Ultimate Combat PDF just released


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Cheapy wrote:
Xum wrote:
Cheapy wrote:
Xum wrote:
Dr.Candycane wrote:

I was trying to leave a little bit to the imagination! Especially since 'Deadly' is only a +4 to the Fort DC on a Coup de Grace.

The Kensai gains the 'Canny Defense' ability of the Duelist. Which is to add INT to AC.

I'm assuming Kensai is a Magus Archetype. What does he lose aside from armor proficiency?
Spell Recall and Knowledge Pool, and some others.
Sounds extremelly steep...
Quote:

If the kensai confirms a critical hit, he can instead spend

2 points from his arcane pool to increase his weapon’s
critical multiplier by 1. This ability replaces spell recall.

They also get Weapon Mastery.

A kensai using a falcata can do x5 damage at level 20 on a crit, which they get 20% of the time. They also get to add Int damage against flat footed enemies, and treats his BAB = Class Levels for purposes of qualifying for Critical Feats.

Oh, and they qualify as fighters - 3 for fighter feats.

That ain't to steep of a cost for all that, if you ask me.

Ok.... now you are talking! And I HATE that I can only buy that book on the fourth! And I'm playing my magus this Sunday.... man that's just WRONG!!!!


Cheapy wrote:
They also get Weapon Mastery.

Like the Oracle of Battle or like the Fighter capstone ability?

Dark Archive

How about prestige classes?


Zark wrote:


Jeremiziah wrote:


I understood all that, but I'm sure nobody will voluntarily forego their saving throw if doing so will harm an ally. Not spending rage rounds is great and all, but killing your own party is really, really stupid. It might happen by accident a few times, but I can't see it becoming a trend. And I really can't see how it's much different from confusion, where the same circumstances can already occur.

+1

Any feat that lets (all) Monks move and use flurry or partial flurry.
Any feat that let fighters and/or other melee classes move and make more than one attack. (I'm not meaning move and full attack, just move + more than one attack.)
Any feat that lets fighters (or any other class) have more skills per level?
I know there are archetypes that give some classes more skill points or let them move and make more than one attack. I just want to know if there are feat that give these options.
from what I've read so far UC looks nice :-)

I seem to recall you being angry at something in UC during the preview? Eh.

Dimensional Agility feat tree lets monks eventually use abundant step to charge, and to full-attack using it. Teleportation Pounce, as I call it.

I do not recall any feat that lets melee move + more than one attack. Doesn't appear to be anything.

There is an archetype that gives more skill points per level (4) for Fighters, no feats. This is ultimate combat, not ultimate brainiacs!


What about the Honor Guard cavalier archetype?


Souphin wrote:
How about prestige classes?

None.

F.Castor: Fighter.


ThatEvilGuy wrote:
What about the Honor Guard cavalier archetype?

Already mentioned, somewhere in page 2 I think. They defend specific allies. From what I've seen, they're better as NPCs, but could make for an interesting character in Escort campaigns.


1 person marked this as a favorite.
Cheapy wrote:
ThatEvilGuy wrote:
What about the Honor Guard cavalier archetype?
Already mentioned, somewhere in page 2 I think. They defend specific allies. From what I've seen, they're better as NPCs, but could make for an interesting character in Escort campaigns.

Ah, see it now, on the first page too. Derp!

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

Matthew Morris wrote:
0gre wrote:


To put thing in perspective, of the designers for Ultimate Combat:

Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor

The ones I've bolded are former RPG SS contestants. Sean and Patrick are Paizo employees, and Brian, Colin, and Tim have a long history of freelancing.

Congratulations!

Thanks! It was a supreme honor to be sure. ;-)

Also, it should be noted that a goodly chunk of the ideas we worked on came directly from Paizo messageboard posts. So trust me when I say that Paizo is listening to ALL of you!


Tom Qadim wrote:
Matthew Morris wrote:
0gre wrote:


To put thing in perspective, of the designers for Ultimate Combat:

Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor

The ones I've bolded are former RPG SS contestants. Sean and Patrick are Paizo employees, and Brian, Colin, and Tim have a long history of freelancing.

Congratulations!

Thanks! It was a supreme honor to be sure. ;-)

Also, it should be noted that a goodly chunk of the ideas we worked on came directly from Paizo messageboard posts. So trust me when I say that Paizo is listening to ALL of you!

That's what I noticed. A lot of the things I saw made me go "Hmm, I saw a post about this" or "Hmm, this character type is really popular on the forums..."


Cheapy wrote:


I seem to recall you being angry at something in UC during the preview? Eh.

No, not really. I just think UM was a disapointment.

Cheapy wrote:


Dimensional Agility feat tree lets monks eventually use abundant step to charge, and to full-attack using it. Teleportation Pounce, as I call it.

I do not recall any feat that lets melee move + more than one attack. Doesn't appear to be anything.

There is an archetype that gives more skill points per level (4) for Fighters, no feats.

Thank for the answers. :-)

Cheapy wrote:


This is ultimate combat, not ultimate brainiacs!

LOL

Liberty's Edge

Any paladin love? I've only seen people mention the litany spells and the empyreal knight...

[edited to include the things I've seen posted so far]

Dark Archive

Other than that one feat is there anything in there for sorcerers?

Anything...I'll even accept bloodlines?


Zark wrote:
No, not really. I just think UM was a disapointment.

I thought that too until I realize I was comparing it to the APG. The APG is still the best supplement (crunch-wise) for any game I have ever seen, and it isn't even close. UM is still better than any other pure-crunch put out for any edition of D&D that predates Pathfinder. Does this mean that there weren't things I didn't like? Of course not. There are things in the APG I disliked, and UM and UC are no different.

My favorite parts of UC so far?

A way for monks to move and get full attacks without having to take a specific archetype. The lack of synergy with the various monk abilities is one of the biggest drawbacks of the class, and it has been addressed.

A way to get some decent gun-use for the non-gunslinger via archetypes. My group will probably run the Pirate-based AP next year, and to most of us muskets and the brace of pistols are a fixture of the genre.

The knife-master rogue archetype. I was planning on playing something very similar to this in Curse of the Crimson Throne, and now I can do it even better. I am probably ranking this higher than I should, but upcoming games tend to get more notice than anything else.

My least favorite?

The trend of "wizards will always have more and better things than the sorcerer" continues.

A gun mage archetype but no gun magus?


Irish1642 wrote:

Any paladin love?

Of course.

Divine Hunter is great for a ranged paladin.

Empyreal Knight kinda turns into an Angel. Actually, they do turn into angels. And they can summon monsters all the way up to Summon Monster IX at 20th level, as a full-round action, mCha times per day.

Holy Gun...Spoiler Alert: they use guns. and some gunslinger deeds / grit.

Holy Tactician is really cool, and makes me actually want to play a Paladin now. They get abilities of the cavalier, and their replacement for Smite Evil gives bonuses to hit/damage to themselves and their allies. Can haz focus fire?

Knight of the Sepulcher turns into an undead. (It's Anti-Paladin only)

Sacred Shield is really freaking good at protecting her allies (they can take half damage when 10' away from her, and her shield bonus affects adjacent allies).


Souphin wrote:

Other than that one feat is there anything in there for sorcerers?

Anything...I'll even accept bloodlines?

There is no Archetypes/Bloodlines that I see.

There are some feats that work for Arcane characters, and a pretty good amount of new Sorcerer/Wizard spells.


Are there any feats that let you add Dex and/or Wis to your damage with unarmed strikes and/or light weapons?

What about the Sea raver(barbarian), Pirate(rogue), Sensei(monk), Merciful healer(cleric), Martial artist(monk), Tetori(monk), Skinir(magus) and Beastmorpher(alchemist) archtypes?

How many spells are in this book?


I seem to recall a feat the beta test that let you move and make one melee attack that dealt double damage. any chance that feat is back?

The APG had some really good stuff If you were a fighter (Gloves of Dueling, Sash of the War Champion.
The barbarian and Paladin got some cool stuff too. (Silver Smite Bracelet, Furious weapon, etc).

Any new toys for the Ranger, Bard or Rogue?

Contributor

Jadeite wrote:
Cheapy wrote:
No, gendarme get x4 at 20th level.

In this case, how is it different from this?

Quote:
Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.

It's not. Not exactly, anyway.

Regular character: Regular damage on a mounted charge; double with a lance.

Regular character w/ Spirited Charge: Double damage on a mounted charge; triple damage with a lance (this is because the lance itself does double damage on a charge, and the feat gives double damage--multiplication rules in Pathfinder mean that a doubled-double (x2 and x2) is triple (x3).

20th level Cavalier: Same as Spirited Charge, but it's not a bonus feat, which means the cavalier could pick up Spirited Charge and increase the multipliers by one each (x3 damage, or x4 with a lance).

20th level gendarme: Same as a cavalier with Spirited Charge; the archetype is set up so that the gendarme will have the feat by 20th level. The damage is not the focus of the ability--it's noted because the gendarme gets the same benefit of increased damage as a normal cavalier, but has a different effect on a confirmed critical.

Quote:
(Although some people think, that a 20th level cavalier with spirited charge and a lance deal x5 damage on a charge.)

As much fun as that would be, it's really not the way that multiplication rules work. Spirited Charge doubles the lances double damage (to triple damage). The cavalier's 20th level ability doubles the same damage (to triple, or quadruple if the cavalier has Spirited Charge).


Souphin wrote:

Other than that one feat is there anything in there for sorcerers?

Anything...I'll even accept bloodlines?

If "Using halflings as a weapon" counts as a religion, can it count as a bloodline as well?

There are quite a few new spells to play with, so they get those too :D

I'll post the table text of a few for you:

"Mirror Strike: You may strike multiple opponents with a
single attack"

"Illusion of Calm: You appear to be standing still, even
when you take some actions." (No AoOs from doing some stuff, like casting)

"Ant Haul, Communal: As ant haul, but you may divide the
duration among creatures touched." There are a bunch of these communal spells.

"Spontaneous Immolation: Target takes 3d6 points of fire
damage and catches on fire"

"Warding WeaponF: The weapon you use for the focus
of this spell defends you, allowing you to cast spells
without provoking attacks of opportunity"

"Chain of Perdition: Creates a floating chain of force." (Has Reach, does combat maneuvers)

"Pup Shape: Transforms a single animal or magical beast
into a younger and cuter version of itself for a short
period of time."
(Really, just the best spell ever. Especially the accompanying artwork.)

and my personal favorite, for the mental imagery alone:

"Arcane CannonF: Your focus becomes a magical cannon
that fires on its own."


Burning questions!

Did ninjas keep their katana proficiency? Does it specify whether its martial proficiency or exotic? Does it specify if samurai get the exotic proficiency in katana or are they martially proficient?

Liberty's Edge

Thanks for the quick response Cheapy, looks like I'm going back to paladin as soon as I get this and my current groups anti-paladin might be interested in that archetype. Any more details on the anti-paladin one?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Cheapy wrote:
"Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time." (Really, just the best spell ever. Especially the accompanying artwork.)

It reminds me of Puss in Boots from Shrek 2 (and later sequels). The spell is very fun (and funny) and the art along with it totally sells it.

That was my daughter's favorite thing as she looked through the book. :)


Are there any feats that allow you to use Cha instead of Wis for your monk AC bonus?


Jason Ellis: Myrmidarch is a Gun Magus. Also a Bow Magus.

There are feats that let you use Wisdom for your diety's favored weapon attack roll.

Dragon: Lots of spells. Most of those archetypes have been covered in pervious pages. Tetori is a grappling expert. Sensei gets some bardic performances, and stuff to help his allies out. Martial Artist replaces most monk abilities, but they can be of any alignment. No ki pool.

"The martial artist pursues a mastery of pure martial arts
without the monastic traditions. He is a master of form,
but lacks the ability to harness his ki. "

Merciful Healer is just a good healer. Should be obvious :)

Sea Reavers just do well fighting near water. Ignore concealment from stuff like Obscuring Mist, don't slip on slippering surfaces (magical or mundane), etc.

Pirates can swing around ships using stuff as aids in movement. And get bonuses to skills.

Zark: There are no new non-firearm related items. All of those get cool archetypes though, but they've been covered in previous pages.


Irish1642 wrote:
Thanks for the quick response Cheapy, looks like I'm going back to paladin as soon as I get this and my current groups anti-paladin might be interested in that archetype. Any more details on the anti-paladin one?

They gain undead traits (fortification, etc), and heal as undead. That's all there is to it, really.


Jason Nelson wrote:
Cheapy wrote:
"Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time." (Really, just the best spell ever. Especially the accompanying artwork.)

It reminds me of Puss in Boots from Shrek 2 (and later sequels). The spell is very fun (and funny) and the art along with it totally sells it.

That was my daughter's favorite thing as she looked through the book. :)

I agree!


Anburaid wrote:

Burning questions!

Did ninjas keep their katana proficiency? Does it specify whether its martial proficiency or exotic? Does it specify if samurai get the exotic proficiency in katana or are they martially proficient?

Yes, ninja have them. No, it's not explicitly stated whether exotic or martial. If clerics are granted bastard sword as a diety's weapon, they get the Exotic version. That sets a precedent.

No Cha for Monk AC bonus.


It sounds like the Dragoon is more in lines with a lancer of the period rather the firearm based version.

Anything interesting about some of the rogue archetypes?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Cheapy wrote:
ThatEvilGuy wrote:
What about the Honor Guard cavalier archetype?
Already mentioned, somewhere in page 2 I think. They defend specific allies. From what I've seen, they're better as NPCs, but could make for an interesting character in Escort campaigns.

You could combine it with some of the "defend allies" type feats in the APG and have a lot of play with having an active defense of your party mates (as opposed to just standing in the way and hoping they attack you instead).


Cheapy wrote:

Martial Artist replaces most monk abilities, but they can be of any alignment. No ki pool.

"The martial artist pursues a mastery of pure martial arts
without the monastic traditions. He is a master of form,
but lacks the ability to harness his ki. "

Sounds nifty. :-)

Contributor, RPG Superstar 2010 Top 4

Cheapy wrote:
"Chain of Perdition: Creates a floating chain of force." (Has Reach, does combat maneuvers)

Unless they changed it the really cool benefit of this is subtle.

Now you're dragging and repositioning ghosts, wraiths, shadows, spectres and all those other annoying incorporeal types.

Hence the name, Chains of Perdition. Think one part Jacob Marley from A Christmas Carol, with a shot of Marvel's Ghost Rider.

:D


Cheapy wrote:
Anburaid wrote:

Burning questions!

Did ninjas keep their katana proficiency? Does it specify whether its martial proficiency or exotic? Does it specify if samurai get the exotic proficiency in katana or are they martially proficient?

Yes, ninja have them. No, it's not explicitly stated whether exotic or martial. If clerics are granted bastard sword as a diety's weapon, they get the Exotic version. That sets a precedent.

No Cha for Monk AC bonus.

Much love, Cheapy! On to the bonus round ...

Bonus burning question!

What's the Ronin samurai challenge like?


Pathfinder Rulebook Subscriber

Cheapy, do Martial Artists keep normal monk proficiencies and AC bonus? That archetype now may be my most anticipated thing, knowing there is a non-lawful monk option out there....


Here's an interesting feat's Benefit's text.

"Benefit: Use your character level to determine your
effective druid level for determining the powers and
abilities of your mount." It's like...Boon Companion Squared. Can't combine this with Beast Rider though :)

Bullette: As a whole, I was a bit disappointed in the rogue archetypes. I think that's because I was expecting more of a combat focus for them, but they mostly revolve around the other aspects of rogues.

The Bandit archetype is perfect for Ambushes though, and they can cause enemies to run away in fear.

Interestingly, the Bard archetype Archaeologist gets a lot of rogue abilities, so I'm starting to think that's a better Rogue. No sneak attack, but spells and some cool stuff.


Jim Groves wrote:
Cheapy wrote:
"Chain of Perdition: Creates a floating chain of force." (Has Reach, does combat maneuvers)

Unless they changed it the really cool benefit of this is subtle.

Now you're dragging and repositioning ghosts, wraiths, shadows, spectres and all those other annoying incorporeal types.

Hence the name, Chains of Perdition. Think one part Jacob Marley from A Christmas Carol, with a shot of MArvel's Ghost Rider.

:D

I'll be honest, I read the name in the table, quickly skimmed the text of the spell, then posted it. But that does sound awesome!

Anb: When they are the target of smite, a challenge, a quarry, or something similar, they can issue a challenge back. Basically turns it into an honor duel.

Krispy: Those are some of the few things they do keep! No slow fall, still mind, purity of body, diamond body, perfect self, wholeness of body, timeless body, tongue of sun and moon, diamond soul, or empty body. Basically...take the monk and take away all the mystical things.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Cheapy wrote:
northbrb wrote:
I heard there was a fighter archetype called unbreakable, what is the concept there. also the barbarian archetype titan mauler what is that?

Unbreakable: Very, very hard to kill fighter. They gain Die Hard, heroic defiance, and heroic recovery, he gains Stalwart (evasion, but for Will / Fort), etc. Gives up weapon training.

Titan Mauler: Becomes good at using weapons larger than herself, but only gains Power Attack as if using a one-handed weapon. Eventually can treat herself as using Enlarge Person while raging.

The unbreakable also replaces bravery with a save bonus to all mind-affecting, and eventually becomes immune to mind-affecting effects.

Overall, he gives up a lot on offense (no weapon training) and some versatility with armor/shields (no armor training or tower shield, but still gets armor mastery at high level) but gets a ton back on defense vs. effects and conditions.

The armor master, on the other hand, maximizes defense vs. physical attacks. At 20th level, if he's wearing heavy armor he has DR 12/- (15/- if it's adamantine) and is immune to crits and sneak attacks, and +6 of his armor bonus applies to his touch AC.


What's the sohei monk?


Pathfinder Rulebook Subscriber
Cheapy wrote:
Krispy: Those are some of the few things they do keep! No slow fall, still mind, purity of body, diamond body, perfect self, wholeness of body, timeless body, tongue of sun and moon, diamond soul, or empty body. Basically...take the monk and take away all the mystical things.

And get back... fighter things? Rogue things? Hmm.

Archaeologist sounds cool. Trapfinding? Actual rogue-talent rogue abilities?


leo1925 wrote:
What's the sohei monk?

Warrior monk. Rides horses, uses weapons. Doesn't get better unarmed damage.

"Weapon and Armor Proficiency: A sohei is proficient with
all simple and martial weapons and with light armor."

Mount gains some monk abilities (like monk AC, perfect self, etc), can spend Ki to gain enhancement bonuses to weapons.

Weapon training in following groups: bows, crossbows,
monk weapons, polearms, spears, or thrown weapons. Ability to use weapon training groups in Flurry of Blows.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Cheapy wrote:
Krispy: Those are some of the few things they do keep! No slow fall, still mind, purity of body, diamond body, perfect self, wholeness of body, timeless body, tongue of sun and moon, diamond soul, or empty body. Basically...take the monk and take away all the mystical things.

In return, they get abilities called pain points, martial arts master, exploit weakness, extreme endurance, physical resistance, defensive roll, and greater defensive roll, and they still get quivering palm and can use it more times per day.


Cheapy wrote:
Those are some of the few things they do keep! No slow fall, still mind, purity of body, diamond body, perfect self, wholeness of body, timeless body, tongue of sun and moon, diamond soul, or empty body. Basically...take the monk and take away all the mystical things.

Ouch... What do they get in return then? I am going to assume quite a few things if they give up pretty much all of the monk's abilities (although they do seem to keep flurry of blows, stunning fist, unarmed strike, evasion, fast movement, maneuver training, improved evasion, quivering palm and bonus feats, at least from what you said they lose).

Also, I can only assume that, seeing as how they need a ki pool, they also lose high jump and abundant step?

Finally, I would like to take this opportunity to say that Cheapy and the rest of the guys and gals are freakin' awesome catering to us, the hungry masses, until the 4th of August. Cheers mate!


KrispyXIV wrote:
Cheapy wrote:
Krispy: Those are some of the few things they do keep! No slow fall, still mind, purity of body, diamond body, perfect self, wholeness of body, timeless body, tongue of sun and moon, diamond soul, or empty body. Basically...take the monk and take away all the mystical things.

And get back... fighter things? Rogue things? Hmm.

Archaeologist sounds cool. Trapfinding? Actual rogue-talent rogue abilities?

They get tough. Resistances to some stuff, lessened ability damage, Defensive Roll as the rogue talent, qualifies as Fighter for feats for unarmed and monk weapons.

Archs: Trap sense, uncanny dodge, up to 5 rogue talents...can take 10 on disable device. Basically, indianna jones.


Pathfinder Rulebook Subscriber
Cheapy wrote:

They get tough. Resistances to some stuff, lessened ability damage, Defensive Roll as the rogue talent, qualifies as Fighter for feats for unarmed and monk weapons.

Archs: Trap sense, uncanny dodge, up to 5 rogue talents...can take 10 on disable device. Basically, indianna jones.

Wow. Thanks again. I cannot wait for this book :)


What about the fighter archetype Brawler, or the barbarian Armored Hulk,or True Primitive ?


F. Castor wrote:
Cheapy wrote:
Those are some of the few things they do keep! No slow fall, still mind, purity of body, diamond body, perfect self, wholeness of body, timeless body, tongue of sun and moon, diamond soul, or empty body. Basically...take the monk and take away all the mystical things.

Ouch... What do they get in return then? I am going to assume quite a few things if they give up pretty much all of the monk's abilities (although they do seem to keep flurry of blows, stunning fist, unarmed strike, evasion, fast movement, maneuver training, high jump, improved evasion, quivering palm and bonus feats, at least from what you said they lose).

Also, I can only assume that, seeing as how it needs a ki pool, they also lose abundant step?

Finally, I would like to take this opportunity to say that Cheapy is freakin' awesome catering to us, the hungry masses until the 4th of August. Cheers mate!

You're welcome. This is mostly a way for me to learn about the options, since I have to go read them carefully to answer!

Martial Artists are monks without any mystical connection. They get quivering palm and stunning fist (and do pretty good with Quivering Palm), but that's about it. But good news is that they still qualify for most Combat Styles.

See Jason's reply :) I was just trying to show what they lost, to show how much of a non-mystic monk they are!


Well, add Martial Artist to the number of concepts I would like to try out in a game. I thought I was going to find the Unarmed Fighter interesting, but seeing as how the Martial Artist archetype releases us from having to be lawful in order to play a monk, well... :-)


northbrb wrote:
What about the fighter archetype Brawler, or the barbarian Armored Hulk,or True Primitive ?

Armored Hulk has been mentioned before...

True Primitive loses the ability to read, gains ONE favored terrain, and can take trophy fetishes. Which give bonuses to damage, or saves.

Brawler: Great with the Close weapon group, and does some battlefield control by harring they're enemies. Good at bullrush, drag, and reposition. It's hard to get away from them too.

RPG Superstar 2008 Top 32

Mikaze wrote:

Early in the book's promotion, there was a blurb about "finishing moves".

If they're in the final product, what exactly are they?

They're feats that give you a benefit when you knock down a foe. The ones I turned over got much better in development.


Ross Byers wrote:
Mikaze wrote:

Early in the book's promotion, there was a blurb about "finishing moves".

If they're in the final product, what exactly are they?

They're feats that give you a benefit when you knock down a foe. The ones I turned over got much better in development.

To clarify slightly, "knock down" means to reduce to <0 HP, not to trip.

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