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Jadeite wrote:
TriOmegaZero wrote:
BYC wrote:

But I kind of want to see a weapon speed system come back since most people are very used to d20 now, and having more differences between weapons is something players usually want. And it can definitely swing things from the big massive 2H to 2WF or more balanced approach.

You'll need to drop the static initiative system for that to work. Something that actually measures times between actions.
I'd rather avoid that. Exalted's system has significant flaws and the way damage works in Pathfinder (low base damage, high bonuses through strength and other modifications), faster weapons would be much stronger than slow ones.

In most games they are better. As I said, the Big weapons would need a SERIOUS buff if something like speed factor would come to the equation.


Since I've benefited from some spoilers, I thought it was right to mention one myself. Hopefully its not been mentioned before: There's a feat that allows you to move half-speed whenever you make a successful evasion. That made me smile :)


LoreKeeper wrote:
Since I've benefited from some spoilers, I thought it was right to mention one myself. Hopefully its not been mentioned before: There's a feat that allows you to move half-speed whenever you make a successful evasion. That made me smile :)

Hah! Nice.

Dark Archive

TriOmegaZero wrote:
BYC wrote:

But I kind of want to see a weapon speed system come back since most people are very used to d20 now, and having more differences between weapons is something players usually want. And it can definitely swing things from the big massive 2H to 2WF or more balanced approach.

You'll need to drop the static initiative system for that to work. Something that actually measures times between actions.

Oh right...forgot about that.

It's still worth doing even if initiative stayed the same. Smaller weapons give bonuses to init, bigger ones give 0 or penalties.

Owner - House of Books and Games LLC

Question: What's this MAD people keep referring to in regards to monks? I'm pretty darn sure it's not Mutually Assured Destruction.

And as for the nodachi thing, sure, I guess it's better, but how many magic nodachis are going to be lying around out there? I'm thinking that in terms of feat chains (Specialization, etc.) you're not going to want to go with some weirdo weapon.

All depends on your GM and table style, I suppose.


Pathfinder Rulebook Subscriber
BYC wrote:
It's still worth doing even if initiative stayed the same. Smaller weapons give bonuses to init, bigger ones give 0 or penalties.

Still needs a complete system rework. Weapons giving iniative bonuses/penalties leads to a Counterstrike setup where everyone runs around with a dagger in hand until you get into combat, where you switchout to your bigger weapons once you've engaged.

gbonehead: MAD = Multiple Attribute Dependancy. It refers to builds/classes that require more than one or two primary stats to function well.


BYC wrote:
TriOmegaZero wrote:
BYC wrote:

But I kind of want to see a weapon speed system come back since most people are very used to d20 now, and having more differences between weapons is something players usually want. And it can definitely swing things from the big massive 2H to 2WF or more balanced approach.

You'll need to drop the static initiative system for that to work. Something that actually measures times between actions.

Oh right...forgot about that.

It's still worth doing even if initiative stayed the same. Smaller weapons give bonuses to init, bigger ones give 0 or penalties.

Tried that, and it's complicated to say the least. What about spells? All the same? If you want to move? What of full attacking and standard attack?

The MAJOR problem with adding speed to action is that you will HAVE to select an action before the start of each round of combat, and it will change initiative every round. There is no circunventing that.

Grand Lodge

BYC wrote:


It's still worth doing even if initiative stayed the same. Smaller weapons give bonuses to init, bigger ones give 0 or penalties.

That won't make weapons faster, and will introduce other problems.


gbonehead wrote:
Question: What's this MAD people keep referring to in regards to monks? I'm pretty darn sure it's not Mutually Assured Destruction.

MAD : Multiple Attribute Dependency

SAD : Single Attribute Dependency
TSTL : Too Stupid To Live (usually applied to BBEGs or Paladins)


Maddigan wrote:

Too many options and not enough feats again.

I don't think I'm going to be using Called Shots. 50 points of damage for that type of effect is too powerful and way too easy to obtain. Two of my players were averaging 50 points of damage a hit at lvl 14 or 15.

WTF? 9 pages for the table of feats isn't enough? Not sure if serious...

Also, should've figured that when the thread blossoms by 60 posts, it's due to a huge debate.


Are there any new feats for resisting being killed like diehard or toughness or godless healing?


northbrb wrote:

Are there any new feats for resisting being killed like diehard or toughness or godless healing?

Yes. Deathless Initiate tree.


Cheapy wrote:
northbrb wrote:

Are there any new feats for resisting being killed like diehard or toughness or godless healing?

Yes. Deathless Initiate tree.

This sounds like an extra durable hero's dream. *pleased*

Dark Archive

EpicViper wrote:
Cheapy wrote:
northbrb wrote:

Are there any new feats for resisting being killed like diehard or toughness or godless healing?

Yes. Deathless Initiate tree.
This sounds like an extra durable hero's dream. *pleased*

Especially if that hero is a samurai (unless they changed the class).

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

Cheapy wrote:
northbrb wrote:

Are there any new feats for resisting being killed like diehard or toughness or godless healing?

Yes. Deathless Initiate tree.

I wrote that one. I'm curious to see how the final version ended up. (I'm still waiting on my PDF.)


Tom Qadim wrote:
Cheapy wrote:
northbrb wrote:

Are there any new feats for resisting being killed like diehard or toughness or godless healing?

Yes. Deathless Initiate tree.

I wrote that one. I'm curious to see how the final version ended up. (I'm still waiting on my PDF.)

What does the feat tree do, how does it work?


northbrb wrote:
Tom Qadim wrote:
Cheapy wrote:
northbrb wrote:

Are there any new feats for resisting being killed like diehard or toughness or godless healing?

Yes. Deathless Initiate tree.

I wrote that one. I'm curious to see how the final version ended up. (I'm still waiting on my PDF.)

What does the feat tree do, how does it work?

Gives you some bonuses to whacking people when using Diehard, and alleviates the staggered condition. Next one negates the damage you take from doing an action while using diehard, and the final one negates quite a few crits.

Grand Lodge

While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.


TriOmegaZero wrote:
While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.

Tripping monk is evil!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
gbonehead wrote:
Question: What's this MAD people keep referring to in regards to monks? I'm pretty darn sure it's not Mutually Assured Destruction.

MAD = Multiple Attribute Disease ( or Dependency, whatever ^^ ). Basically a problem for a class which needs too many good attributes to be useful in comparison to other classes with a similar focus.

Formerly a problem with many D&D classes, Paizo fixed this for most of them, with the sole exception of the Monk, which still needs good Strength, Dexterity, Constitution and Wisdom to be effective and iconic to the martial artists depicted in eastern kung fu movies. As you can imagine, having four good attributes is basically impossible with a 15 point buy and without having you play an idiot savant ( i.e stat dumping INT and CHA ).


TriOmegaZero wrote:
While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.

Whoa! I never noticed that. That's awesome!

What I really like about this book is that it opened up unarmed strikes to be used by people other than monks. Feral Combat Style helps a ton with this, since now monsters can use IUS-required feats too. Or shifters, etc.

Anyways, I'm already thinking of using this feat with an unarmed fighter. Trick Throw to use a dirty trick to entangle or sicken them, then two free attacks on them? Awesome!


Cheapy wrote:
TriOmegaZero wrote:
While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.

Whoa! I never noticed that. That's awesome!

What I really like about this book is that it opened up unarmed strikes to be used by people other than monks. Feral Combat Style helps a ton with this, since now monsters can use IUS-required feats too. Or shifters, etc.

Anyways, I'm already thinking of using this feat with an unarmed fighter. Trick Throw to use a dirty trick to entangle or sicken them, then two free attacks on them? Awesome!

Elaborate on "feral combat"


Xum wrote:
Cheapy wrote:
TriOmegaZero wrote:
While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.

Whoa! I never noticed that. That's awesome!

What I really like about this book is that it opened up unarmed strikes to be used by people other than monks. Feral Combat Style helps a ton with this, since now monsters can use IUS-required feats too. Or shifters, etc.

Anyways, I'm already thinking of using this feat with an unarmed fighter. Trick Throw to use a dirty trick to entangle or sicken them, then two free attacks on them? Awesome!

Elaborate on "feral combat"

You can use feats that require IUS with a natural weapon (seems ambiguous whether it's all natural weapons of that type or just one specific, I assume it's all of that type).

If a monk takes it, they can flurry of blows with it.


Zark wrote:


Is ninja hit with the nerf bat?

The Ninjas talents were. They lost the free useage, now all useage Talents costs ki.


Cheapy wrote:
Xum wrote:
Cheapy wrote:
TriOmegaZero wrote:
While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.

Whoa! I never noticed that. That's awesome!

What I really like about this book is that it opened up unarmed strikes to be used by people other than monks. Feral Combat Style helps a ton with this, since now monsters can use IUS-required feats too. Or shifters, etc.

Anyways, I'm already thinking of using this feat with an unarmed fighter. Trick Throw to use a dirty trick to entangle or sicken them, then two free attacks on them? Awesome!

Elaborate on "feral combat"

You can use feats that require IUS with a natural weapon (seems ambiguous whether it's all natural weapons of that type or just one specific, I assume it's all of that type).

If a monk takes it, they can flurry of blows with it.

That seems awesome but... Monks get don't get natural attacks... so, I'm a little lost here...


Xum wrote:
Cheapy wrote:
Xum wrote:
Cheapy wrote:
TriOmegaZero wrote:
While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.

Whoa! I never noticed that. That's awesome!

What I really like about this book is that it opened up unarmed strikes to be used by people other than monks. Feral Combat Style helps a ton with this, since now monsters can use IUS-required feats too. Or shifters, etc.

Anyways, I'm already thinking of using this feat with an unarmed fighter. Trick Throw to use a dirty trick to entangle or sicken them, then two free attacks on them? Awesome!

Elaborate on "feral combat"

You can use feats that require IUS with a natural weapon (seems ambiguous whether it's all natural weapons of that type or just one specific, I assume it's all of that type).

If a monk takes it, they can flurry of blows with it.

That seems awesome but... Monks get don't get natural attacks... so, I'm a little lost here...

They do if they're half-orc with toothy, or a monster race. The main benefit I'm seeing for this is shifter rangers, wild shaping druids, or melee alchemists.


Ogre, if you're reading this, can you shed some light on Channeling Scourge? Was it a left over from an archetype that gave Inquisitors channel energy?

Grand Lodge

1 person marked this as a favorite.

The Wound/Vigor system seems pretty solid. I'd like to give it a whirl.

Wounds = Con score x2
Vigor = Class HD. (Con bonus is not added.)

Attacks go through Vigor first, then Wounds. (Certain things deal direct to Wounds in small numbers. Crits deal damage to Vigor and deal crit multiple to Wounds.)

When you are at less than half your Wounds, you're wounded, which is akin to staggered at 0 HP in normal play.

Healing either goes to Wounds or Vigor, healers choice, although Wounds are only healed by the number of dice the healing uses, not the total rolled on the dice.

When you rest, you get 1 Wound and all your Vigor back.

Dark Archive

Cheapy wrote:
Xum wrote:
Cheapy wrote:
Xum wrote:
Cheapy wrote:
TriOmegaZero wrote:
While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.

Whoa! I never noticed that. That's awesome!

What I really like about this book is that it opened up unarmed strikes to be used by people other than monks. Feral Combat Style helps a ton with this, since now monsters can use IUS-required feats too. Or shifters, etc.

Anyways, I'm already thinking of using this feat with an unarmed fighter. Trick Throw to use a dirty trick to entangle or sicken them, then two free attacks on them? Awesome!

Elaborate on "feral combat"

You can use feats that require IUS with a natural weapon (seems ambiguous whether it's all natural weapons of that type or just one specific, I assume it's all of that type).

If a monk takes it, they can flurry of blows with it.

That seems awesome but... Monks get don't get natural attacks... so, I'm a little lost here...
They do if they're half-orc with toothy, or a monster race. The main benefit I'm seeing for this is shifter rangers, wild shaping druids, or melee alchemists.

And Monsters! Just like Vital Strike, some feats are better on opponents.


Pathfinder Rulebook Subscriber
Jadeite wrote:
And Monsters! Just like Vital Strike, some feats are better on opponents.

Just to be clear, we are talking about Awakened Tyranosaurus Monks Flurrying with their Bite, right?

That sort of thing?


KrispyXIV wrote:
Jadeite wrote:
And Monsters! Just like Vital Strike, some feats are better on opponents.

Just to be clear, we are talking about Awakened Tyranosaurus Monks Flurrying with their Bite, right?

That sort of thing?

I think it's more like catfolk monks flurrying with their claws. Or half-dragon monks flurrying with claw/claw/bite.

Dark Archive

mdt wrote:
KrispyXIV wrote:
Jadeite wrote:
And Monsters! Just like Vital Strike, some feats are better on opponents.

Just to be clear, we are talking about Awakened Tyranosaurus Monks Flurrying with their Bite, right?

That sort of thing?

I think it's more like catfolk monks flurrying with their claws. Or half-dragon monks flurrying with claw/claw/bite.

Nah, the tyrannosaurus is pretty close.

Silver Crusade

Jadeite wrote:
Cheapy wrote:
Xum wrote:
Cheapy wrote:
Xum wrote:
Cheapy wrote:
TriOmegaZero wrote:
While it has different prerequisites, Vicious Stomp brings back the additional attack on a successful trip by giving a free unarmed strike AoO whenever an enemy falls prone adjacent to the attacker.

Whoa! I never noticed that. That's awesome!

What I really like about this book is that it opened up unarmed strikes to be used by people other than monks. Feral Combat Style helps a ton with this, since now monsters can use IUS-required feats too. Or shifters, etc.

Anyways, I'm already thinking of using this feat with an unarmed fighter. Trick Throw to use a dirty trick to entangle or sicken them, then two free attacks on them? Awesome!

Elaborate on "feral combat"

You can use feats that require IUS with a natural weapon (seems ambiguous whether it's all natural weapons of that type or just one specific, I assume it's all of that type).

If a monk takes it, they can flurry of blows with it.

That seems awesome but... Monks get don't get natural attacks... so, I'm a little lost here...
They do if they're half-orc with toothy, or a monster race. The main benefit I'm seeing for this is shifter rangers, wild shaping druids, or melee alchemists.
And Monsters! Just like Vital Strike, some feats are better on opponents.

*fistpump* YES! now my shoryuken DD Monk just got a whole lot cooler

RPG Superstar 2009 Top 16, 2012 Top 32

1 person marked this as FAQ candidate.
TriOmegaZero wrote:

The Wound/Vigor system seems pretty solid. I'd like to give it a whirl.

Wounds = Con score x2
Vigor = Class HD. (Con bonus is not added.)

How does that work with constructs and undead?

Liberty's Edge

1 person marked this as FAQ candidate.
TriOmegaZero wrote:

The Wound/Vigor system seems pretty solid. I'd like to give it a whirl.

Wounds = Con score x2
Vigor = Class HD. (Con bonus is not added.)

Isn't that similar to the way that star wars d20 revised edition used to handle health and crits?


Epic Meepo wrote:
TriOmegaZero wrote:

The Wound/Vigor system seems pretty solid. I'd like to give it a whirl.

Wounds = Con score x2
Vigor = Class HD. (Con bonus is not added.)

How does that work with constructs and undead?

I haven't looked at the system yet, but Undead would use Cha instead of Con, and constructs probably can't be wounded?

Silver Crusade

Cheapy, dear cheapy, is there anything in UC that allows to play this character ? No or light armor, pistol-whipping, flurrying shots ?
A chain of feats, an archetype, all at the same time ? I made myself sure to be heard during the playtests about this, and it is really the only hope I had for this book. So, verdict ?

Grand Lodge

Epic Meepo wrote:
How does that work with constructs and undead?

Good catch, no mention of how to do that. Will have to FAQ it.

I would guess you use normal HP totals as all Vigor, since they are destroyed at 0 HP.


Undead would definitely use Cha, but constructs are invincible in this system :)


R.Cornelius wrote:
TriOmegaZero wrote:

The Wound/Vigor system seems pretty solid. I'd like to give it a whirl.

Wounds = Con score x2
Vigor = Class HD. (Con bonus is not added.)

Isn't that similar to the way that star wars d20 revised edition used to handle health and crits?

Certainly sounds like it, less deadly though.


Shisumo wrote:
Irulesmost wrote:
Wait, what? Nodachi is strictly better than both the martial version of the bastard sword (martial; 2H; 1d10; 19-20/x2; no Special Qualities), AND the Elvish Curveblade (exotic; 2H; 1d10; 18-20/x2; no Special Qualities)? To be generously fair, Elvish curveblades have Elf in them, allowing them to be considered martial. But that's crazy.
The bastard sword can be one-handed with proficiency; the curve blade can be Finessed. Brace isn't that cool.

+1 ...I agree that there is a little bit of power-growth, since the Crit Range is bigger than a Bastard Sword... But so what? This level of power growth is hardly the worst thing in the world, and it`s something that just about every martial class can use if they want, so it`s not disruptive balance-wise.


Cheapy wrote:
Xum wrote:
Elaborate on "feral combat"
You can use feats that require IUS with a natural weapon (seems ambiguous whether it's all natural weapons of that type or just one specific, I assume it's all of that type).

It seems like since you could spend that same Feat on IUS rather than Feral Combat, the reasons you would take Feral Combat would be either: having a Natural Attack better than UAS (damage, Grab, etc) and good ways/situations to use UAS, or the Feral Combat Style having other cool abilities... Such as...? :-)

Liberty's Edge

Xum wrote:
Certainly sounds like it, less deadly though.

I still have nightmares about commoners wielding heavy blaster pistols in that system *shudders involuntarily* my dm was a dick...


R.Cornelius wrote:
Xum wrote:
Certainly sounds like it, less deadly though.
I still have nightmares about commoners wielding heavy blaster pistols in that system *shudders involuntarily* my dm was a dick...

This was the system that when there was a crit you would literally crap your pants... "Ohhh s%+$" was a VERY used thing when you saw that 20 coming up...


What happened to the Flowing Monk? People are confusing it with the Maneuver Master Monk, so what`s the real story?

The Wounds/Vigor system sounds very nice, though if it`s based on Core conditions completely, those still disproportinately effect physical combatants as opposed to Casters... even if those conditions aren`t nice for Casters, Standard Actions still allow full-power output for them. Any more detailed info, especially regarding that aspect, and the specific nature of the conditions gained?

Liberty's Edge

Xum wrote:
R.Cornelius wrote:
Xum wrote:
Certainly sounds like it, less deadly though.
I still have nightmares about commoners wielding heavy blaster pistols in that system *shudders involuntarily* my dm was a dick...
This was the system that when there was a crit you would literally crap your pants... "Ohhh s%@+" was a VERY used thing when you saw that 20 coming up...

Lol yep... I believe we went through a crazy amount of pc's just due to the crit system


Maxximilius wrote:

Cheapy, dear cheapy, is there anything in UC that allows to play this character ? No or light armor, pistol-whipping, flurrying shots ?

A chain of feats, an archetype, all at the same time ? I made myself sure to be heard during the playtests about this, and it is really the only hope I had for this book. So, verdict ?

I haven't seen the movie (gammatron eccelsiast or something?), so I'm just going by what you mentioned. Honestly, it's trying to do too much (TWF, flurrying as a monk, and pistol whip as a gunslinger, from what I gather), and the things are too diverse to really pull off in an effective character from what I can tell. Here are some ideas I found for this kind of character.

Hmm, depends on the level. From level 1? Probably not.

After a few levels? Probably. There are no archetypes for Monks that use guns, so flurrying will require levels in that, which you probably want to keep up. In addition, it being necessary to Pistol Whip (as the deed, I presume) makes this quite hard, as it limits the choices a lot. Further, flurrying *with* the pistol will probably be the hardest part, as the only way to treat a weapon as a monk weapon is to have it be your deity's favored weapon, and even then you need to spend a feat.

Here are some possible methods:

Cleric / Monk / Pistolero (gunslinger archetype) would probably work. Make sure your Deity's favored weapon is the Gun. Then you can use your guns as a monk weapon by taking a feat. This is probably the best you can do, getting flurry and pistol whip by level 5. Granted, the flurry will suck, and good luck finding a Deity with a pistol as his favored weapon =/. Everything else either gives up something, or takes a long time to work.

Monk / Holy Gun (Paladin) could work too, but not until the paladin hits level 11, at which point he can grab Deeds (I think you'd need the Pistol Whip deed?)

Cleric 1 / Weapon Adept (monk) X. This will ignore the pistol whipping aspect. Catch-off guard and Improvised Weapon Mastery would let you use the pistol as a melee weapon though, with no penalties.

Straight Musketeer (cavalier): They don't gain heavy armor, but at level 20 (-_-) can do a flurry of gunfire, which doesn't add extra attacks, but ignores reload times.

Ignoring flurry of blows, a Big Trophy Hunter ranger could work. Would need catch-off guard of course.

Ignoring the flurrying, you can use a Two-Weapon Fighter with the pistols, if you can figure out how to reload them (I haven't read too much about firearms yet).


Mynameisjake wrote:
Kaiyanwang wrote:

When will they realize that a scroll of an useful spell is far more easy than invest 2-3 precious feats in something that will end not working?

What does a scroll have to do with it?

Compare the resources invested in a scroll with those invested in takeing 2-3 feats or 2-3 rage powers to be a "caster killer". Compare flexibility. Something inside you will die a little.

But back o the book: more details on Vicious Stomp Please. The feat and the greater trip line would make the maneuver monk disturbingly awesome.

I think that falchions is an extinct weapon.

Grand Lodge

Quandary wrote:
What happened to the Flowing Monk? People are confusing it with the Maneuver Master Monk, so what`s the real story?

Whoops, you're right, no Flurry of Maneuvers for the Flowing Monk.

Instead, they get to make preemptive trip and reposition manuevers, redirect enemy attacks, make enemies sickened or flat-footed, gain limited evasion against enemy attacks (yes, literally make Reflex saves to half or negate successful attacks), and reflect spells that fail to overcome SR.


Quandary wrote:
Cheapy wrote:
Xum wrote:
Elaborate on "feral combat"
You can use feats that require IUS with a natural weapon (seems ambiguous whether it's all natural weapons of that type or just one specific, I assume it's all of that type).
It seems like since you could spend that same Feat on IUS rather than Feral Combat, the reasons you would take Feral Combat would be either: having a Natural Attack better than UAS (damage, Grab, etc) and good ways/situations to use UAS, or the Feral Combat Style having other cool abilities... Such as...? :-)

One of Feral Combat Training (not style, miswrote it earlier) abilities is requiring IUS :)

So you kinda need it.

Flowing Monk is battlefield control, specializing in tripping, repositioning, sickening, and flat-footed-making. They can also avoid attacks with reflex saves, and can use something like Spell Turning when their SR stops something.

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