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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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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Contributor

Ultimate Combat will have more guns than just those shown in the playtest PDF.

Grand Lodge

Sean K Reynolds wrote:
Ultimate Combat will have more guns than just those shown in the playtest PDF.

That's very great to hear! That was my main worry when looking at the playtest. I'm glad i wont have to cross reference between books for that information, lol. That will make things so much simpler.

Dark Archive

Sean K Reynolds wrote:
Ultimate Combat will have more guns than just those shown in the playtest PDF.

More or less than the PCCS?


Pathfinder Adventure Path Subscriber

Oh, and can we pretty please get larger repeating crossbow magazines? So that the weapon stops sucking just a little bit?

Hell, can we maybe get something which at least tries to get crossbows on the same level as bows? Having to invest two extra feats just to make full attacks with heavy crossbows and still not being able to take Manyshot is depressing. I really was looking forward to building Van Helsing as an Inquisitor. :(


Nevynxxx wrote:
Sean K Reynolds wrote:
Ultimate Combat will have more guns than just those shown in the playtest PDF.
More or less than the PCCS?

More or less than Ultramodern Firearms d20? :)

Scarab Sages

Guns: Seems like it's cashing in on the WoW thing. I don't like guns in my fantasy. WoW gets away with it because... well... I dunno why. But, whatever. The other stuff sounds interesting, and just because the guns are there doesn't mean they have to be used.

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Scotia wrote:
Guns: Seems like it's cashing in on the WoW thing. I don't like guns in my fantasy. WoW gets away with it because... well... I dunno why. But, whatever. The other stuff sounds interesting, and just because the guns are there doesn't mean they have to be used.

umm....Guns have been around longer then WoW..

and your right, looks like a good product, and you don't have to use everything.


Scotia wrote:
Guns: Seems like it's cashing in on the WoW thing. I don't like guns in my fantasy. WoW gets away with it because... well... I dunno why. But, whatever. The other stuff sounds interesting, and just because the guns are there doesn't mean they have to be used.

I never really understood why people have such an aversion to guns and other "modern" implements in a fantasy setting.

Some of these cultures (elves, dwarves, etc) have supposedly existed several times longer than all recorded IRL human history.
Why wouldn't they have invented something beyond just swords and bows? Even just out of sheer boredom?
They've apparently invented repeating crossbows, and those are pretty complex devices.

PS. And what about pirate campaigns? I can't imagine running one of those without cannons and guns, and the high seas are an integral part of the fantasy-genre.

PSS. Also, pew pew.


Real Sorceror wrote:

I never really understood why people have such an aversion to guns and other "modern" implements in a fantasy setting.

Some of these cultures (elves, dwarves, etc) have supposedly existed several times longer than all recorded IRL human history.
Why wouldn't they have invented something beyond just swords and bows? Even just out of sheer boredom?
They've apparently invented repeating crossbows, and those are pretty complex devices.

PS. And what about pirate campaigns? I can't imagine running one of those without cannons and guns, and the high seas are an integral part of the fantasy-genre.

For me, it is because I like my Medieval Fantasy to feel medieval.. knights in armor with swords. Renaissance technology is "pushing" it, and Enlightenment/ Revolutionary period is a bit too far. 17th century pirates are a wholly separate genre, to me.

I fully support a toolkit with lots of things to choose from.. and the GM's right to NOT choose some things from it, based on the feel s/he is trying to create.


Urath DM wrote:

For me, it is because I like my Medieval Fantasy to feel medieval.. knights in armor with swords. Renaissance technology is "pushing" it, and Enlightenment/ Revolutionary period is a bit too far. 17th century pirates are a wholly separate genre, to me.

I fully support a toolkit with lots of things to choose from.. and the GM's right to NOT choose some things from it, based on the feel s/he is trying to create.

I guess I can understand that, especially if you're using your own setting. It mostly bothers me in established settings (like many of the D&D ones) that claim to have been around for a while. It kinda ruins my suspension of disbelief.

And I full agree with your last statement. I'm sure even fewer people will want to use airship rules, but its nice to have official ones around just in case. Nothing wrong with that at all.


I *really* want the ninja to be a base class, but the main problem is the ninja having Sneak Attack ability. Everyone sees the Ninja as a rogue with monk levels or vice versa, but for me, the Ninja is actually a "Bard" without the knowledge, the singing and dancing because of Bardic Music. Let me explain: Bards make excellent assassins. If you remove all bard's abilities and add No Trace, Uncanny Dodge and Evasion and a weak version of sneak attack (instead throwing d6 dices, just add full Ninja levels to the extra damage whenever flat flooted or flanked).

Bard spells is very compatible with the ninja if you analyze it well, tough you have to remove the healing spells, and keep the enchantment and illusion schools because they are fine. That's my two cents :)

Owner - House of Books and Games LLC

I don't see why the whole Sneak Sttack thing is such an issue. Have levels of Ninja and levels of Rogue stack for sneak attack dice.

Now, that would require the two progressions to be the same, but they are anyways, aren't they?

Seems a lot better to me than an arbitrary "but we don't want anyone to be a Ninja/Rogue" rationale.


Yeah I know, "it makes sense for the Ninja to have Sneak Attack ability". But the thing is... what's the point of having a Rogue if you can be a Ninja and be more "awesome" ...? I mean... Ninjas are supposed to be more popular than Rogues... except for people who dislike Asian culture perhaps? So the problem in the end (for me, anyways) is that two classes having the same ability... is just not so cool >.> you could say they are "brothers". And by the way, why can't Ninjas have Imp. Unarmed Strike?
I thought they practiced martial arts ...

It may sound contrary on my belief, but I like the idea of Ninja having the Improve Grapple feat, and whenever he attacks a flat-footed enemy he can, as a free action, grapple the enemy and sneak attack him/it with a light weapon. And then add some nasty effects like the Rogue's/Ninja's tricks.


As for OTHER topics of interest...

GRAPPLERS!

Please, Paizo People, please give more feats and options for grapplers! Particularly one that allows a grappler to at least take a full-round action during a grapple or something along those lines.

I feel the grappling department is lacking. Like maybe grappling with more than one enemy (grabbing 2 heads and cracking them together is staple warrior bad-assery!)

Well...all in all...just more grapple options.


Well, I am firmly in the "no guns" camp. Might as well have laser pistols and blasters whiles you're at it.

However I am happy for others to get their toys, I felt the same about Psionics in 3.5.

Reason for this post: A hope that gunslingers don't get into any APs. Obviously any NPC can be replaced with another, but it would damage the AP a little I think to edit out NPCs like that.

I am also not a fan of spellwords, but that's a whole other thing.


If I get this book it will be becasue of new arch types(namely the angelic warrior that Id just love to learn a little on; other than its still underdevelopment) and the ninja.

Grand Lodge

Lioc wrote:
Reason for this post: A hope that gunslingers don't get into any APs.

So no APs in Alkenstar? I understand you don't like guns. Although, I find it odd to have alchemists without gun powder, and what is the difference between a wand of scorching ray and a laser pistol? But Golarion has guns in it and it would only make sense for them to add the gunslinger class into APs where it fits, such as in Alkenstar or with characters from Alkenstar.

Simply put, if you don't want guns, don't play in a campaign with guns.


One thing I'd like to see is Mentor feats...like what if you grew up being mentored in physical combat by a elf or a dwarf and yet your a human or something else entirely? Wouldn't your fighting style be somewhat non-standard for a being of your kind?


Xen wrote:


So no APs in Alkenstar? I understand you don't like guns. Although, I find it odd to have alchemists without gun powder, and what is the difference between a wand of scorching ray and a laser pistol? But Golarion has guns in it and it would only make sense for them to add the gunslinger class into APs where it fits, such as in Alkenstar or with characters from Alkenstar.

Simply put, if you don't want guns, don't play in a campaign with guns.

Indeed, there will be no guns in my games.

And as long as the guns stay in Alkenstar I'll be happy. No magic in Alkenstar, so neither myself nor any of the players in my group are likely to want to go there. Problem fixed :)


I realize Guns are the hot topic, but I would very much like to see these inclusions into the Ultimate Combat Book rearding Repeating Crossbows:

A new Repeating Crossbow type (hand)

And a feat/further addition to Rapid Reload for the Repeating Crossbow that allows it to be fired using one hand and reloaded, so as to dual wield those babies.

Gunslinger is cool and all, but pre-industrial Crossbow Wielding Gunslinger is pretty cool too.

<3

PPS - A way to increase the reload speed on a sling and similar weapons to allow for a full attack (with multiple attacks) would be quite nice as well.


Razz wrote:

As for OTHER topics of interest...

GRAPPLERS!

Please, Paizo People, please give more feats and options for grapplers! Particularly one that allows a grappler to at least take a full-round action during a grapple or something along those lines.

I feel the grappling department is lacking. Like maybe grappling with more than one enemy (grabbing 2 heads and cracking them together is staple warrior bad-assery!)

Well...all in all...just more grapple options.

I can sympathize to some extent. But the imagery you use (knocking 2 heads together) is what I would call using unarmed strikes and the Cleave feat - then describing the flavor text of smashing the two skulls together.


Does the book have any magic items in it?


LoreKeeper wrote:


I can sympathize to some extent. But the imagery you use (knocking 2 heads together) is what I would call using unarmed strikes and the Cleave feat - then describing the flavor text of smashing the two skulls together.

I agree here. A lot of things could be handled with just flavurful descriptions.


Ultimate Magic: don't need or want it. between the Core Rulebook, the APG, and my library of 3rd edition books i've got more magic options than i'll every use.

Ultimate Combat: see Ultimate Magic above.

The new stuff that i REALLY want to see (Psionics and Epic Level Material) seems to be at the very bottom of Paizo's priority list (if it's even on the list at all!

Owner - House of Books and Games LLC

james knowles wrote:
The new stuff that i REALLY want to see (Psionics and Epic Level Material) seems to be at the very bottom of Paizo's priority list (if it's even on the list at all!

I don't think that's entirely accurate - I've seen epic level material mentioned several times by the Paizo folks.

Now, they are notably silent about psionics, but I think that's because they're less certain what they want to do with it.

But I think we will see an epic book from them within a year or two, despite the cries of the nay-sayers :)


have no intrest in ultiamte magic and only becuase it doesnt intrest me by its description that and I think the magus is crapshoot.

which is perfeclty fine as its my oppinion and I'm wlecome to it.
Ultimate combat has stuff in it that intrests me so its on the eventually get list.....


Is this where I beg and plead for the writers to perhaps post a sample of the combat cleric archetypes? just one? That would fit with Gorum? I have a player in my Kingmaker game that is desperately trying to make one... it sure would help! Please? James? Sean? Somebody?

Contributor

We haven't even announced the Ultimate Magic archetypes yet, we're months away from talking about things we're releasing at Gen Con.


LoreKeeper wrote:
Razz wrote:

As for OTHER topics of interest...

GRAPPLERS!

Please, Paizo People, please give more feats and options for grapplers! Particularly one that allows a grappler to at least take a full-round action during a grapple or something along those lines.

I feel the grappling department is lacking. Like maybe grappling with more than one enemy (grabbing 2 heads and cracking them together is staple warrior bad-assery!)

Well...all in all...just more grapple options.

I can sympathize to some extent. But the imagery you use (knocking 2 heads together) is what I would call using unarmed strikes and the Cleave feat - then describing the flavor text of smashing the two skulls together.

That is true, could look at it that way. Basically, more options for those specializing in grappling to perform. I feel that "combat art" is lacking in options.

Scarab Sages

Sean K Reynolds wrote:
We haven't even announced the Ultimate Magic archetypes yet, we're months away from talking about things we're releasing at Gen Con.

Talking about that, I am going to take a wild guess about 2 of the archetypes described in ultimate magic: Wu-Jen and Shugenja

Yes? :D

Paizo Employee Creative Director

DragonBelow wrote:
Sean K Reynolds wrote:
We haven't even announced the Ultimate Magic archetypes yet, we're months away from talking about things we're releasing at Gen Con.

Talking about that, I am going to take a wild guess about 2 of the archetypes described in ultimate magic: Wu-Jen and Shugenja

Yes? :D

Wu-Jen is, as far as any of us here at Paizo can determine, the product identity of Wizards of the Coast. If someone can point me to solid evidence that there IS a mythological or historical precedent for a wu-jen that existed before they showed up in the 1st edition Oriental Adventures hardcover, I would LOVE to see it.

That said... there's a lot more going on in these books than Asia.


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
James Jacobs wrote:

Wu-Jen is, as far as any of us here at Paizo can determine, the product identity of Wizards of the Coast. If someone can point me to solid evidence that there IS a mythological or historical precedent for a wu-jen that existed before they showed up in the 1st edition Oriental Adventures hardcover, I would LOVE to see it.

That said... there's a lot more going on in these books than Asia.

Wu Jen... certainly not. However, there were Wu... and they were most likely the inspiration behind the Wu Jen. You can find a wikipedia entry about them here: http://en.wikipedia.org/wiki/Wu_(shaman)


Adventure Path Charter Subscriber
Ashanderai wrote:
Wu Jen... certainly not. However, there were Wu... and they were most likely the inspiration behind the Wu Jen. You can find a wikipedia entry about them here: http://en.wikipedia.org/wiki/Wu_(shaman)

That was fascinating reading. Thanks for sharing that link.


The idea of "oriental wizard working magics of the 5 elements" is not a WotC-only IP. The term Wu-Jen probably is, but the style and idea of it definitely isn't owned by them.

Interesting, so Wu was just Shamans basically. Oriental Adventures had a Shaman class already, separate from the Wu Jen, which was an arcane, element-based wizard-type role. Essentially, Shaman and Wu Jen were just the divine and arcane versions of historical Wu.


I am going to ask this again, does this book contain any magic items at all?

Sczarni

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dragon78 wrote:
I am going to ask this again, does this book contain any magic items at all?

I would think it would have some added to it. I guess we will see when the books comes out.

Paizo Employee Creative Director

Dragon78 wrote:
I am going to ask this again, does this book contain any magic items at all?

I'm not sure... but I don't think it does.

Paizo Employee Chief Creative Officer, Publisher

I am fairly certain that it does not.


Could you keep inquiring minds occupied by explaining the design structure of these tantalizing bits from the description? Pretty please? :)


  • martial arts feat trees
  • finishing moves (feats?)
  • combination feats


I'm very excited about this book!

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

Watcher wrote:
I'm very excited about this book!

I know what you mean! ;-)


the archetypes for the paladin caught my eye

wonder if we will see an Ultimateshadow for all things stealth....


Hey i have yet to post on here but seeing this has Really caught my interested and wanted to give my input. I can see Ninja and Samurai as Alternate class's or archetypes but what i would personally really love to see is the gunslinger have it very own Class. Any other book i seen with a gun type class in it didnt Feel right always felt like a Ranger but with a gun they barely changed a thing So i hope you guys do more ^^. i also cant wait to see the vehicle Combat and even Get Airships finally Thank you ^^


for you haters of guns here a little spell to make them worthless
though like i always said though guns and magic can work together in harmony
Misfire
Transmutation [water]
Level: Clr 1, Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels )
Target: One or more firearms or explosives,
no two of which can be more
than 15 ft apart
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell will affect any firearm or
explosive, causing the powder within
the weapon to become fouled, damp,
and ruined. Firearms affected cannot
be used until reloaded, explosives
affected become useless. Although the
effect on the weapon’s ammunition is
permanent, a firearm can be reloaded
using normal rules.
For every two caster levels beyond
1st, you may affect an additional
weapon—two at 3rd level, three at 5th
level, four at 7th level, and a maximum
of five at 9th level.

Silver Crusade

Pathfinder Adventure Path Subscriber

A little bird called "Twitter" sat on my balcony today, and told me that Chris Sims is one of the designers working on Ultimate Combat. Glad to see Paizo pick up those abandoned by WotC and give them something cool to work on :)


Pathfinder Battles Case Subscriber

I apologize if this has been asked and answered already. But since this is anticipated to be a Gen Con release to the public, will subscribers receive it before Gen-Con? And I am referring to the book as well. I am assuming the PDF will get to subscribers before Gen Con.

Paizo Employee Chief Technical Officer

Hobbun wrote:
I apologize if this has been asked and answered already. But since this is anticipated to be a Gen Con release to the public, will subscribers receive it before Gen-Con? And I am referring to the book as well. I am assuming the PDF will get to subscribers before Gen Con.

Our intent is to ship the Gen Con releases out so that they reach most US subscribers right around the time Gen Con begins.

Note that while that's our *goal*, when it comes to future releases, all schedules are subject to change until the products are actually sitting in our warehouse.


Pathfinder Adventure Path Subscriber
Vic Wertz wrote:
Note that while that's our *goal*, when it comes to future releases, all schedules are subject to change until the products are actually sitting in our warehouse.

And that is a good thing as far as I am concerned. I'd rather wait a little longer too get a higher-quality product. So far, paizo hasn't disappointed me.


Razz wrote:

As for OTHER topics of interest...

GRAPPLERS!

Please, Paizo People, please give more feats and options for grapplers! Particularly one that allows a grappler to at least take a full-round action during a grapple or something along those lines.

I feel the grappling department is lacking. Like maybe grappling with more than one enemy (grabbing 2 heads and cracking them together is staple warrior bad-assery!)

Well...all in all...just more grapple options.

I'd like to see more with unarmed combat myself. And yet for some reason now I'm thinking about half-orc pro wrestlers in Golarion.

Whatever, the news about martial arts feat trees sounds like a great idea.

EDIT: And the Gunmage archetype sounds cool. Now I can make that Kurohime homage character. ;)


i would still like to see some archetypes for the anti paladin just my two cents

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