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

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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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Paizo Employee Chief Technical Officer

1 person marked this as FAQ candidate.

Just announced—it's our Gen Con 2011 release, and it will be previewed at the PaizoCon 2011 banquet.

The cover image is a mockup, and will probably change slightly before it's finalized, though it does use the correct cover art.

RPG Superstar 2011 Top 8

1 person marked this as a favorite.

Samurai and gunslinger? Sweet.

Grand Lodge

Really excited about this.

My hovercraft is truly full of eels.


Is it August yet?!

Paizo Employee Chief Technical Officer

Kyle Baird wrote:
Is it August yet?!

Not yet—maybe if you keep hitting F5, though...

Dark Archive

Looks like the bullet list header calls this Ultimate Magic instead of Ultimate Combat.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Gunslinger! GUNMAGE! NINJA! I want this NOW!!!!!!!!

Paizo Employee Senior Software Developer

Chris Ballard wrote:
Looks like the bullet list header calls this Ultimate Magic instead of Ultimate Combat.

Doh. Fixed.


gunslinger!!!!! so long pile of pachworked 3rd party gun rules! hello hard cover gun gold!!!!!


Vic Wertz wrote:
Kyle Baird wrote:
Is it August yet?!
Not yet—maybe if you keep hitting F5, though...

HAR! HAR! I'm already out of an F5 and F1 key.

Silver Crusade

Pathfinder Adventure Path Subscriber

Gunslinger/Ninja/Big Game Hunter Ranger. Mounted on a Rhino.

This is gonna be totally awesome.

Paizo Employee Chief Technical Officer

Gary Teter wrote:
Chris Ballard wrote:
Looks like the bullet list header calls this Ultimate Magic instead of Ultimate Combat.
Doh. Fixed.

My mistake...


Samurai, Ninja, and Gunslinger, awesome, new classes. Wait a minute I thought you guys said you were not going to have anymore base clases?

Dark Archive

I'll be looking forward to the Samurai and Ninja.


May be one of the best books yet. This will make so many of the things pieced together from third party/house rules far less cumbersome. How much of it will be PFS legal?

Silver Crusade

Pathfinder Adventure Path Subscriber
Dragon78 wrote:
Samurai, Ninja, and Gunslinger, awesome, new classes. Wait a minute I thought you guys said you were not going to have anymore base clases?

The ninja, samurai, and gunslinger, brand-new 20-level alternate classes specially designed to get the most out of combat.

Seems like they will be alternate classes like the Antipaladin.

Dark Archive

Gunslinger and firearms.... I will probably be in the minority on this, but I'm not happy about that.

Paizo Employee Chief Technical Officer

I'm surprised nobody has asked when the open playtest will be.

Well, time to go home—have a great weekend, everybody!

Paizo Employee Director of Brand Strategy

We certainly hope a majority of our fans don't dislike the gun elements of this book.


I thought the Samurai and Ninja were going to be in a Tian Xia book?

Dark Archive

I myself don't like guns in any setting real or otherwise.


Pathfinder Adventure Path Subscriber

So... when can we look forward to playtests Vic?


OH MY GOD OH MY GOD OH MY GOD OH MY GOD YUS!


Do we have a guarantee that this won't go the way of the 3.5 splatbooks?

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

I am disappointed that the ninja and samurai are going to be actual classes. Both can easily be archetypes, as a rogue and ninja are very similar, while the paladin and cavalier are both similar to the samurai. I fear adding more 20-level classes is going to clutter the class options, much like 3.5 was cluttered with its multitude of classes.

However, I have a great trust in Paizo and their developers. If they feel that both the Ninja and Samurai need their own classes then I look forward to seeing how they come out. I just hope they are not over shadowed by, or end up overshadowing, the martial and expert classes they are parallel to.

I am very excited for the vehicle combat, the alternate rules, and the new rules for the existing classes. I really, really want more archetypes, discoveries, talents, feats, and options for existing classes.

Rules for airship combat sends tingles up my spine.

I am up in the air with guns. I agree with their inclusion considering that there is a part of Golarion that uses them. I may only use them if I play in a setting or adventure path that has them as a big part of the story element.


Drahcir Lumiras wrote:
Do we have a guarantee that this won't go the way of the 3.5 splatbooks?

What do you mean?

Scarab Sages

What's the difference between an alternate class and a core class? I could have sworn I heard Erik Mona say at last year's Paizocon Banquet that the Magus would be the last new class for a while.

Someone please clarify this. Class glut is pretty worrisome to me as it seemed to be a huge contributor to the decline of 3.5 in popularity and focus during its last years.

Tam


CalebTGordan wrote:

I am disappointed that the ninja and samurai are going to be actual classes. Both can easily be archetypes, as a rogue and ninja are very similar, while the paladin and cavalier are both similar to the samurai. I fear adding more 20-level classes is going to clutter the class options, much like 3.5 was cluttered with its multitude of classes.

However, I have a great trust in Paizo and their developers. If they feel that both the Ninja and Samurai need their own classes then I look forward to seeing how they come out. I just hope they are not over shadowed by, or end up overshadowing, the martial and expert classes they are parallel to.

I am very excited for the vehicle combat, the alternate rules, and the new rules for the existing classes. I really, really want more archetypes, discoveries, talents, feats, and options for existing classes.

Rules for airship combat sends tingles up my spine.

I am up in the air with guns. I agree with their inclusion considering that there is a part of Golarion that uses them. I may only use them if I play in a setting or adventure path that has them as a big part of the story element.

it says alternate class this likely means something like the anti paladin. so 80% of a base class but a biggervrewrite than an archetype


I'd probably get this for the Gunslinger alternate class if nothing else, but the other bits (like Inquisitor archetypes and new fun bits for Alchemists) are just making me salivate all the more. Blast you, Paizo, you'll suck my wallet dry!


I am loving everything about the announcement for this book.

Also, that cover is Bad Ass.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Vic Wertz wrote:

I'm surprised nobody has asked when the open playtest will be.

Well, time to go home—have a great weekend, everybody!

One week after Ultimate Magic is sent to the printer?


Seriously looking forward to this :)


Having high hopes at first when hearing this book was going to be done and seeing this preview now, my feelings are mixed as to whether or not I'll like the end product. Spells in this book are the biggest culprit. I was under the impression that was what Ultimate Magic was for. 60 new archetypes sounds a bit much as well as it's hard to make that many and have them all be of great quality.

Sorry for voicing the concern in an otherwise excited thread. I guess my biggest disappointment is reading the Ultimate Magic preview and seeing it is chock full of good stuff for all the spellcasting classes but nadda for the lowly fighter, rogue, or barbarian and then reading this and seeing a boatload of goodies in store for spellcasters in this book as well.


anthony Valente wrote:

Having high hopes at first when hearing this book was going to be done and seeing this preview now, my feelings are mixed as to whether or not I'll like the end product. Spells in this book are the biggest culprit. I was under the impression that was what Ultimate Magic was for. 60 new archetypes sounds a bit much as well as it's hard to make that many and have them all be of great quality.

Sorry for voicing the concern in an otherwise excited thread. I guess my biggest disappointment is reading the Ultimate Magic preview and seeing it is chock full of good stuff for all the spellcasting classes but nadda for the lowly fighter, rogue, or barbarian and then reading this and seeing a boatload of goodies in store for spellcasters in this book as well.

I think the main thing to keep in mind here is that the fighter, rogue, barbarian, and cavalier do not engage in magical activity. Therefore, they have no place in Ultimate Magic. Spellcasting classes, however, DO engage in combat. It makes sense to me that they get at least some love here.

As far as 60 archetypes goes, there were 60+ in the APG and that was only for 11 classes. I don't think it's going to be as overwhelming as you think.

RPG Superstar 2011 Top 4

Mark Moreland wrote:
We certainly hope a majority of our fans don't dislike the gun elements of this book.

I thought James was the one who hated guns? Or did he just hate the wand rifle?

I know a friend of mine will go nuts for a gunslinger class. I wonder if you wouldn't mind hinting as to what classes these are the alternates of?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

My favorite classes have always been the arcane casters, especially Sorcerers since the release of 3e D&D, and now even moreso with bloodlines in Pathfinder... but I think I'm more interested in this book than I am Ultimate Magic. The Magus hasn't really wowed me all that much in the playtests, but the Gunslinger has me intrigued... a bit nervous, given the previous (largely ineffective, IMO) rules for guns in Paizo releases thusfar, but intrigued none the less.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Scipion del Ferro wrote:
Mark Moreland wrote:
We certainly hope a majority of our fans don't dislike the gun elements of this book.

I thought James was the one who hated guns? Or did he just hate the wand rifle?

I know a friend of mine will go nuts for a gunslinger class. I wonder if you wouldn't mind hinting as to what classes these are the alternates of?

Well, the only question would seem to be about the Samurai. Probably Fighter-based, but..? Gunslinger is definitely Fighter-based, and Ninja pretty much has to be Rogue-based... or just maybe Monk. Swap out Flurry and Unarmed Strike for Sneak Attack?


sometime I wish you guys would not tell us about stuff so soon, I not good with anticipation.

RPG Superstar 2011 Top 4

Kvantum wrote:
Well, the only question would seem to be about the Samurai. Probably Fighter-based, but..? Gunslinger is definitely Fighter-based, and Ninja pretty much has to be Rogue-based... or just maybe Monk. Swap out Flurry and Unarmed Strike for Sneak Attack?

Fighter doesn't work so well as an alternate class. That is if they do what they did with anti-paladin. Alternate classes seem to be the standard class, with it's abilities applied in a new direction.

Bonus feats can already be applied to any weapon you want. Weapon training is pretty universal as well. Ranger might make more sense for gunslinger to be an alternate of.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Scipion del Ferro wrote:
Kvantum wrote:
Well, the only question would seem to be about the Samurai. Probably Fighter-based, but..? Gunslinger is definitely Fighter-based, and Ninja pretty much has to be Rogue-based... or just maybe Monk. Swap out Flurry and Unarmed Strike for Sneak Attack?

Fighter doesn't work so well as an alternate class. That is if they do what they did with anti-paladin. Alternate classes seem to be the standard class, with it's abilities applied in a new direction.

Bonus feats can already be applied to any weapon you want. Weapon training is pretty universal as well. Ranger might make more sense for gunslinger to be an alternate of.

Ranger? You'd have to get rid of everything but the combat feats... which basically would make them a Fighter variant.

And it says right above in the description "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..."

Maybe the Samurai is a variant Cavalier. "Armored Warrior with a Code of Honor" might be Paladin, I suppose, but that would be kind of weird Paladin having two separate and different variants.


smitter wrote:
sometime I wish you guys would not tell us about stuff so soon, I not good with anticipation.

-1

the horny bard does not speak for us, give us more! Moooore!

...

I see mention of hundreds of feats, and 0 spells. I am delighted! I hope this is not just an outside impression :)


CalebTGordan wrote:

I am disappointed that the ninja and samurai are going to be actual classes. Both can easily be archetypes, as a rogue and ninja are very similar, while the paladin and cavalier are both similar to the samurai. I fear adding more 20-level classes is going to clutter the class options, much like 3.5 was cluttered with its multitude of classes.

You and me both, huge dislike here.

Paizo Employee Creative Director

Scipion del Ferro wrote:
Mark Moreland wrote:
We certainly hope a majority of our fans don't dislike the gun elements of this book.

I thought James was the one who hated guns? Or did he just hate the wand rifle?

I know a friend of mine will go nuts for a gunslinger class. I wonder if you wouldn't mind hinting as to what classes these are the alternates of?

I'm actually a fan of guns in fantasy games. I'm not a fan of them done in a way that feels anachronistic. The wand rifle feels weirdly anachronistic to me.

Paizo Employee Creative Director

Tambryn wrote:

What's the difference between an alternate class and a core class? I could have sworn I heard Erik Mona say at last year's Paizocon Banquet that the Magus would be the last new class for a while.

Someone please clarify this. Class glut is pretty worrisome to me as it seemed to be a huge contributor to the decline of 3.5 in popularity and focus during its last years.

Tam

It's a pretty subtle difference, really, that almost counts as a philosophical difference as much as it is a game design difference. But here goes:

BASE CLASS: This is a class that features at its heart a unique ability, power, or method of doing something. That can be the ability to cast arcane spells from a spellbook, the ability to do sneak attacks, the ability to use bardic music, the ability to do alchemy stunts, or whatever. With each base class we build, it becomes tougher and tougher to come up with a new mechanic that helps to set that class apart. As far as multiclassing works, you can multiclass between any base class without restriction, because each class has its own basic shtick. You can't multiclass into the same base class though; you can't be a 1st level rogue and then multiclass into rogue and therefore gain 2d6 sneak attack at 2nd level instead of gaining evasion. That might seem obvious, but it's important to keep in mind when we move on to alternative classes.

ALTERNATE CLASSES: In earlier editions of this game, we might have called these "sub-classes." An alternate class does NOT have a significant new core ability. It's basically just a glorified archetype. The antipaladin is a great example; looking at the antipaladin, you can see that it basically functions the same way as a paladin. It has a smite ability, it has an ability to channel energy with its touch, and has an ability to put "riders" on that touch ability. It's different than the paladin, but it's also obviously just a VARIANT paladin. Technically, we could stat up ALL of the archetypes as alternate classes... but since most archetypes only swap out a few abilities, that'd kinda be a waste of space. Also... you can't multiclass from a class into that class's alternate class; you can't multiclass from paladin into antipaladin, for example (even if you ignore the alignment restrictions, you still can't; it's the same class).

We've pretty thoroughly explored the concept of new base classes and archetypes by now... but we haven't explored the concept of an alternate class beyond the antipaladin. With Ultimate Combat, we're exploring the concept three times, with the samurai, the ninja, and the gunslinger. (The gunslinger, actually, might morph into a full base class; guns are new enough of a concept to the game that that MIGHT be enough to justify a whole new class—we'll see.)

So while the difference between a base class and an alternate class might seem pedantic... there IS a difference. Whether or not the game and its players will accept more alternate classes, or whether folks will just treat things as if there's no difference between base classes and alternate classes... that's what Ultimate Combat will tell us.

Paizo Employee Creative Director

seekerofshadowlight wrote:
CalebTGordan wrote:

I am disappointed that the ninja and samurai are going to be actual classes. Both can easily be archetypes, as a rogue and ninja are very similar, while the paladin and cavalier are both similar to the samurai. I fear adding more 20-level classes is going to clutter the class options, much like 3.5 was cluttered with its multitude of classes.

You and me both, huge dislike here.

Well... wait and see how we handle these classes. As I said in the previous post, an alternative class IS basically not much different than an archetype... they just swap out more abilities than most archetypes do, and we present them with those abilities already substituted in on the more familiar tables for the main class.

One thing we accomplish by doing this is that we artificially inflate the presence of that particular archetype to something more than that. In the case of the samurai and the ninja and the gunslinger... those are VERY popular concepts that, in our opinion, deserve having the spotlight shined on them a bit more than, say, the archetypes we listed in the APG.

(That said... were we doing the APG today, we might have approached a few of the more complex archetypes as alternate classes as well; the shaman druids come to mind in particular, as do the totem barbarians.)


This looks ambitious -- more so than the words of power system, magus class or anything else paizo has done to date, with the possible exception of retooling 3.5 into a new system.

I am really hopeful and almost scared at what this product can do or will do to paizo.

Fingers crossed though I am expecting great things.

Paizo Employee Creative Director

Oh... and also worth pointing out...

Ultimate Combat is far from at the printer yet. If we decide that presenting the ninja and the samurai and the gunslinger as alternative classes isn't a good idea and that it'd be better to present them simply as normal archetypes... we'll do so. Feedback from customers will be a huge part of how we make that decision.

That said, having seen how these three look as alternative classes, I'm pretty excited about them. I hope you all will like them too, of course! :)


Mark Moreland wrote:
We certainly hope a majority of our fans don't dislike the gun elements of this book.

They are a major selling point for me. It seems people always forget the cardinal rule that the GM says what is and is not allowed in his or her game. If it does not fit the campaign then it does not exist. Problem solved. Thanks for expanding on an element many players and GMs will be happy to have from Paizo. Thanks again.


I'm mostly disappointed that two awaited classes/archetypes: the ninja and the samurai, are coming to us in this format instead of an oriental-themed book.

The combat-themed book is a great idea. Everyone loves ass-kicking. I just wish the oriental book had been done first.

Plus psionics.


The book looks like it will be a lot of fun, and have a lot of neat options. Being a fan of Eberron I look forward to rules of fighting in, on, and around moving vehicles of all types.

And as an observation of the cover art...it looks like the Samurai has been fighting off the horde of creatures when all of a sudden Valeros (based on his angle) has just exploded out of the snow. "OH YEAH!"

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Last updated: April 29, 2016.

Classes

Alchemist: Is the Strength bonus for the rage mutagen ability of the ragechemist archetype (page 25) in addition to the normal bonus for a Strength mutagen?

No, the +6 replaces the normal +4 Strength bonus of the alchemist’s Strength mutagen. This will be updated in a future printing of Ultimate Combat as follows:

Page 25—In the Ragechemist archetype, in the Rage Mutagen class feature, change the first sentence to read as follows:

"At 2nd level, whenever a ragechemist creates a mutagen that improves his Strength, that mutagen’s bonus to Strength increases by +2 and penalizes the alchemist’s Intelligence score."

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Barbarian--Totem Warrior: Does this APG archetype allow you to take more than one type of totem rage powers?

No, the line in Ultimate Combat is in error; a barbarian cannot select from more than one group of totem rage powers.
This error will be corrected in the next printing of Ultimate Combat.
This answer originally appeared in the 9/11/12 Paizo blog.

posted | back to top


Dead Shot: When it says you make the number of attack rolls based on your base attack bonus, would that also include extra attacks from things like haste or Rapid Shot?

No, dead shot only includes attacks from base attack bonus (so two attack rolls at 7th, three at 11th, four at 16th). Dead shot is meant more of a backup option for particular situations (such as shooting against something with high hardness or avoiding misfires).

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Dragon Totem Resilience: Dragon totem resilience says that I get energy resistance equal to twice my barbarian DR, but then it says “This DR increases by 2 for each dragon totem rage power she possesses”. From the context, it seems like it meant that the energy resistance increases. Which one is right?

It should say that the energy resistance increases by 2 for each dragon totem rage power. This will be reflected in the next errata

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Inquisitor: Ultimate Magic states that any domain-using class can take inquisitions while Ultimate Combat states that only inquisitors can take inquisitions. Which source is correct?

Ultimate Magic is correct.

Update: Page 52, in the first column, in the Inquisitions section, in the second paragraph, replace the first two sentences with the following: "Inquisitions are like domains. Other classes that use domains can take inquisitions but inquisitions are typically weaker than the domains those classes can already choose because they do not grant domain spell slots or domain spells."

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Monk, Martial Artist: How can I use abundant step if this archetype replaces my ki pool?

The archetype should have replaced all ki-based abilities, but abundant step was left in by accident. The archetype should also replace abundant step with a monk bonus feat.
This will be changed in the next printing of Ultimate Combat.

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Magus, Kensai: Many of the kensai’s abilities refer to “his chosen weapon.” Is that the “single martial or exotic melee weapon of his choice” from the Weapon and Armor Proficiency ability? If it isn’t, how do I decide what his chosen weapon actually is?

The chosen weapon does indeed refer to the single martial or exotic melee weapon he chose.

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Magus, Myrmidarch: Do my weapon training and armor training abilities stack if I multiclass into fighter?

Yes.
Armor training requires more explanation as to how they stack:
Fighter armor training 1 (gained at 3rd level) also gives a fighter the ability to move at normal speed in medium armor. A myrmidarch gains armor training 1 at 8th level, and also gains this ability to overcome the speed reduction of medium armor.
Fighter armor training 2 (gained at 7th level) also gives a fighter the ability to move at normal speed in heavy armor. A myrmidarch gains armor training 2 at 14th level, and also gains this ability to overcome the speed reduction of heavy armor.
A multiclassed character with armor training 1 from fighter (3rd level) and armor training 1 from myrmidarch (8th level) gains the ability to overcome the speed reduction of heavy armor (as it is the equivalent of armor training 2, which grants that ability).

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Monk, Sohei: Can a sohei use flurry of blows while wearing light armor?

Yes (but not medium or heavy armor). However, a sohei does not gain his monk AC bonus class feature when wearing armor.

The next printing of Ultimate Combat will be changed to reflect this ruling.

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Monk, Tetori: This archetype has three bonus feats that do not exist: Crushing Embrace, Twin Lock, anh Backbreaker. What feats should replace those missing feats?

Update: Page 16, change "2nd level--Crushing Embrace" to "2nd level--Stunning Pin"; change "10th level--Twin Lock" to "10th-level--Pinning Knockout"; and change "18th level--Backbreaker" to "18th level--Neckbreaker."

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Ranger, Wild Stalker: How can I have the rage powers ability and the wild talents ability if they both replace favored enemy?

The rage powers ability and the wild talents ability should be considered one single ability granted by the archetype and replacing the 2nd, 3rd, 4th, and 5th favored enemies. At ranger level 5, 10, 15, and 20, you can select either a rage power or the skill bonus described in the wild talents ability.
This will be corrected in the next printing of Ultimate Combat.

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Feats

Boar Style: Boar Style seems to deal 2d6 bleed damage, which by the normal rules of bleed damage would apply each round, but then Boar Shred, which requires Boar Style and a much higher level, deals 1d6 bleed damage and specifies that it happens on each round. Did Boar Style mean something else?

Yes, Boar Style means to say that it deals 2d6 additional damage once when you hit a foe twice, similar to the rend ability, and then Boar Shred actually does 1d6 ongoing bleed damage. This will be reflected in future errata.

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Channeled Revival: What is the range of this ability?

It uses the range of your channel energy ability.

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Channeling Scourge: This feat has Inquisitor channel energy class feature as a prerequisite, but I see no inquisitor archetype that grants the channel energy class feature. How can an inquisitor take this feat?

The feat is for inquisitors that multiclass with a class that does have that class feature.

Update: Page 92, In the first column, in the Channeling Scourge feat, change the Prerequisite entry "Inquisitor channel energy class feature" to "channel energy class feature, inquisitor level 1st."

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Dragon Ferocity and Tiger Claws: These feats both tell me to add 1/2 my Strength bonus to damage. How does that affect my damage? Does that reduce down to 1/2?

No, Dragon Ferocity should read "While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of twice your Strength bonus on the first attack and 1-1/2 your Strength bonus on the other attacks" and Tiger Claws should read "If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus, normally to a total of 1-1/2 your Strength bonus." These changes will be reflected in future errata.

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Feral Combat Training: What does “with” in the Special line for this feat mean for monks making a flurry of blows?

Normally a monk who has natural attacks (such as a lizardfolk monk with claw attacks) cannot use those natural attacks as part of a flurry of blows (Core Rulebook 57). Feral Combat Training allows you to use the selected natural attack as if it were a monk weapon—you can use it as one of your flurry of blows attacks, use it to deploy special attacks that require you to use a monk weapon, apply the effects of the natural weapon (such as a poisonous bite) for each flurry of blows attack, and so on.

The feat does not allow you to make your normal flurry of blows attack sequence plus one or more natural attacks with the natural weapon. In other words, if you can flurry for four attacks per round, with this feat you still only make four attacks per round... but any number of those attacks may be with the selected natural weapon.

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Prone Shooter: What does this feat do? It says that you do not take a penalty for shooting while prone, but there is no such penalty.

You are of course correct here. As currently written, the feat does not function as intended. To fix this issue, make the following changes.

Remove the Weapon Focus feat prerequisite from the feat. The benefit paragraph of the feat should be changed to read as follows:

Benefit: If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you is reduced to -2. In addition, the bonus to your Armor Class against ranged attacks made against you is increased to +6.

Finally, delete the special paragraph from the feat.

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Snap Shot: Can a character with Snap Shot (page 119) and Combat Reflexes make multiple attacks of opportunity with a ranged weapon, assuming that loading the ranged weapon is a free action?

Yes. As long as you can reload your weapon with a free action you can reload your weapon as part of the ranged attack attack of opportunity you are making with the Snap Shot feat.

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Vicious Stomp: How does this interact with Greater Trip? Do you get two AOOs or just one?

Using these feats together provokes two AOOs, because the two AOO-triggering acts are similar, but different.
Greater Trip gives you an AOO when you trip a foe. Vicious Stomp gives you an AOO occurs when a foe falls prone.
This answer originally appeared in the 9/11/12 Paizo blog.

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Mastering Combat

Advanced Firearms and Rapid Reload: How does Rapid Reload work with advanced firearms? It seems like I can reload an early firearm with alchemical cartridges and Rapid Reload faster than an advanced firearm. Are advanced firearms meant to receive an additional reload reduction for using metal cartridges? Are they meant to work differently with Rapid Reload than early firearms?

Advanced firearms do not receive an additional reload reduction for using metal cartridges; their reload speed is the one listed in the chart, and they must use metal cartridges, which don’t affect the reload. On page 136 under loading a firearm, it mentions that Rapid Reload reduces the time to load a firearm in the section for rules that apply to both early and advanced firearms; however, the Rapid Reload feat doesn’t break out advanced firearms separately from other firearms. It should reduce their reload speed from a move action to a free action.

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Double-Barreled Musket: Is the range increment for a double-barreled musket 10 feet? A single-barreled musket's range increment is 40 feet.

"10 feet" is an error, and will be fixed in the next printing of Ultimate Combat. The correct range increment is "40 feet."

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Double-barreled Muskets and other Double-Barreled Weapons: In the third printing of Ultimate Combat, double-barreled musket’s wording received an erratum to clarify, but not double-barreled pistol or shotgun, which have similar wording. Should they also use the double-barreled musket’s erratum?

Yes, all three should use the new wording from double-barreled musket.

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Firearms: If I roll a misfire when attempting to confirm a critical hit, what happens?

You cannot misfire on a critical hit confirmation roll. If you roll a misfire when attempting to confirm a critical hit, just treat it as a normal result of the die (which might confirm the crit or fail to do so).

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Monk Weapons: If a weapon is specified as a monk weapon, does that mean that monks are automatically proficient with that weapon?

No. It means that they can use this weapon while using flurry of blows. It does not mean that it is added to the list of weapons that a monk is proficient with, unless the weapon description says otherwise.

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Inappropriately Sized Firearms: Does this rule (page 136) allow a Medium or smaller creature to use larger firearms of any size?

The text of the rule is, "The size of a firearm never affects how many hands you need to use to shoot it." The intent of that rule was to prevent a Medium character from using a Small rifle as a one-handed pistol; it wasn’t intended to let a Medium character use a Large, Huge, Gargantuan, or Colossal two-handed firearm as a two-handed weapon. Just like with non-firearms, a creature cannot wield a weapon that’s far too big or small for it. Specifically in the case of firearms, a Medium character can’t use a two-handed firearm sized for a Large or larger creature, and a Small character can’t use a two-handed firearm sized for a Medium or larger creature.

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Scorpion Whips: How do scorpion whips work? There are several published sources of scorpion whips, and they seem inconsistent.

Change the last sentence in the Ultimate Combat scorpion whip's description to say "If you are proficient with both scorpion whips and whips, you can use a scorpion whip in either the normal way, as a typical light performance weapon, or as a whip. When you use a scorpion whip as a whip, it is otherwise equivalent to a whip, but it deals lethal damage and can harm creatures regardless of their armor bonus." This change will be reflected in future errata.

What this means is that the scorpion whip is normally a light performance weapon with no other special weapon features, but that someone with both proficiencies can also use it as a whip, in which case it acts precisely like a whip in all ways (one-handed weapon, attack out to 15 feet, provoke an attack of opportunity, can use the Whip Mastery feats, etc) except that it deals lethal damage and can harm creatures regardless of their armor bonus.

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Weapons: There are melee weapons in Ultimate Combat (pages 131 to 132) with a weight of "—". If these weapons are primarily metal (like the kerambit), how do you calculate the cost of creating mithral versions of these weapons?

Treat these weapons as 1/2 lb weapons for the purpose of creating a mithral version of the weapon.

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