Ultimate Combat PDF just released


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Cheapy wrote:
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.

So in the FFI Garland sense, not the literal one?

:)

Sounds like a heck of a book so far.


As long as spoilers are going around...

I'm a total Inquisitor fanboy, you see, so I'd like to know a bit more about what they can do now. This is a general question for sure, but specifically I'd like to know more about the Archtype someone mentioned earlier that believes magic items are evil.

Thanks in advance!

Liberty's Edge

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.

Two-handed use isn't "proficient" use. Interestingly, though, from what I can see, there's no Strength minimum for the EWP.

I think it's amusing we've had so much discussion about the katana, but no one's asked about the wakizashi... Anyone else think it's weird that martial weapon proficiency is enough to wield a katana, but there's no way to to be proficienct in the wakizashi without the EWP feat or equivalent class ability?


OMY GOB OMY GOB OMY GOB OMY GOB OMY GOB

Now that I'm over my initial response, what's up with Cleric Archetypes?

Specifically: Crusader


Cheapy wrote:
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.

OMG! Now your even answering the questions in my head that I haven't posted yet!

Are you some kind magician or TV psychic or something?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Shisumo wrote:
I think it's amusing we've had so much discussion about the katana, but no one's asked about the wakizashi... Anyone else think it's weird that martial weapon proficiency is enough to wield a katana, but there's no way to to be proficienct in the wakizashi without the EWP feat or equivalent class ability?

What are the Wakazashi's stats? 1-8 18-20/x2 finessable I bet?


EpicViper wrote:

As long as spoilers are going around...

I'm a total Inquisitor fanboy, you see, so I'd like to know a bit more about what they can do now. This is a general question for sure, but specifically I'd like to know more about the Archtype someone mentioned earlier that believes magic items are evil.

Thanks in advance!

The Iconoclast can Dispel someone once per day as an attack, and can cause magic items to not work on enemies for a few rounds when they critical. Also, destroying artifacts.

Spellbreaker: Gets favored enemies, but for wizard schools. And instead of offensive bonuses, defensive. Basically, they're good at killing arcane casters, and making sure they don't cast. Seems like too much of a bookkeeping class in my opinion.

Witch Hunters are really good at killing arcane casters too. They can identify who cast spells too.


Cheapy wrote:
EpicViper wrote:

As long as spoilers are going around...

I'm a total Inquisitor fanboy, you see, so I'd like to know a bit more about what they can do now. This is a general question for sure, but specifically I'd like to know more about the Archtype someone mentioned earlier that believes magic items are evil.

Thanks in advance!

The Iconoclast can Dispel someone once per day as an attack, and can cause magic items to not work on enemies for a few rounds when they critical. Also, destroying artifacts.

Spellbreaker: Gets favored enemies, but for wizard schools. And instead of offensive bonuses, defensive. Basically, they're good at killing arcane casters, and making sure they don't cast. Seems like too much of a bookkeeping class in my opinion.

Witch Hunters are really good at killing arcane casters too. They can identify who cast spells too.

Thanks, team! This is much appreciated :)

Liberty's Edge

Matthew Morris wrote:
What are the Wakazashi's stats? 1-8 18-20/x2 finessable I bet?

1d6 18-20/x2 and Deadly (like the katana). It's a light weapon, so automatically finesseable.

Liberty's Edge

Matthew Morris wrote:
What are the Wakazashi's stats? 1-8 18-20/x2 finessable I bet?

I doubt that because then it would have the same baseline damage as a katana, it should do d6's to be somewhat comparable to the shortsword.

Edit: Shusimo beat me to it, I was having difficulty with the quote system...


Shisumo wrote:
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.

Two-handed use isn't "proficient" use. Interestingly, though, from what I can see, there's no Strength minimum for the EWP.

I think it's amusing we've had so much discussion about the katana, but no one's asked about the wakizashi... Anyone else think it's weird that martial weapon proficiency is enough to wield a katana, but there's no way to to be proficienct in the wakizashi without the EWP feat or equivalent class ability?

Does the wakizashi require an exotic weapon proficiency to wield properly??? boooooooooo...

Bastard swords do not have a strength requirement for wielding it one-handed in PF. It does however have the usual prerequisite of +1 BAB in order to take its exotic weapon proficiency to use it one handed, so at least they expect you to know what you're doing.


What's the tower shield specialist archetype for fighters?

And do unarmored fighters in general get any lovin'?


Matthew Morris wrote:
Shisumo wrote:
I think it's amusing we've had so much discussion about the katana, but no one's asked about the wakizashi... Anyone else think it's weird that martial weapon proficiency is enough to wield a katana, but there's no way to to be proficienct in the wakizashi without the EWP feat or equivalent class ability?
What are the Wakazashi's stats? 1-8 18-20/x2 finessable I bet?

1d6 18-20/x2. Doesn't say anthing about finessable, but it has Deadly.

Crusader trades a domain and 1 spell per level per day for six bonus feats from a list (which they DO NOT need to meet the normal class or level based prereqs for), and most importantly...

" As a full-round action, the crusader may confer
the effects of a single harmless spell with a range of touch
to a number of creatures equal to half her cleric level."

Range is still touch.

You need to use up a slot 3 levels higher than the spell you are casting. 4 if you use Reach spell ;)


Shisumo wrote:
Matthew Morris wrote:
What are the Wakazashi's stats? 1-8 18-20/x2 finessable I bet?
1d6 18-20/x2 and Deadly (like the katana). It's a light weapon, so automatically finesseable.

Dang, rule-0 to the rescue. I'll be allowing people to use these with shortsword stats if they don't want to drop a feat on them.


I see there are a few new archetypes for many classes using guns, do they give any info on the cost of the guns and ammo for those archetypes, i am guessing they would have reduced costs sense guns are so expensive normally


Gregg Helmberger wrote:

What's the tower shield specialist archetype for fighters?

And do unarmored fighters in general get any lovin'?

They use tower shields really well, trading offense for improved use of tower shields. Pretty good at block AoE damage spells.

Unarmored: Gets some cool things, like using Dirty Trick after grappling someone, or "eye gouge", which lets them use dirty trick to blind as a swift action when some requirements are met. Basically, they use trip, dirty trick, and grapple.


What does the Unarmed Fighter get? I imagine a scaling unarmed damage, like the monk's?


northbrb wrote:
I see there are a few new archetypes for many classes using guns, do they give any info on the cost of the guns and ammo for those archetypes, i am guessing they would have reduced costs sense guns are so expensive normally

IIRC, Most of them get a gun for free, that can't be sold.

Gunsmithing is the way to go when buying guns.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Shisumo wrote:
Matthew Morris wrote:
What are the Wakazashi's stats? 1-8 18-20/x2 finessable I bet?
1d6 18-20/x2 and Deadly (like the katana). It's a light weapon, so automatically finesseable.

I meant d6. Sorry.

Hmm, since it's a light weapon, it's no two handed for extra damage.
Rambling

Spoiler:
I'm kind of surprised, since the scimitar is 1d6 but can't be finessed, and the rapier is 1d6 but can't be two handed. Initially I'd have said non-proficient weilders can use it as a scimitar. Now I'm not sure what to do with it.

And I just got my e-mail. I'll be downloading and burning tonight.


Cheapy wrote:
northbrb wrote:
I see there are a few new archetypes for many classes using guns, do they give any info on the cost of the guns and ammo for those archetypes, i am guessing they would have reduced costs sense guns are so expensive normally

IIRC, Most of them get a gun for free, that can't be sold.

Gunsmithing is the way to go when buying guns.

thats what i was figuring but i wanted to check, thanks


I would love you guys forever - you guys, as in all of you (Cheapy) giving away spoilers - if you could tell me anything at all about the Gladiator archetype. Also, the full stats for the Butterfly Sword/Knife. Please and thank you!!! =D


EpicViper wrote:

As long as spoilers are going around...

I'm a total Inquisitor fanboy, you see, so I'd like to know a bit more about what they can do now. This is a general question for sure, but specifically I'd like to know more about the Archtype someone mentioned earlier that believes magic items are evil.

Thanks in advance!

I am also an Inquisitor fanboy, and have had them in mind as I read this book.

I feel the Inquisitor archetypes within UC are a little too narrow in scope. Not saying they aren't good at what they do though.

There is a good number of Inquisitor leaning feats, some good options.
Bane for Two-Weapon fighting, Increased Bane Usage, Swap Bane benefit out for other benefits, etc.

The Inquisitors get some neat new spells though, Litanies. A whole line of spells that are cast as a Swift action and last 1 round, mostly with no save. Deny a target AoO for 1 round, Target Fatigued for 1 round, etc.

There is also new Teamwork feats, which should help with Solo Tactics variety. Nothing that will topple Outflank and Precise Strike as the go-to feats for Melee inquisitors though.

Liberty's Edge

Gladiators are all about performance combat, which a system I haven't really dug into yet. Essentially, though, they start out with the crowd more on their side than everyone else, along with the ability to take performance-combat-related feats as bonus feats.

Shadow Lodge

Souphin wrote:

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

Anything...I'll even accept bloodlines?

Lots of new spells.


Matthew Morris wrote:
Shisumo wrote:
Matthew Morris wrote:
What are the Wakazashi's stats? 1-8 18-20/x2 finessable I bet?
1d6 18-20/x2 and Deadly (like the katana). It's a light weapon, so automatically finesseable.

I meant d6. Sorry.

Hmm, since it's a light weapon, it's no two handed for extra damage.
Rambling
** spoiler omitted **

And I just got my e-mail. I'll be downloading and burning tonight.

Spoiler:

Treat it as a short sword, my friend. The main difference between the two is the wakazashi's "deadly" sharp drawing edge. If Joe BSF climbs the spine of the world and loots the bodies of some samurai for a wakazashi and uses it it in combat, he'll probably not take advantage of the drawing edge as much as someone who knows how to use it to the most advantage. Instead he primarily uses it for stabbing as he would your normal short broad-bladed Chelish shiv. Thus, while he doesn't suffer the normal -4 for using an exotic weapon untrained, he looses out on the extra crit range and deadly property

That's my take on it anyway.

@"the subscribed"
Any word on the "Ronin" Samurai Order? I would love to know if they changed from the playtest version.


Shisumo wrote:
Gladiators are all about performance combat, which a system I haven't really dug into yet. Essentially, though, they start out with the crowd more on their side than everyone else, along with the ability to take performance-combat-related feats as bonus feats.

Darn. I assumed as much, but was hoping that the archetype wouldn't necessarily have to fight in front of an audience. Seems like they do. Thank you!


Dr.Candycane wrote:
EpicViper wrote:

As long as spoilers are going around...

I'm a total Inquisitor fanboy, you see, so I'd like to know a bit more about what they can do now. This is a general question for sure, but specifically I'd like to know more about the Archtype someone mentioned earlier that believes magic items are evil.

Thanks in advance!

I am also an Inquisitor fanboy, and have had them in mind as I read this book.

I feel the Inquisitor archetypes within UC are a little too narrow in scope. Not saying they aren't good at what they do though.

There is a good number of Inquisitor leaning feats, some good options.
Bane for Two-Weapon fighting, Increased Bane Usage, Swap Bane benefit out for other benefits, etc.

The Inquisitors get some neat new spells though, Litanies. A whole line of spells that are cast as a Swift action and last 1 round, mostly with no save. Deny a target AoO for 1 round, Target Fatigued for 1 round, etc.

There is also new Teamwork feats, which should help with Solo Tactics variety. Nothing that will topple Outflank and Precise Strike as the go-to feats for Melee inquisitors though.

You know, all in all, it sounds like I have plenty of extra toppings to look forward to. Thanks for the heads-up on the rest of the package :)


Dr.Candycane wrote:
EpicViper wrote:

As long as spoilers are going around...

I'm a total Inquisitor fanboy, you see, so I'd like to know a bit more about what they can do now. This is a general question for sure, but specifically I'd like to know more about the Archtype someone mentioned earlier that believes magic items are evil.

Thanks in advance!

I am also an Inquisitor fanboy, and have had them in mind as I read this book.

I feel the Inquisitor archetypes within UC are a little too narrow in scope. Not saying they aren't good at what they do though.

There is a good number of Inquisitor leaning feats, some good options.
Bane for Two-Weapon fighting, Increased Bane Usage, Swap Bane benefit out for other benefits, etc.

The Inquisitors get some neat new spells though, Litanies. A whole line of spells that are cast as a Swift action and last 1 round, mostly with no save. Deny a target AoO for 1 round, Target Fatigued for 1 round, etc.

There is also new Teamwork feats, which should help with Solo Tactics variety. Nothing that will topple Outflank and Precise Strike as the go-to feats for Melee inquisitors though.

That's my take on it as well. The archetypes are too focused. Brand of Judgment is nice too, especially for teammates with a lot of attacks.


Cheapy wrote:
Dr.Candycane wrote:
EpicViper wrote:

As long as spoilers are going around...

I'm a total Inquisitor fanboy, you see, so I'd like to know a bit more about what they can do now. This is a general question for sure, but specifically I'd like to know more about the Archtype someone mentioned earlier that believes magic items are evil.

Thanks in advance!

I am also an Inquisitor fanboy, and have had them in mind as I read this book.

I feel the Inquisitor archetypes within UC are a little too narrow in scope. Not saying they aren't good at what they do though.

There is a good number of Inquisitor leaning feats, some good options.
Bane for Two-Weapon fighting, Increased Bane Usage, Swap Bane benefit out for other benefits, etc.

The Inquisitors get some neat new spells though, Litanies. A whole line of spells that are cast as a Swift action and last 1 round, mostly with no save. Deny a target AoO for 1 round, Target Fatigued for 1 round, etc.

There is also new Teamwork feats, which should help with Solo Tactics variety. Nothing that will topple Outflank and Precise Strike as the go-to feats for Melee inquisitors though.

That's my take on it as well. The archetypes are too focused. Brand of Judgment is nice too, especially for teammates with a lot of attacks.

I am so happy they made these archetypes, I have been wanting to play a character like this forever

Dark Archive

I guess someone has to update his inquisitor guide once he has the book.


sieylianna wrote:
1. The 3.5 frenzier berserker is back as a barbarian archetype. I move this be banned from PFS play effective immediately.

But loses much of the cheese from the 3.5 version, coming up with one that can be powerful, but has heavy down-side. Who knows, I suspect it very well may be banned in PFS just because it pushes the boundary on Player vs Player combat.

sieylianna wrote:
3. The UM book focused on spellcasters and said non-spellcasters would be addressed in UC, but this book has almost as much crunch for caster types (Alchemist, Bard, Cleric, Druid, Inquisitor, Magus and Wizard) as it does for the neglected fighter types.

It sounds like there is alot of material that is of ´broad´ use to any melee/ranged physical combatant... Which ends up disproportionately meaning: the mundane physical combatant classes, since although ´partial casters´ like Magus (or anybody who qualifies, really) CAN take advantage of them, they have other ´auxiliary´ class features which would be wasted if they ignored them to focus their Feats fully on the physical combat ones. I like the sound of this book from what we know so far.

sieylianna wrote:
2. The 3.5 dervish is back as a bard archetype. However, they lose the ability to affect allies with inspire courage, competence, etc, but don't gain anything to offset this nerfing.

Wierd complaint given your other one (above), since it´s making the Bard more of a melee combatant and giving up (Su) abilities.


What are the new magus arcana? Pretty please.


Can I get some more info on the Magus(I came up with the name by the way :p)? Kensai seem to fit my third level character, as he is a no armor caster that focus on duels and all that, pleaaase, pretty please!?
I'm playing this weekend! And I'm only gonna be able to buy the book next week.
DAMN YOU PAIZO! Let me buy the PDF!!!

Grand Lodge

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.

That's the difference between a home campaign and Pathfinder Society. In a campaign like PFS, where you may never see the other players again, there is far more disruptive behavior (and it has been that way from Living City to Living Greyhawk to Living Arcanis to PFS, etc). A home game keeps that under control.


Cheapy wrote:
Crusader trades a domain and 1 spell per level per day for six bonus feats from a list (which they DO NOT need to meet the normal class or level based prereqs for), and most importantly...

Is the list dependent on Domains/Deity? Akin to Ranger combat styles, but broader?

Cheapy wrote:

" As a full-round action, the crusader may confer

the effects of a single harmless spell with a range of touch
to a number of creatures equal to half her cleric level."

Range is still touch.
You need to use up a slot 3 levels higher than the spell you are casting. 4 if you use Reach spell ;)

Hm... sounds like good for condition removal stuff... I´m confused about the last part, does it work like spontaneous substitution of a higher-level memorized slot with a spell you have memorized? Or is like meta-magic, and you need to prepare it (or is it class-specific metamagic de-jure?)


I remember earlier someone asking about Called Shots.

They are in here, and they look to be pretty fun. Penalties to attack roll based on the location, Eyes, Neck, Heart, Arm, Hand, Etc.

Called Shots to the 'Vitals' (Includes 'Low Blows'), as an example.

Called Shot: Sickened, no running.

Critical Called Shot: Con Damage, Nauseated, Sickened, No Running

Debilitating Blow(Attack that does 50+Dmg): Con Drain, Nauseated, Sickened, 'horrifically wounded' and Con bleed.

Along with Feats to help you become a 'Vitals' smashing expert!


0gre wrote:
Souphin wrote:
Other than that one feat is there anything in there for sorcerers?
Lots of new spells.

Bloodline specific spells? Boosting/Transfering/Reversing/Altering BL Powers? ???

BTW, Congrats on contributing to this book...
I liked your work in Superstar, so glad to see Paizo doesn´t want your talents going to waste :-)

Liberty's Edge

DougErvin wrote:
What are the new magus arcana? Pretty please.

Accurate Strike: make attacks as touch attacks for 1 round

Arcane Cloak: add Int bonus to Stealth and Bluff checks to hide
Arcane Edge: deal bleed damage equal to Int mod with piercing or slashing weapon
Arcane Redoubt: Add shield bonus to touch AC for 1 round
Arcane Redoubt, Greater: Also add bonus to Ref saves when using arcane redoubt, or gain evasion/improved evasion
Bane Blade: gain the option to add bane with arcane pool
Devoted Blade: gain the option to add anarchic, axiomatic, holy or unholy with arcane pool
Disruptive: gain Disruptive as bonus feat
Enduring Blade: arcane pool weapon enhancement lasts longer
Lingering Pain: damage dealt with weapon attack (including spellstrike damage) affects all target's spellcasting for next round
Pool Strike, Arcing: multiple targets for pool strike
Pool Strike, Clinging: pool strike continues to damage target for an extra round
Pool Strike, Thunderous: pol strike damage is sonic and can deafen target
Prescient Attack: successful attack allows magus to ignore opponent's Dex bonus to AC for next round
Prescient Defense: successful attack allows magus to add Int mod to AC and Ref saves against that opponent for one round
Rod Master: spells cast from rods use magus' Int mod for DCs
Rod Wielder: Add Int bonus to checks to overcome SR on spells from rods
Spellbreaker: gain Spellbreaker as bonus feat


Quandary wrote:
Cheapy wrote:
Crusader trades a domain and 1 spell per level per day for six bonus feats from a list (which they DO NOT need to meet the normal class or level based prereqs for), and most importantly...

Is the list dependent on Domains/Deity? Akin to Ranger combat styles, but broader?

Cheapy wrote:

" As a full-round action, the crusader may confer

the effects of a single harmless spell with a range of touch
to a number of creatures equal to half her cleric level."

Range is still touch.
You need to use up a slot 3 levels higher than the spell you are casting. 4 if you use Reach spell ;)

Hm... sounds like good for condition removal stuff... I´m confused about the last part, does it work like spontaneous substitution of a higher-level memorized slot with a spell you have memorized? Or is like meta-magic, and you need to prepare it (or is it class-specific metamagic de-jure?)

It's like spontaneous. Don't need to cast it. Huh, I thought Divine Power was a touch spell. Sadness. Oh well, Greater Magic Weapon is :D

The bonus feats all deal with weapon focus, shields, or armor. Also weapon specialization. They are not based on domain.


Are there any alchemist discoveries that are super awesome for anyone not doing a melee focused alchemist or are they mainly focused on the newer archetypes?


Are there any goodies for people who like to sunder and overrun?

General maneuver coolness would also be interesting.

Thanks!

Shadow Lodge

Quandary wrote:
0gre wrote:
Souphin wrote:
Other than that one feat is there anything in there for sorcerers?
Lots of new spells.

Bloodline specific spells? Boosting/Transfering/Reversing/Altering BL Powers? ???

BTW, Congrats on contributing to this book...
I liked your work in Superstar, so glad to see Paizo doesn´t want your talents going to waste :-)

Thanks!

I guess I wasn't clear, there is not a lot of sorcerer specific things, maybe a couple feats?

I just meant that a lot of spells that there are a lot of solid spells in the book that sorcerers can take.


Raziel Bloomshadow wrote:
Are there any alchemist discoveries that are super awesome for anyone not doing a melee focused alchemist or are they mainly focused on the newer archetypes?

There's only one discovery for melee alchemists. And that only works if they're bitten, swallowed whole, etc. I guess Breath Weapon Bomb would be for melee alchs too...

They also get napalm bombs. As if the Alchemist didn't get enough "skirting the War Crimes line" abilities already!

Rubia: There are lots of feats that deal with maneuvers. Some are called "Quick <Maneuver>", but I haven't read those yet.

No feats for sunder. Except for against giants, if you're dorf or gnome.

One of the style feats gives bonuses to overrun (Tiger Style), but that's it.


Anyone have any information to share on the Combat Cleric archetypes? I saw something for the Crusader farther up.


This may have already been answered, but, I'm curious. Did they fix the gunfighter so it defaults to firearms being common, and gives rules in a call out for guns being rare, or does the class still have half a dozen rule exceptions built into it that have to be pared out for guns being common? All the exceptions being required due to guns being rare and ammo being ultra expensive at that level (but guns and ammo being in line with all other weapons when common).


Golden-Esque wrote:
Anyone have any information to share on the Combat Cleric archetypes? I saw something for the Crusader farther up.

Anyone got 'Highlights for Witches' available?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Cheapy wrote:
No feats for sunder. Except for against giants, if you're dorf or gnome.

Always nice to see Tim Conway get some credit. :-)

Shadow Lodge

Raziel Bloomshadow wrote:
Are there any alchemist discoveries that are super awesome for anyone not doing a melee focused alchemist or are they mainly focused on the newer archetypes?

This book is very discovery light. Only six discoveries, three modify bombs, one make a siege weapon bomb, and the other two are more or less generally useful. Alchemist section is pretty thin, but it got a lot of love in UM so it's not a big surprise. They can benefit from a lot of the feats and nice spells (extracts).


I can't see a berzerker willingly becoming confused. You are equally likely to:
- Damage yourself
- Do nothing
- Attack what's closest
- Act normally

Even assuming your preferred target for attacks is closest, that's still a 50% chance of not getting your attacks each round. Not worth it by any stretch.

Contributor, RPG Superstar 2010 Top 4

Cheapy wrote:


Rubia: There are lots of feats that deal with maneuvers. Some are called "Quick <Maneuver", but I haven't read those yet.

Basically those allow you to use combat maneuvers, that cannot already be done as attacks, and allow you to use them as attacks instead of standard actions. (i.e Steal, Drag, Reposition, Dirty Trick, Bullrush).

So you do the Steal Manuever, and use your iterative to actually attack.

Don't look for that to happen with Grapple however (I don't think).

In the original submitted version that meant using them as an AOO as well, but I haven't seen the final text. There we're limitations on doing that with Drag and Bullrush. I.e. if someone goes through your threatened square, you could do the Steal Manuever on them. Or push them as a Bullrush (but not move with them!). Quick Drag was out of luck when it came to AOO's.

I am to understand from 0gre than they also added some language to prevent "Flurry of Drag". :)

All subject to Editorial Change of course.

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