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

Note: This product is part of the Pathfinder Rulebook Subscription.

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Splatbook done right.

5/5

Placeholder review until I get some time to write something elaborate.

Short version: You Got Your Guns And Ninjas And Katanas In My Western Medieval Fantasy And I Like It.

Also, Mysterious Stranger.


Oh good, 3.5 is back...

3/5

This is not a terrible book - let me start off this review by saying that. But it certainly could have been better - especially after the terrible reviews Ultimate Magic received.

Did Paizo playtest anything at all in this? Did they playtest this in a vaccuum? I'm getting ahead of myself, so let's just go down the list:

Classes:

The gunslinger. The very idea makes D&D players cringe - do guns belong in a fantasy setting? Offering to sidestep philosophical questions, Paizo decided to include one base class here. It isn't a terrible idea, but one that makes you sit and think: guns already exist on the Pathfinder world, and have costs that rival a +1 or +2 magic weapon. Ammunition is hideously expensive. So how do they solve this? By making a class that completely ignores it. You, as a gunslinger, start with a gun of your choice - free! Oh sure, it is 'battered' and can only be effectively used by you. Isn't THAT cool? I can't count how many times I had a fighter who would LOVE to have a weapon that only he can use. Also, the gunslinger is a master of repairing his weapon and crafting ammunition - being able to do so for the price of a song. Oh, every archer everywhere must be jealous!

Seriously, if you have to go through that much song and dance to justify the weapon, then it isn't time to look and see if the class needs to be rebalanced, but if the weapons do. Do they NEED to cost thousands of gold? Does ammunition HAVE to be expensive? No. Any perfectly sane player can read over the firearms and note the advantages and disadvantages as compared to crossbows and bows. They are an exotic weapon that have some neat characteristics and cruel drawbacks. They don't need to have a massive boost in cost to justify their existence, nor do classes and archetypes need to be created to receive a special broken one for free at first level.

The ninja. Oh God, here we go again. The class that has made every GM since 2nd ed sick is back. I like ninjas, Paizo - I really do. I can tell you like them too, because you clearly decided that they need to be the most awesomest awesome that ever awesomed an awesome.

Let's go over this guy compared to our friend the rogue, shall we?

- Same skill points
- Better weapons (katana? really?)
- Same sneak attack (because why not hand our the rogue's coolest ability?)
- Monk's ki points (bonus to acrobatics, extra attacks, and extra stealth)
- No trapfinding (ok, there's one minor thing that sometimes comes up that rogues are good at)
- Better at stealth (hands freaking down)
- Ninja tricks! (They're like rogue tricks, but more varies, and a ninja can choose a rogue trick as a ninja trick. So everything a rogue can do, a ninja can too!)

So, what we get here is a rogue who gives up trapfinding and trap sense (aka most worthless ability ever) to gain better stealth and combat tricks. Woot. Pencil me in for two.

The samurai... is boring. It's an Asian cavalier. That's it! Oh, they do get better weapons (katana again - man I wish we could all get free exotic weapon profs!). They also follow the stereotypical Hollywood ideal of the samurai's honor code - which usually only helps them. Woot.

Archetypes got some nice boosts as well. Magus players will be THRILLED to see the kensai is back, and is just the way it was left in 2nd ed - being better at its job that a fighter or a mage. At some point in time, game designers are going to realize that "only proficient in a single weapon" isn't much of a drawback to anyone. Neither is handing our methods to overcome the inherent limitations of a class.

Also lots of new gun-wielding archetypes to go along with the gun theory. They get all the base stuff that a gunslinger gets, too. The market for black powder in game worlds is about to get dicey.

Feats seem fine - finally monks get some much-needed love with the styles. Now I don't feel stupid for playing one. Well, maybe not anymore with that ninja hanging about.

Spells - woot. Not many complaints here yet. We'll see if anything needs to be errata'd.

Everything else... is rather pointless. Vehicle combat is far too cumbersome to use more than once in a game. Duels are stupid - always have been, always will be. Alternate armor options are relying way too much on a desire to pad an entire chapter with fluff rather than sit and think what ramifications they could have on a system that has been in print for 12 years (just the same way the same rules did when people brought them up in 3.0 and 3.5).

Overall, not a terrible book. But GMs beware and players be fair. Trying to yank out the overpowered stuff in here will give you a headache just as much as it did with UM.


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Forsparda wrote:
hey trying to find some information on the spell Jolting Portent in the spell it says you use either your wisdom (for clerics) or charisma (for oracles) and im trying to find out if you use the full wisdom score or just the modifier normally id go with just the mod (and did when it came up in my game but id like clarification)

Common sense would tell you you use your Wisdom modifier for clerics and your Charisma modifier for oracles.


On page 24 under both breath weapon bomb and immolation bomb it refers to an alchemist's "Intelligent modifier". This should be "Intelligence modifier".


Berselius wrote:
Berselius wrote:
So I'm guessing with the 3rd Printing the Titan Mauler archetype finally works now?
Anyone?

Yes? No?


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Berselius wrote:
Berselius wrote:
Berselius wrote:
So I'm guessing with the 3rd Printing the Titan Mauler archetype finally works now?
Anyone?
Yes? No?

Never played with one before. What were the problems with it?


Quote:
Never played with one before. What were the problems with it?

The wording of the 1st and 2nd Printing didn't give the Archetype the actual ability to wield a large size weapon. I don't know if the 3rd Printing update actually fixed this (I haven't had a chance to run it by our group's DM yet).

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Berselius wrote:
The wording of the 1st and 2nd Printing didn't give the Archetype the actual ability to wield a large size weapon.

I assume you mean a large size two-handed weapon... medium creatures can wield large size light and one-handed weapons (at a penalty) without any special ability.

Quote:
I don't know if the 3rd Printing update actually fixed this (I haven't had a chance to run it by our group's DM yet).

You can see the latest in the PRD. It specifically allows wielding two-handed weapons intended for creatures one size category larger.


Hmmm...okay...one last question relating to the Titan Mauler archetype. It says the following:

"She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4."

I'm confused as there is no "+" next to the 4. Does that mean the penalty is increased by + 4 or just increased to four period and that's it?


Berselius wrote:

Hmmm...okay...one last question relating to the Titan Mauler archetype. It says the following:

"She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4."

I'm confused as there is no "+" next to the 4. Does that mean the penalty is increased by + 4 or just increased to four period and that's it?

It says "by 4" not "to 4", so the penalty would be -6.


Thanks. I just hope Paizo didn't actually mean to say "to 4" and the "by" is actually a mistake.


Pathfinder Card Game Subscriber

Does tower shield specialist's Tower Shield Training really do nothing to the dex bonus of the tower shield, only changing the max dex bonus of worn armor. If so it seems useless. Is this a typo or as intended? Or are all shields armor, and if so can we get a clarification says as much?


HogarthUndead wrote:
Does tower shield specialist's Tower Shield Training really do nothing to the dex bonus of the tower shield, only changing the max dex bonus of worn armor. If so it seems useless. Is this a typo or as intended? Or are all shields armor, and if so can we get a clarification says as much?

If the TSS's Tower Shield Training works as the feat from the Armor Master's Handbook (Which it basically is, they decided to let everyone else have some tower shield fun), the class feature allows you to lump tower shields and armor together to combine their ACPs so that armor training reduces the total, and it allows armor training to affect the tower shield's max Dex (Since it would be the lowest), which would be increased by 2. If you aren't wearing a tower shield, like the archetype says, your armor training bonuses revert to their standard numbers.

I agree, it's a horribly worded ability and really should be clarified.

(As a side note, there are always mithral tower shields. ;))


Ashram wrote:
(As a side note, there are always mithral tower shields. ;))

Aside from specific magic items, are there mithral tower shields now?


Gisher wrote:
Ashram wrote:
(As a side note, there are always mithral tower shields. ;))
Aside from specific magic items, are there mithral tower shields now?

I would extrapolate from the fact that there are specific mithral tower shields with costs that they are just tower shield costs plus 1,500gp for being mithral.

(But no, RAW there are no steel tower shields except in 3.5, so no mithral tower shields besides the special ones. Which is dumb.)


Tower shield are made from wood, so you can't make them mithral. Darkwood is basically the same though.


Alexandros Satorum wrote:
Tower shield are made from wood, so you can't make them mithral. Darkwood is basically the same though.

Except not, because it doesn't give you all that all-important max Dex increase. :v


Ashram wrote:
Gisher wrote:
Ashram wrote:
(As a side note, there are always mithral tower shields. ;))
Aside from specific magic items, are there mithral tower shields now?

I would extrapolate from the fact that there are specific mithral tower shields with costs that they are just tower shield costs plus 1,500gp for being mithral.

(But no, RAW there are no steel tower shields except in 3.5, so no mithral tower shields besides the special ones. Which is dumb.)

Ok. From your earlier comment I thought something might have changed. I do wonder if, say, a mithral or adamantine Folding light shield is still made of its special metal when transformed into a tower shield.

Liberty's Edge

Is the agile template on more than just Breastplate and half plate? In the piecemeal section it refers to agile Lamellar arm armor.

http://paizo.com/threads/rzs2ud73?Agile-Lamellar#3

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