same time it is very clear from his post that he knows full well why it was removed.

HE MAD.[/cam'ron]


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

Random question

Blur gives one target concealment and is 2nd level.

Lock gaze gives all creatures BUT the caster concealment and is 1st level.

Thoughts?


Can be dispelled suffering from blind for 1 round, gives saving throw and spell resistance.

Shadow Lodge

jreyst wrote:

Random question

Blur gives one target concealment and is 2nd level.

Lock gaze gives all creatures BUT the caster concealment and is 1st level.

Thoughts?

Blur has a 1min/level duration. Lock gaze is 1round/level.


AlecStorm wrote:
Can be dispelled suffering from blind for 1 round, gives saving throw and spell resistance.

If you succeed on your spellcraft check to understand how the spell works, sure. Most opponents won't at 1st - 3rd level.

I also think it's pretty crazy to make a spell granting the whole party except 1 person concealment as a 1st level spell. Granted it's only vs 1 opponent and allows a save, but I'd still peg it as a 2nd level spell at least.

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
jreyst wrote:
Lock gaze gives all creatures BUT the caster concealment and is 1st level.

Vs only 1 Target


What about performance feats? Can you use in a normal combat or only when there's a crowd?

Liberty's Edge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
The equalizer wrote:
Wow. Completely botched the samurai and ninja classes. Two of my favourites now have become..............
Please, tell me that 3.5 Samurai and Ninja were great examples of class design, and that PF versions suck. I'm waiting for that with popcorn in hand.

Yeah, I expect that you will be waiting a long time.

On the other hand, I have run a PF ninja and a PF rogue at the same table. Both characters were extremely useful. Evasion definitely comes into play a lot.

The samurai ability to ignore critical hits against them is no slouch. Finally, a cavalier type other than hound master that is decent. I need to write a review of UC and UM. My scores will be a ways apart.


3.5 samurai sucks, sucked, and will suck forever.
3.5 ninja was good, but PF ninja is better.


Jury Rig
Target: one OBJECT of up to 2 lbs./level

Description:
When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy the object.

The target is one object, but the description, for the most part refers to weapons.

Can it be used on environmental objects - portcullis crank handles, fr instance? or is it specifically for broken weapons/equipment?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Demonskunk wrote:

Jury Rig

Target: one OBJECT of up to 2 lbs./level

Description:
When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy the object.

The target is one object, but the description, for the most part refers to weapons.

Can it be used on environmental objects - portcullis crank handles, fr instance? or is it specifically for broken weapons/equipment?

So long as the object in question falls within the 2 lbs./level limit, the spell should work.

Remember though that while all items can gain the broken condition, not all objects will suffer a mechanical penalty from it. A portcullis crank handle might work the same no matter whether it's broken or not (only ceasing to function once its been destroyed). Casting jury rig in this instance wouldn't make much sense.


Jason Nelson wrote:
Lobolusk wrote:
Gorbacz wrote:

I'm 90% sure that Crushing Embrace = Crushing Blow.

As for the Twin Lock, no idea...

i am guessing the back breaker feat is really the neck breaker feat

Crushing Embrace was for extra damage on grapples and pins.

Twin Lock was, as someone guessed, for grappling two targets at once.

Backbreaker was... well, it was exactly what it says on the tin. :) A way to break something's back (i.e., permanent paralysis) if it all works, or at least to mess them up even if you don't get the full meal deal of spine-snappage.

We'll see if they turn up again someday... :)

So these are not feats then?

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

Markeen wrote:
Jason Nelson wrote:
Lobolusk wrote:
Gorbacz wrote:

I'm 90% sure that Crushing Embrace = Crushing Blow.

As for the Twin Lock, no idea...

i am guessing the back breaker feat is really the neck breaker feat

Crushing Embrace was for extra damage on grapples and pins.

Twin Lock was, as someone guessed, for grappling two targets at once.

Backbreaker was... well, it was exactly what it says on the tin. :) A way to break something's back (i.e., permanent paralysis) if it all works, or at least to mess them up even if you don't get the full meal deal of spine-snappage.

We'll see if they turn up again someday... :)

So these are not feats then?

Not as of now, unless they have been added to the FAQ when I wasn't looking. They were intended to be feats but didn't make it into the final version of the book.

Dark Archive

On that note has an FAQ been published for UC yet? I haven't been able to find it.

Silver Crusade

Souphin wrote:
On that note has an FAQ been published for UC yet? I haven't been able to find it.

I was looking for this yesterday as well. My feeling is they are still working on it, due to the amount of corrections and clarifications. Looking forward to it!


Question for those who thought the Samurai in this book was worth the ink and space it was given.

How come?

Forgive me for coming into this a bit late but I kind of made the jump to Pathfinder samurai after a long run of still using the old Oriental Adventures/Rokugan samurai and all the old AEG modules to have L5R flavoring in my samurai (and ninja and shugenja and monks). Since a good deal of our campaigns take place in a world where contact with the oriental cultures is relatively common, I thought of getting this book in the hopes of finally updating some of the now very long in the tooth classes for the current edition.

I was actually rather disappointed in what I ended up reading. Especially after coming from the 'old school' of AEG flavored Oriental Adventure samurai into what was in essence a very disappointed cavalier cast off. I will admit that it IS a quantum leap ahead of the worthless non-AEG inspired samurai from 3.5 and it might be playable on a minimal level if they have never played Legend of the Five Rings or Sengoku or the such but as it looks, it was a complete disappointment.

Is there any good suggestions of divulging Samurai of the shackles of being a second class cavalier? Or am I going to have to continue to slap dash modify ancient 3.0 classes from an out of date book in the vague hope of keeping them actually interesting?


Khymerion wrote:
Is there any good suggestions of divulging Samurai of the shackles of being a second class cavalier? Or am I going to have to continue to slap dash modify ancient 3.0 classes from an out of date book in the vague hope of keeping them actually interesting?

If you want a really over-the-top (by Pathfinder standards) samurai -- one that can adventure on equal footing with the party cleric -- check out the one in Races of War, by Frank and "K" over at The Gaming Den.


Khymerion wrote:

Question for those who thought the Samurai in this book was worth the ink and space it was given.

How come?

Forgive me for coming into this a bit late but I kind of made the jump to Pathfinder samurai after a long run of still using the old Oriental Adventures/Rokugan samurai and all the old AEG modules to have L5R flavoring in my samurai (and ninja and shugenja and monks). Since a good deal of our campaigns take place in a world where contact with the oriental cultures is relatively common, I thought of getting this book in the hopes of finally updating some of the now very long in the tooth classes for the current edition.

I was actually rather disappointed in what I ended up reading. Especially after coming from the 'old school' of AEG flavored Oriental Adventure samurai into what was in essence a very disappointed cavalier cast off. I will admit that it IS a quantum leap ahead of the worthless non-AEG inspired samurai from 3.5 and it might be playable on a minimal level if they have never played Legend of the Five Rings or Sengoku or the such but as it looks, it was a complete disappointment.

Is there any good suggestions of divulging Samurai of the shackles of being a second class cavalier? Or am I going to have to continue to slap dash modify ancient 3.0 classes from an out of date book in the vague hope of keeping them actually interesting?

Do you have any specifics in mind of why it isn't good?


Cheapy wrote:


Do you have any specifics in mind of why it isn't good?

Namely the clumsy system used for resolve and the nearly vacant selection of 'orders'. Heck the orders are relatively a joke for the most part.

The class comes off as some second grade support machine that is really only effective when on horseback... even so far as to give the class an animal companion mount. I know samurai love their mounts but a super special mega mount? I guess all my samurai are automatically members of the Unicorn Clan or the Takeda... and not any other clan what so ever.

The banner is rather lackluster and really is only effective if in a large army of mounted NPCs on a charge on a battlefield. Worthless anywhere else... like the average encounter that a party might be in on an average adventure. Now, if I was running a Unicorn clan cavalry army centric campaign... heck yeah! But the annoying animal companion mount plus two banner abilities that won't actually do much for average NPC troops will make a save verse a major encounter of the encounter level that you have get powers plus saddled with mounted archery. Okay GMs, when was the last time you ran an encounter with enough room for a mounted combat archer to be effective? Raise your hands. Okay... point made. Four moderately worthless abilities clogging up the class.

I understand samurai 'love' dueling but the idea of the challenge being the only way they deal any meaningful amount of damage seems rather uninspiring... especially with the AC reduction guaranteeing almost that the character won't make it to higher level and will end up as a pin cushion till lvl 20.

The two orders provided for the theme of samurai are jokes. Ronin is barely worth acknowledgment. Warrior is... silly till 15 and then is awesome 1 time per day. Hey, at least I got a DR of 1/- (5 at 20!) against my dueling target, right? Right?! Awwwwwwwww.... Sure, I could use Cavalier orders but most of them are jokes anyways.

The Resolve powers themselves are... well.. not that great. They are pretty much only there to tell the GM that X number of times per day that they won't be hampered by what ever nefarious status ailment or saving throw the evil GM might want to throw at them. Considering the massive numbers that some players throw around as damage totals (just watch a rogue or warrior in action to know this) and you will see that the resolve power for 'I am not dead yet' is a pure joke. Under 0 but not quite dead yet? Yeah right.

Greater Resolve... yay. Not going to be critted on so often. Another tell the GM no ability. 100% Fortification in a bottle. Had to wait till lvl 9 before resolve actually became useful. 8 whole levels of mediocre.

Demanding Challenge. Wheeeeeeeee. Finally an ability that is moderately useful almost all the time! Only took till 12th. Too bad it can't actually force a monster or person to actually attack them.

True Resolve - Whoooooo! The ultimate 'nu-uh' button to the GM. I am not dead, I don't care if you hit me with a 120 pt crit to my forehead. I'm just KO'd if I got 2 resolve or more left. Hey, have to wait till 17 to be able to have it but by then, I am pretty sure the average samurai player has gotten quite used to tasting the floor so they won't mind it.

Last Stand - Wow. Just wow. Two samurai declare each other dueling targets and sit there challenging each other two a game of Go (TO THE DEATH!) in the middle of a massive battle. Troops on both sides pour on sword slashes, cannon fire, guns, arrows, boulders, spear jabs, and the war ends around them. Both have taken over a million points of damage but are fine, they are just at 0 HP each and able to keep doing their actions till some shugenja drops a spell on them, killing them both instantly.

Or, more likely, the dragon beats the living snot out of the samurai, wonders why he is giggling and clinging to the bottom of his foot and then toasts him for good measure.

The only thing that really came off as really feeling like a samurai was the quick drawing of one of 4 weapons.

I'll admit, I enjoy my samurai to be interesting but I was thinking interesting like an Akira Kurosawa movie or Toshiro Mifune's many roles over the years or any of the more over the top samurai from the earlier editions of L5R (Up through the Day of Thunder or perhaps early Hidden Emperor)... not... what ever this is.

Where is the foot archer samurai, the warrior monk samurai, the true and right proper Kensai (NOT the thrice cursed Magus archetype, Miyamoto Musashi is NOT an accursed spellcaster!), and all the rest? The general lack of feats and versatility of the class really makes it seem to be a joke compared to what can be with any other class in the rules... even so far as to make even attempting to adapt the earlier AEG setting books not even worth the time due to incompatibility.

I know part of the problem is the fact that I am pretty much forced to run under Pathfinder instead of L5R because only quarter the current group wants to play that level of in depth characterization and the rest want their fantastic adventures in high fantasy level based silly land. Just trying to make the most of a frustrating situation and this class does not help any.


Khymerion, can you drop me an email? It's this name at gmail.com.


Well, there is a 3PP alternative in Paths of Power, by 4 Winds Fantasy Gaming, which offers the combat styles of Kenjutsu, Iaijutsu, Kyujutsu, and Sojutsu...

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Depending on how much 3.0 OA/L5R flavor you want, I would make a couple suggestions for you. First, consider a class variant that drops the mount for a bonded weapon similar to the blackblade magus, replacing references to arcana with resolve uses instead. Then write up Orders that mimic the Clan Schools you're wanting to copy - one that focuses on heavy weapons and heavy armor, for instance (call it the Order of the Wall), or one that focuses on quick draw and high initiative (the Order of the Perfect Strike). I've played around with that idea in my head a little, but I haven't actually sat down and hammered anything out yet.

Contributor

Removed a post. Please post civilly.


1 person marked this as FAQ candidate.

Pistolero: Is Pistol Training meant to replace Gun Training?

Badger of Action

4 people marked this as a favorite.

I'll have you all know that Ultimate Wombat is a friend of mine, and he--oh, wait. Wrong thread. Sorry!


So, I'm confused about bullets...
Specifically advanced bullets.

Do I need to purchase a cartridge AND a bullet? or is it all in one package?

Furthermore why is the cartridge destroyed? the cartridge part of the bullet is typically the part that is ejected/stays in the gun depending on the weapon, so why couldn't you reuse some cartridges...

unless the cartridge is the entire bullet...


Demonskunk wrote:

So, I'm confused about bullets...

Specifically advanced bullets.

Do I need to purchase a cartridge AND a bullet? or is it all in one package?

Furthermore why is the cartridge destroyed? the cartridge part of the bullet is typically the part that is ejected/stays in the gun depending on the weapon, so why couldn't you reuse some cartridges...

unless the cartridge is the entire bullet...

#1 - No. A cartridge is a bullet wrapped in alchemically treated paper or cloth. It has its own bullet and black powder pre-rolled into it. So no, you do not need to buy any bullets.

#2 - All ammunition is destroyed upon a successful hit. It's part of the core rules. It applies to arrows, thrown weapons, crossbow bolts, everything. It's a rule that primarily exists so that players don't feel the need to waste game time rolling checks to recover ammo. Now, if you miss, you have a 50% chance to recover your ammunition if it's magical, as per the rules.


Golden-Esque wrote:
Demonskunk wrote:

So, I'm confused about bullets...

Specifically advanced bullets.

Do I need to purchase a cartridge AND a bullet? or is it all in one package?

Furthermore why is the cartridge destroyed? the cartridge part of the bullet is typically the part that is ejected/stays in the gun depending on the weapon, so why couldn't you reuse some cartridges...

unless the cartridge is the entire bullet...

#1 - No. A cartridge is a bullet wrapped in alchemically treated paper or cloth. It has its own bullet and black powder pre-rolled into it. So no, you do not need to buy any bullets.

#2 - All ammunition is destroyed upon a successful hit. It's part of the core rules. It applies to arrows, thrown weapons, crossbow bolts, everything. It's a rule that primarily exists so that players don't feel the need to waste game time rolling checks to recover ammo. Now, if you miss, you have a 50% chance to recover your ammunition if it's magical, as per the rules.

well my question specifically applies to metal cartridges. Paper cartridges would be destroyed - that makes perfect sense. but remember: the cartridge isn't the part that's fired - it's the part that contains the powder charge and holds the bullet.

if they're an all in one deal, I wish they would have been described as such, because the wording is rather confusing...

(also thrown weapons aren't lost or broken)


Demonskunk wrote:

well my question specifically applies to metal cartridges. Paper cartridges would be destroyed - that makes perfect sense. but remember: the cartridge isn't the part that's fired - it's the part that contains the powder charge and holds the bullet.

if they're an all in one deal, I wish they would have been described as such, because the wording is rather confusing...

(also thrown weapons aren't lost or broken)

Thrown weapons aren't ammunition, they're thrown weapons. A tomahawk is considerably hardier and easier to spot than a bolt or arrow.

By my reading of the text, I'd say that you do have to buy metallic cartridges and bullets separately, simply because as stated in the PRD: "Metal Cartridge: These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms. They can hold either bullets or pellets." Bullets and pellets are sold independently, so strictly off how it's stated, it seems to imply that you can buy cartridges and then either bullets or pellets and combine them, sort of like buying vials and filling them with ink or potion later. I'd require a gunsmithing / Crafting check for that, though.


Lyingbastard wrote:
Demonskunk wrote:

(also thrown weapons aren't lost or broken)

Thrown weapons aren't ammunition, they're thrown weapons. A tomahawk is considerably hardier and easier to spot than a bolt or arrow.

By my reading of the text, I'd say that you do have to buy metallic cartridges and bullets separately, simply because as stated in the PRD: "Metal Cartridge: These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms. They can hold either bullets or pellets." Bullets and pellets are sold independently, so strictly off how it's stated, it seems to imply that you can buy cartridges and then either bullets or pellets and combine them, sort of like buying vials and filling them with ink or potion later. I'd require a gunsmithing / Crafting check for that, though.

Not that I don't appreciate the input - but I'd like a word from one of the writers if they're available. The problem with the way it's written is that it says "Metal cartridges serve as amunition for advanced firearms. They can hold either bullets or pellets" which could be interpreted as "you purchase them with eitehr bullets or pellets in them" or "You must purchase bullets or pellets to put in them" which is where the point of confusion comes.

Cartridges are destroyed upon firing the gun - which means that they're implied to be the entire bullet, because in real life the cartridge is ejected, and some of the time can be used to craft more ammunition...

Sovereign Court

Chain of Perdition

http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/chainOfPerdition.h tml

How does this spell work exactly?

Does it attack a target automatically each round like Spiritual Weapon, or is it an action for the caster each round to attack with it?

If it attack automatically, can you choose the manuever each round, or is it a fixed manuever?


1 person marked this as a favorite.

What effect do damage reduction+defence bonus+new critical system have on game balance. In trying to get my head around it, and having run it for my team -- it looks to me like the opportunity to damage with conventional weapons is greatly decreased. Mainly because of damage reduction from armour, which does not effect magical attacks.

Am I reading this wrongly? Is there some effect that compensates for this?
Is it intended that the changes to called shots and criticals compensates for this?

I'd much appreciate some comment.

Kind regards

NimrodX


I'm a bit confused about the spellslinger.

It says that they get to take Read Magic and Detect Magic as 1st level spells (instead of cantrips)

and they need to forsake 4 schools because of "school of the gun"

I get that much.

But if they forsake Divination, do Detect and Read magic take up a level 2 spell slot? or are they exempt because they're technically cantrips?

Paizo Employee Chief Technical Officer

Demonskunk wrote:
I'm a bit confused about the spellslinger.

You'll want to post it in the Rules Questions forum, where it's more likely to be seen by people who will be able to answer.

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