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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Lots of love for my fave martial classes!

4/5

I play Monks a lot and Rogues often, and I think this book is great, especially if you play these classes! I've had a lot of "oooh shiny" moments while reading feats and archetypes. I will have a lot of use from this book, but I'm not sure if somebody who plays magic classes will, hence 4-stars. Also, I love the artwork on chapter openings, hire that artist more often!


Ultimatly disapointing.

2/5

Classes and archetypes: I was disappointed to see that the gunslinger is the only sort of combatant who has to deal with his weapon exploding in his hand on a regular basis. The samurai and ninja classes are fine though of limited interest to most players. As for the new archetypes I found them singularly unexciting. The only standouts being the Armored Hulk barbarian and the Armored Master fighter. Most others seemed to be excessively penalizing or simply dull.

Feets: The clear highlight here is the different Monk style feats. However, many feets seem somewhat half-baked. Especially odd to me were the dozen or so feets designed to aid in multiclassing monks. Naturally there were the couple of feets that will massively increase the power of archer type characters despite those characters not needing any boost at all.

Mastering combat: This section opens up with a slew of new weapons and armor focused on Asian, Primitive, and Gladiatorial styles. Mostly very good, though I was left wondering why a katana was especially good at murdering helpless foes. I don't recall samurais cutting bound or unconscious enemies as a key part of that genre. Rules for duels, performance combat, and siege engines will all be useful to the DM those rare times that they come up.

Vehicles: This chapter seems like a lot of fun and could tie in nicely with the caravans in the recent Jade Regent Adventure Path.

Spells: There are actually a lot of useful and good spells for any class that can cast magic here. So much good stuff that I'm left wondering if the extras from Ultimate Magic didn't wind up here.

Final thoughts, the book is useful to DMs but players who don't care for gun or asian foo can probably give it a pass as it does very little for most classes.


The Ultimate Review Part 2: Ultimate Combat

4/5

In the second of their two-part "Ultimate" series, Paizo has officially become the Warbucks to the Monk's Little Orphan Anne. What do I mean by this? Well, read on and see!

The Gunslinger, Firearms, and its Archetypes
The Gunslinger is a class that you either love or hate. There isn't a whole lot of impartiality to it, I believe. I'm in the camp that the GM can put whatever he or she wants into their world, however, so I am going to look at the Gunslinger as objectively as I can.

Now, I've had the added benefit of getting to GM for a Gunslinger for the past several months, and here's what I can tell you. The player "sometimes" beats the Two-Handed Power Attacking Cleric in damage. Sometimes. Yeah, I know, a lot of us were all worried about how the Gunslinger can make Ammo without crafting checks (that used to apply to weapons too, but Craft: Firearm is officially in Ultimate Combat). What really ends up hurting the Gunslinger, however, is how expensive it gets to make special rounds for piercing damage reduction. Damage Reduction really stops the Gunslinger in its tracks, and as of now, I do think the price of the materials are one of the major baancing points with the class. Besides that, the flaver is very well done, and there's a lot of attention to detail in the base class, as well as all four archetypes. The abilities that traded work well; you really feel like you're Clint Eastwood or a Musketeer or a Mexican Pistolero. Very well done, Paizo, as far as I'm concerned, you transferred firearms into Pathfinder flawlessly. {10/10}

Ninja and Samurai
Ah, the Ninja and the Samurai. Two of the most controversial Alternate Classes. Here's what I have to say about them. Brilliant move making Ninja Tricks learn-able by Rogues, Paizo. With this change, I think the Ninja veers strongly towards those among Rogue players who want to be Combat-focused, and a book focused on 'ultimate' combat SHOULD have a class like this. The core rogue is, and always will be, better at skills than the Ninja. At least, in my opinion they will. The other thing is that as far as I am aware, Ninja can't take the Additional Tricks feat, which puts a ball in the Rogue's court.

Samurai are in a similar boat as the Ninja. Paizo took a class that was based on Teamwork (Cavalier) and traded all the teamwork away for selfish abilities. All in all, you have a very beastly class in combat. It's extremely powerful, specializing in a fair number of combat strategies. Is it better than the Cavalier? I personally don't think so, but then again, who am I to say that party support is better or worse then personal performance?

All in all, these Archetypes are fairly well done. However, they're lacking the perfect blend of flavor that the Gunslinger has; I really think that of the three classes, the Gunslinger came into its own much better than these two. {Ninja - 7/10, Samurai - 9/10; total - 8/10}

Archetypes
The archetypes in this book are awesome. There are a couple that are lackluster (I'm not a fan of the Daredevil, a Bard Archetype that has a cool name, but doesn't really capture the spirit of someone who takes big risks, in my opinion). Shining Gems here that aren't Gunslinger Archetypes are: Holy Gun, for a great name and a well-balanced idea; Spellslinger, just for awesome artwork and a perfect concept brought to life; and Derverish Dancer, honestly, this class makes the Bard SO MUCH MORE of a badass then it has ever been in its entire span. Ever. Play one. NOW. DO IT. {8/10 - Not having anything for the Sorcerer, while understandable, made me sad, since I am a Sorcerer player and this review is completely objective.}

Equipment
There are four categories of equipment here, and I am just going to say that this section gets a 10. Every weapon is extremely well-balanced, a whole bunch of new weapon rules and abilities were added, and the weapons span such a wide range of topics that you can build a world for any occasion with them. The only thing that I would have liked to see (and thought was supposed to be in here) was suggestions for alternate "martial weapons" for an Eastern Setting. That would have been cool. {9/10}

Alternate Rules
This section is dubbed 'Mastering Combat,' and it scared me because I hated almost everything in the 'Mastering Magic' section of Ultimate Combat. This section is MUCH better done in Ultimate Combat, everything is very cool, very interesting. Vehicles are very well thought out and it really makes players think about taking ranks in Profession for a chance (even if its just for Profession: driver). I really like all of the variant rules; I am still trying to figure out piecicial armor, but Wounds and Vigor is very nicely done, as is Armor as DR. I'm not sure if I'm going to be able to talk my players into trying those rules out; we might have to do a sandbox test to see how they work, but anything that makes the inflict wounds spells extremely powerful is okay in my book! {10 / 10}

Spells
Ah. Spells. Unsurprisingly, the book on Combat doesn't have much on magic. Most of it focuses on this new mechanic called Communal Spells, where you take a vintage spell and divide its duration up against multiple targets. There aren't many jewels of magic in this section, except for one, of course. Pup Shape. This spell is briming with flavor. I rather wish it fit more in lines with Sands of time from Ultimate Magic, to be honest, as I never got the point of all those classes that made you 'immune to magic effects' when there ARE no aging effects, save one monster and one spell. Alas, spells are acceptable, but not memorable. {8/10 I was going to do a 7, but I failed my Will save against the picture of Pup Shape and felt too guilty to kill off the spells.}

Feats
Feats. Sigh. I actually skipped this and came back to it later because there's EASILY over a 100 feats in this book. Looking through them, there's nothing that screams, "EVERY CHARACTER THAT DOES THIS NEEDS ME!" and that is a good thing. The feats in this book are screaming to have characters built around their combos. They are not screaming for every Mary Sue Fighter Build that this week's optimizer crafted to take them. {7/10. Three points are lost because Sorcerous Strike was a tease for me. You are so mean, Paizo. So very mean.)

Score and Final Thoughts
I don't care what you say, this book is BETTER than Ultimate Magic. Not only that, but the errors aren't as bad in Ultimate Combat; there are still a few, but it's a lot easier to figure out the Rules as Intended. It is very well laid out, the art is good, and all of the options feel usable. Nothing in Ultimate Combat is game-breaking, and everything is useful to the players and the GMs. That was one thing in Ultimate Magic that annoyed me; basically, an entire fluffy section on two spells; Planar Binding and Planar Ally. Why, Paizo? Why? Well, nothing like that is in Ultimate Combat! Last note before I sign off; I know I am not the only Sorcerer who is not feeling the Arcane Love from Paizo. This needs to change. I don't know where and I don't care how, but the Sorcerer is a core class too!

Guns - 10/10
Ninjas and Samurai - 8/10
Archetypes - 8/10
Feats - 7/10
Weapons and Vehicles - 9/10
Variant Rules - 10/10
Spells - 8/10
Fluff - 10/10
Style and Grammar - 8/10
Total Score - 8.6/10 = 4.3/5 Stars


Mediocre to Good

3/5

Overall the book has a good feel, with lots of Asian and Wild West influence throughout. Below is a summary of the sections with my thoughts.

==New Classes (2/5)==
The Gunslinger class is a full fledged ranged weaponry machine. The mechanics are similar to the monk's Ki points, and the 'slinger can pull off all sorts of neat tricks.

The Ninja is an unneeded re-flavoring of the rogue, with many powers that simply seem like fan service rather than good design (I'm looking at you walking up walls trick). Thankfully its not a 'better rogue than the rogue' because it loses trap-finding and it takes 2 advanced talents to get evasion & improved evasion.

The Samurai is an Asian themed cavalier with thematically modified powers. Would have been fine as an Archetype with additional Orders.

==Archetypes (3/5)==
Many of the Archetypes give the CRB classes bits and pieces of the APG and UM/UC classes. Pretty much every existing class gets a Gun-wielder and Teamwork themed Archetype. There IS a mount-less cavalier Archetype, however its the Musketeer, so if no guns in your game, no mount-less Cav's.

==Feats (3/5)==
WOW... Talk about a ton.

Highs: More teamwork feats, More combat feats
Lows: Monks are now the best class ever (NOTE: Solly based on number of feats with Monk as a prereq. Sarcasm included).
Meh: Performance Feats tie-in to the Performance rules later in the book.

==Mastering Combat (5/5)==
Now we're talking! Siege Engines? YES! Vehicle driving and combat? YES! More Asian themed weapons than you can shake an Asian themed club at? YES!

==Variant Rules (1/5)==
Armor as DR, Wounds, and a bunch of other stuff I never liked or used. A good portion of this area is retooled Unearthed Arcana. Stone and Bronze age rules.

==Spells (3/5)==
A lot of low level spell love, most all spells are combat themed. Paladins probably get the most love in this section. Top tier spells (last spell level or 2) range in the handful for each class.

Final Verdict: 3/5


Like guns or the orient? Than this is for you!

4/5

I have casually perused the book from cover to cover over the last several hours and I think I've let enough time pass that much of my initial excitement and knee-jerk reactions have subsided and given way to clear thought. Here are my thoughts:

It seems to me that 30% of the book is geared towards oriental flavored stuff (monks, ninjas, weapons, etc.). There are some balance issues, but nothing too serious I don't think.

About 30% more is geared towards firearms, siege engines, and similar "high-grade" technology. Complex, but balanced, and a whole lot of fun.

Wholly 20% is dedicated to new optional rules subsystems (called shots, peacemeal armor, etc.). Many of these systems strike me as overly complex, but potentially fun. Adding more than one subsystem to a given campaign will only make a mess of things.

The remaining 20% is general stuff that can be used by anyone not in the above categories (general enough feats, class archetypes that don't fit the above categories, etc.). The real heart of the book for general players. It's a shame it is so readily dominated by the oriental/gun themes that are absolutely prevalent throughout the book.

If those first two categories aren't what you're looking for, then this book has surprisingly slim pickings.

Unless you absolutely LOVE monks and oriental stuff, gunslingers, or whole new rules sets, I recommend getting the book at steep discount.

Overall 8 out of 10.


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Here's hoping for a Dragoon Archtype under the fighter class, that and I'm soo gonna get this book not matter what. :D

Grand Lodge

Isnt there a place somewhere here they release snipets of UC?

Trying but cant find the posts...


They'll probably start releasing previews for the book in the near future. If they follow the format they used for Ultimate Magic, every Tuesday should see a blog post revealing something from the book when the previews start rolling.

Grand Lodge

Heine Stick wrote:
They'll probably start releasing previews for the book in the near future. If they follow the format they used for Ultimate Magic, every Tuesday should see a blog post revealing something from the book when the previews start rolling.

Havent they started already? I thought I remembered seeing something awhile back?

Liberty's Edge

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Helaman wrote:
Heine Stick wrote:
They'll probably start releasing previews for the book in the near future. If they follow the format they used for Ultimate Magic, every Tuesday should see a blog post revealing something from the book when the previews start rolling.
Havent they started already? I thought I remembered seeing something awhile back?

Thst was probably the playtest. Whic, I suppose, is a preview, just one a long way out and subject to massive rewriting.

Liberty's Edge

If the book is due at the first week in August and they plan a six-week preview like they did for UM, we should look for UC preview blogs to start at the end of June.

Owner - House of Books and Games LLC

MaverickWolf wrote:
gbonehead wrote:

I just really really really have my fingers crossed that they decided against making ninja a rogue archetype.

It's been stated on the boards that they were considering making it an archetype for no other reason than to prevent multiclassing with rogue, and that sort of rationale makes me a bit unhappy, as it's hard to justify for in-game reasons.

The playtest as it as a rogue alternate class, not an archetype (more changes than an archetype), and when they decided to not do that with gunslinger, gunslinger got a round 2. I haven't seen one for the ninja (or any real reason to not have it as a variant rogue, which is all I've ever used for one). You should check out the playtest document before you call bad on it being an archetype (I'm sure there are some changes between the playtest and the final product, but I doubt it's changing a huge amount).

Same difference - just because I got the terminology wrong (and I find the distinction to be just an annoyance) doesn't change the comment - you can't multiclass rogue/rogue whether it's two archetypes, an archetype and an alternate class, or what have you.

So I'm still hoping they decided against the arbitrary "let's make it an alternate class so people can't multiclass rogue/ninja" thing.

Stasiscell wrote:
gbonehead wrote:

I just really really really have my fingers crossed that they decided against making ninja a rogue archetype.

It's been stated on the boards that they were considering making it an archetype for no other reason than to prevent multiclassing with rogue, and that sort of rationale makes me a bit unhappy, as it's hard to justify for in-game reasons.

ask yourself what a ninja does differently than a rogue and what could be gutted from a rogue in order to make it a ninja and now you see what paizo is doing (and what i think is the correct decision) i mean rogue = versatile sneak , ninja = assassin sneak both have sneak attack both have a emphasis on the more subtle side of combat and both have the same attack progression it makes more sense to make it a alternate class .

and so you shall know archetypes and alternate classes are different .

the ninja is very much so and will be a breed of its own.

Yes, yes, I said archetype instead of alternate class. Here's my question: does that make my point invalid?

And, clearly ninja won't be a breed of its own if it's a rogue archetype. If it were actually a breed of its own I could multiclass ninja/rogue like I could ninja/monk or ninja/samurai.


Christopher LaHaise wrote:

I really don't understand those people who complain about guns in a fantasy setting. Fantasy means 'magic' and such exists in the setting, it doesn't mean 'middle ages but without technology'. Steampunk is fantasy, and there's guns. There's 'urban fantasy' which is set in a more modern period. There's historical fantasy.

Gunpowder and the advance of technology happens, even in 'fantasy' settings. Worlds evolve, and there should be nothing wrong with introducing gunpowder or any other advancements in society that we've seen.

Hell, if you're going with 'middle ages', hit some history books or the web, and look at what kind of technology existed in different parts of the world - you'll be surprised at what you can find.

It's typically the RATE of technological advancement that becomes problematic. You've got your fantasy world (let's say Golarion...) that has 1000s of years of history. You innocently decided to introduce primitive firearms. Then the players weigh in...

Suddenly, you've got PCs interested in crafting rules for the 1st time because they want to invent rifled barrels, revolvers, and gatling guns...

You've shifted the campaign from Middle Ages/Renaissance to Age of Sail because once the pirate ship is equipped with cannons, bows, knights, and heavy armor "just don't fit".

Players want to jump past the 1800s directly to modern day tactics -- precisely because they favor fast, highly trained specialist commandos... Y'know like the PCs.

Obviously, it doesn't have to go this route, but it can. Personally, I've seen it happen on 3 occasions. I was the GM for one of them. Despite my efforts to "reign the tech in", the sessions devolved to the point where I was constantly arguing why something couldn't be done ("Your fighter has an 8 INT, how in the hell did he come up with THAT idea, let alone know how to design it?!")

Firearms and modern tactics are an easier step (even the Old West) for the average gamer to associate with. Given our position on the technological advancement line and our modern media, it's no surprise.

Yes, it can be handled. If you want a game that has firearms and you want to handle those issues at the outset, go for it. Many of us, however, would prefer to be spared the headache - at least as far as official campaign related material is concerned.

YMMV.

Paizo Employee Chief Technical Officer

Kajehase wrote:
I notice the ISB-number is still TBD. Any ETA on that?

I've added the ISBN to the product description.

Liberty's Edge

Drillboss D wrote:


Hear hear! Hound master cavalier! New orders!

Just... We can haz moar Cavalier?

Quick quasi threadjack ...

Have you by any chance checked out Advanced Options: Cavaliers' Orders from Super Genius Games?

It has 6 all new cavaliers orders, new feats and other goodies ... :)


Vic Wertz wrote:
Kajehase wrote:
I notice the ISB-number is still TBD. Any ETA on that?
I've added the ISBN to the product description.

You are a king among men.


Anything new you can show us paizo? Please with goblin gibblets on top we are all very anxious "twitches" .

Dark Archive

1 person marked this as a favorite.
Pathfinder Card Game, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Stasiscell wrote:
Anything new you can show us paizo? Please with goblin gibblets on top we are all very anxious "twitches" .

Saturday night will probably be illuminating...


Enlight_Bystand wrote:
Stasiscell wrote:
Anything new you can show us paizo? Please with goblin gibblets on top we are all very anxious "twitches" .
Saturday night will probably be illuminating...

by zeus,s lightning i hope so


I know the Ultimate Combat flyer in the back of my Ultimate Magic book references "3 all new classes." I wondered whether they were counting alternate classes as classes, or if they actually mean that Samurai and Ninja got made into base classes.


They said the Gunslinger is a base class now but I haven't heard anything about the Ninja and Samurai being base classes.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Dragon78 wrote:
They said the Gunslinger is a base class now but I haven't heard anything about the Ninja and Samurai being base classes.

Which is good - they are perfectly done as archetypes/alternate classes.

Shadow Lodge

My only concern is that I think the gunslinger should be allowed access the (currently) fighter-only feats for firearms. Stuff like weapon specialization, etc. Having an entire class dedicated to a small group of weapons yet not allowing them to take weapons specialization would be dumb.


I disagree, I would rather have Ninja and Samurai as base classes and why the Cavalier was the base for the Samurai was the last choice that I would have picked.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Dragon78 wrote:
I disagree, I would rather have Ninja and Samurai as base classes and why the Cavalier was the base for the Samurai was the last choice that I would have picked.

To me, it's the only sane choice.


Kthulhu wrote:
My only concern is that I think the gunslinger should be allowed access the (currently) fighter-only feats for firearms. Stuff like weapon specialization, etc. Having an entire class dedicated to a small group of weapons yet not allowing them to take weapons specialization would be dumb.

I agree. Gunslinger as an alternate fighter makes sense. I some setting, I guess IS the fighter, as a role in society.

Ninja/Rogue and Cavalier/Samurai alternate classes seem so obvious and logical to me that is not even needed a discussion.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

I'm guessing the gunslinger will get a class ability that'll allow her to take feats usually reserved for fighters, similar to the magus's Fighter Training ability.

Shadow Lodge

Kaiyanwang wrote:
Kthulhu wrote:
My only concern is that I think the gunslinger should be allowed access the (currently) fighter-only feats for firearms. Stuff like weapon specialization, etc. Having an entire class dedicated to a small group of weapons yet not allowing them to take weapons specialization would be dumb.

I agree. Gunslinger as an alternate fighter makes sense. I some setting, I guess IS the fighter, as a role in society.

Ninja/Rogue and Cavalier/Samurai alternate classes seem so obvious and logical to me that is not even needed a discussion.

You don't quite agree with me, as I do think that gunslinger should be different enough to be it's own class. Just that certain fighter-only feats should be expanded to include gunslingers as well.


Kthulhu wrote:
Kaiyanwang wrote:
Kthulhu wrote:
My only concern is that I think the gunslinger should be allowed access the (currently) fighter-only feats for firearms. Stuff like weapon specialization, etc. Having an entire class dedicated to a small group of weapons yet not allowing them to take weapons specialization would be dumb.

I agree. Gunslinger as an alternate fighter makes sense. I some setting, I guess IS the fighter, as a role in society.

Ninja/Rogue and Cavalier/Samurai alternate classes seem so obvious and logical to me that is not even needed a discussion.

You don't quite agree with me, as I do think that gunslinger should be different enough to be it's own class. Just that certain fighter-only feats should be expanded to include gunslingers as well.

I apologize for the misunderstanding then :)

Liberty's Edge

I admit to being slightly disappointed that we didn't get a bit more spoiled on this book from PaizoCon. :(


Shisumo wrote:
I admit to being slightly disappointed that we didn't get a bit more spoiled on this book from PaizoCon. :(

+1

Paizo Employee Chief Technical Officer

BPorter wrote:
Shisumo wrote:
I admit to being slightly disappointed that we didn't get a bit more spoiled on this book from PaizoCon. :(
+1

Did you go to the Banquet?


Dragon78 wrote:
I disagree, I would rather have Ninja and Samurai as base classes and why the Cavalier was the base for the Samurai was the last choice that I would have picked.

Agreed. I preferred both to be Base Classes and they had plenty of ways to do it, particularly snagging ideas from the Final Fantasy series. Alas, Paizo keeps treading the easy path. I wish they'd take a narrow path once in awhile, they'd be surprised how big the pay off is sometimes.


The book is about 1 and a half months away, it's driving me nuts. But I have to be patient.


Vic Wertz wrote:
BPorter wrote:
Shisumo wrote:
I admit to being slightly disappointed that we didn't get a bit more spoiled on this book from PaizoCon. :(
+1
Did you go to the Banquet?

No, I wasn't able to go. I've just been combing the boards looking for more UC tidbits. Seems the races book & the new AP have stolen all of the thunder, though.


I'd still like to know more on the angelic warrior archetype

Paizo Employee Chief Technical Officer

BPorter wrote:
Vic Wertz wrote:
BPorter wrote:
Shisumo wrote:
I admit to being slightly disappointed that we didn't get a bit more spoiled on this book from PaizoCon. :(
+1
Did you go to the Banquet?

No, I wasn't able to go. I've just been combing the boards looking for more UC tidbits. Seems the races book & the new AP have stolen all of the thunder, though.

I'm a bit surprised I haven't seen more of the details we showed on the boards, too. Perhaps when the YouTube videos are posted...


Speaking of more infos, given the time-line for UC's street release, shouldn't the 6-week preview start this coming Tuesday? :)


I'm hoping and praying for a Vampire Hunter archetype of the Inquisitor.


A vampire hunter would be nice but I would like to a dragon slayer archtypes for fighter, paladin, ranger, and cavalier. Also a mage killer one for the Barbarian.


Pathfinder Companion Subscriber

So, it appears that this hasn't been addressed yet. I was wondering if there's going to additional Animal domains for Druids in this book? I see Lion and Bear domains being very Combat oriented.

Also wondering when we'll start seeing previews for this book. I am really looking forward to adding this one to my library.


Will there be archetypes for the Gunslinger, Ninja, and Samurai?

If there are archetypes, could Paizo please reveal at least one for either the Ninja or the Samurai in the coming weeks, it would be greatly appreciated and could hype up players to get the book even more.

Liberty's Edge

Pathfinder Adventure Path, Rulebook Subscriber

I'm really looking forward to the "finishing moves" myself :)


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

Will there be archetypes for the Gunslinger, Ninja, and Samurai?

If there are archetypes, could Paizo please reveal at least one for either the Ninja or the Samurai in the coming weeks, it would be greatly appreciated and could hype up players to get the book even more.

The ninja and samurai are essentially themselves archetypes as alternate classes are just bigger/more-extensive versions of archetypes. So, no, there won't be any archetypes for the ninja and samurai; just the two alternate class descriptions themselves. The closest you will get is by picking an Order for your samurai to follow, including an Order of the Ronin.


Ashanderai wrote:
Azure_Zero wrote:

Will there be archetypes for the Gunslinger, Ninja, and Samurai?

If there are archetypes, could Paizo please reveal at least one for either the Ninja or the Samurai in the coming weeks, it would be greatly appreciated and could hype up players to get the book even more.

The ninja and samurai are essentially themselves archetypes as alternate classes are just bigger/more-extensive versions of archetypes. So, no, there won't be any archetypes for the ninja and samurai; just the two alternate class descriptions themselves. The closest you will get is by picking an Order for your samurai to follow, including an Order of the Ronin.

Just because it's an alternate class, does not mean it could have it's own archetypes.

And yes I know that samurai have orders that they can pick, but what about an archetype that modifies the other things than what the order modifies.


Nevermind, I got my answer

Liberty's Edge

Rogue vs. Ninja


I wish ninjas, and samurai had their own archetypes, they don't).

The ninja is like a blend of Rogue(mostly) and Monk(partially), and due to this blend should have it's own archetypes, like a more Ki based ninja, a more combat based ninja, a Kunoichi, a more skilled ninja, a scouting ninja, etc..

The samurai is somewhat configurable with the use of orders, but I would like to see a more weapon(s) specific configuration like in APG for the fighters, applied to samurai.

Liberty's Edge

If we have the ongoing subscription for this book, will we get the option to pick it up at GenCon like the APG last year?


YAY (sarcasm), only one month to go.

Paizo Employee Chief Technical Officer

Ricky Bobby wrote:
If we have the ongoing subscription for this book, will we get the option to pick it up at GenCon like the APG last year?

Yep. We have one more subscriber shipment to deal with before we can flip the switch allowing you to choose that; I'd expect to see something in your inbox about it in the second week of July.


Wish there was a alchemist archetype that focused on nothing but bombs removing his ability to apply poison to weps and create mutagens but greatly enhancing his bomb throwing capabilities ,


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Time wise
it is so close, yet so far away.

Since archetypes for alternate classes do not exist yet, I would ask Paizo to consider it an option for a later book(s).


Did someone say AIRSHIP COMBAT?

Any sneaks at this :)


Azure_Zero wrote:

Time wise

it is so close, yet so far away.

Since archetypes for alternate classes do not exist yet, I would ask Paizo to consider it an option for a later book(s).

An evil version of the Oathbound Paladin would be cool ... :-P

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