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Here's a feat that should cause many people to go off and make wildshape druid builds...

Planar Wildshape wrote:

When you use wild shape to take the form of

an animal, you can expend an additional daily use of your
wild shape class feature to add the celestial template or
fiendish template to your animal form. (Good druids must
use the celestial template, while evil druids must use the
fiendish template.) If your form has the celestial template
and you score a critical threat against an evil creature while
using your form’s natural weapons, you gain a +2 bonus on
the attack roll to confirm the critical hit. The same bonus
applies if your form has the fiendish template and you
score a critical threat against a good creature

Shadow Lodge

AvalonXQ wrote:

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.

Actually, it's not equally likely. A confused target who is attacked doesn't even roll, he automatically attacks his attackers on his next turn. So as long as the barbarian is actively engaged in melee there is a fair chance he's going to just keep attacking the enemy. I suppose you could have the enemies ignore him but that's pretty meta.


KrispyXIV wrote:
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?

Nope.

mdt: There are varying levels of gun commonality.


There is some love for the rogue?

Moreover, could you please elaborate the "no AOO when casting" spells? They seem.. quite powerful..


0gre wrote:
Quandary wrote:
Souphin wrote:
Other than that one feat is there anything in there for sorcerers?

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

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.

Hm, maybe for that Inner Sea stuff then...

I would say that from the flurry of info I´ve seen, I can imagine Dragon Disciples being very happy.
Perhaps that Inner Sea stuff will see some other-Bloodline analogs to Dragon Disciple...
I think DD is very strong in PRPG, but it´s kind of a shame that it´s Dragon-only, thematically.
Aberration Acolyte, or whatever you want to call it, could be SICK.. :-)

Of course, Eldritch Heritage kind brings the Bloodline love to whatever class you want...
The Rogue getting a Familiar Trick as extension of the Minor/Magic Line runs into that issue really, since anybody with 13 CHA can get a Familiar with just 1 Feat.

KrispyXIV wrote:
Anyone got 'Highlights for Witches' available?

I think Paizo´s holding out on that one until Ultimate Hairstyles of the Inner Sea is released ;-)

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

Wow, is that available to ANY hit that does 50+DMg, or just these called shots that take penalties? I can see several things coming together to make Vital Strike very nice...


Kaiyanwang wrote:

There is some love for the rogue?

Moreover, could you please elaborate the "no AOO when casting" spells? They seem.. quite powerful..

Without actually reading the spells, sure! They let you cast a short lasting spell, that lets you cast spells without taking AoOs. I think the 1st level one is like mirror image where it's canceled if you're hit? I'm not sure though.

Quandary: Debilitating Blow is for any hit that does 50+ damage, when you do a called shot.


1 person marked this as a favorite.
Quandary wrote:
I can see several things coming together to make Vital Strike very nice...

"Finally" Make it nice you mean, right? Cause it's really not nice at all. Worse thing is, I always loved the idea, but it's such a bad feat chain that it hurts.


1 person marked this as a favorite.
Xum wrote:
Quandary wrote:
I can see several things coming together to make Vital Strike very nice...
"Finally" Make it nice you mean, right? Cause it's really not nice at all. Worse thing is, I always loved the idea, but it's such a bad feat chain that it hurts.

Agreed, make it one scaling feat and call it done.


Cheapy wrote:
Kaiyanwang wrote:

There is some love for the rogue?

Moreover, could you please elaborate the "no AOO when casting" spells? They seem.. quite powerful..

Without actually reading the spells, sure! They let you cast a short lasting spell, that lets you cast spells without taking AoOs. I think the 1st level one is like mirror image where it's canceled if you're hit? I'm not sure though.

I see now.. they allow you to cast a specific spell.. now I see..


gun tank???


this books seems custom made to shut up all the "monks-get-no-love" people.

Is there cool stuff for the rogue too? And did you have time to compare ninja to rogue yet?

Thanks for all the sneak previews you gave us.


0gre wrote:
AvalonXQ wrote:

I can't see a berzerker willingly becoming confused. You are equally likely to: (...)

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.
Actually, it's not equally likely. A confused target who is attacked doesn't even roll, he automatically attacks his attackers on his next turn. So as long as the barbarian is actively engaged in melee there is a fair chance he's going to just keep attacking the enemy. I suppose you could have the enemies ignore him but that's pretty meta.

Right. It forces the Berzerker to fight alot less tactically, in terms of choosing opponents, but they will stick with any fight that finds them. If an opposing caster catches on, they could tie down the Berzerker with just some weak ´trash´ Summons or equivalent opponents.

...The Confusion/Confused rules ARE kind of ´confusingly´ written in certain areas... For one, how the ´acts normally´ roll functions, namely whether it´s still subject to the other effects of Confusion, etc...


You guys said the Kensai get the Canny defense abiity... but if it's +1 Inteligence to AC per level it means the guy gotta have +20 to benefit from it in the end? That's like... impossible. And what does he lose to get that ability!?


Kaiyanwang wrote:
Cheapy wrote:
Kaiyanwang wrote:

There is some love for the rogue?

Moreover, could you please elaborate the "no AOO when casting" spells? They seem.. quite powerful..

Without actually reading the spells, sure! They let you cast a short lasting spell, that lets you cast spells without taking AoOs. I think the 1st level one is like mirror image where it's canceled if you're hit? I'm not sure though.

I see now.. they allow you to cast a specific spell.. now I see..

Sorry, no. Here's the full text of one of them:

Quote:


Illusion of Calm
School illusion (figment); Level alchemist 1, magus 1, sorcerer/
wizard 1
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 1 minute/level
Saving Throw Will disbelieve (on hit; see below); Spell
Resistance no
When casting this spell, you create an illusory double that takes
the same space of you. That double makes it look like you are
standing still, even when you are not. While under the effects
of this spell, you do not provoke attacks of opportunity when
you cast a spell, make a ranged attack with a thrown weapon, or
move out of your first square during a move action. It does not
hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains
a saving throw to disbelieve the figment. On a successful
saving throw, it successfully disbelieves and the spell’s effect
ends for that creature.

So basically, casters can be more melee-type now.


Xum wrote:
You guys said the Kensai get the Canny defense abiity... but if it's +1 Inteligence to AC per level it means the guy gotta have +20 to benefit from it in the end? That's like... impossible. And what does he lose to get that ability!?

Canny Defense (Ex): At 1st level, when a kensai is

wielding his chosen weapon, he gains the canny defense
ability. This is identical to the duelist prestige class ability
of the same name (Core Rulebook 382), save that his chosen
weapon may be of any type.

Gives up nothing, probably due to Diminished spellcasting.


Richard Leonhart wrote:

this books seems custom made to shut up all the "monks-get-no-love" people.

Is there cool stuff for the rogue too? And did you have time to compare ninja to rogue yet?

Thanks for all the sneak previews you gave us.

I posted what rogues get that I thought was cool a few pages ago. Haven't looked at Ninjas yet. the Bard archetype Archeologist is my favorite rogue though <_<


Pathfinder Rulebook Subscriber
Quandary wrote:


KrispyXIV wrote:
Anyone got 'Highlights for Witches' available?

I think Paizo´s holding out on that one until Ultimate Hairstyles of the Inner Sea is released ;-)

I suppose I walked right into this :P Ever since I pinned and killed a baddie last session with Prehensile Hair though, I figure my witch highlights her hair with the blood of her foes.

I was more wondering if Witches got anything to speak of in the book? Any hexes at all? Particularly cool spells?


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

(...)

Quandary: Debilitating Blow is for any hit that does 50+ damage, when you do a called shot.

So you need to take the Attack penalty... Are those Conditions no-Save?

Xum wrote:
"Finally" Make it nice you mean, right? Cause it's really not nice at all.

Well, yeah, taking the whole Feat chain is very heavy, but splitting it up allows Monsters to have the 1st Feat but not the whole thing, which is a reasonable design intent in my mind. I would say that I forsee the 1st Feat now being even more useful, and the 2nd one now being attractive enough to take, the 3rd one still being pretty specialized/niche.

KrispyXIV wrote:

I suppose I walked right into this :P Ever since I pinned and killed a baddie last session with Prehensile Hair though, I figure my witch highlights her hair with the blood of her foes.

I was more wondering if Witches got anything to speak of in the book? Any hexes at all? Particularly cool spells?

He he... I didn´t even think of that Paizo tie-in :-)

I don´t have the PDF, but somebody else mentioned some Feat/? that let Unarmed Strikes trigger Hexes...
Sounds like a Hexcrafter Magus thing, and not pure Witch as much.


Saving Throws: If a saving throw is allowed on a called
shot, the DC is equal to the Armor Class hit by the attack.
In the case of an attack roll of a natural 20, the DC is the AC
the attack would have hit if 20s did not automatically hit.

Honestly, if you're taking 50+ damage, you have other things to worry about than maybe 1d6 con damage =/


Cheapy wrote:


Illusion of Calm
School illusion (figment); Level alchemist 1, magus 1, sorcerer/
wizard 1
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 1 minute/level
Saving Throw Will disbelieve (on hit; see below); Spell
Resistance no
When casting this spell, you create an illusory double that takes
the same space of you. That double makes it look like you are
standing still, even when you are not. While under the effects
of this spell, you do not provoke attacks of opportunity when
you cast a spell, make a ranged attack with a thrown weapon, or
move out of your first square during a move action. It does not
hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains
a saving throw to disbelieve the figment. On a successful
saving throw, it successfully disbelieves and the spell’s effect
ends for that creature.

At high levels concentration auto-passes, for grapple there is FoM and now this.

I think that I'm pretty much done.

Thank you very much Cheapy.


KrispyXIV wrote:
Quandary wrote:


KrispyXIV wrote:
Anyone got 'Highlights for Witches' available?

I think Paizo´s holding out on that one until Ultimate Hairstyles of the Inner Sea is released ;-)

I suppose I walked right into this :P Ever since I pinned and killed a baddie last session with Prehensile Hair though, I figure my witch highlights her hair with the blood of her foes.

I was more wondering if Witches got anything to speak of in the book? Any hexes at all? Particularly cool spells?

No new Hexes that I see. A fair number of new Witch spells, a good number of which dealing with Guns/Ammunition. Some appear nice...

Walk through Space: You can spend a move action to teleport
30 feet or to stand while prone without provoking attacks
of opportunity.


Cheapy wrote:
Xum wrote:
You guys said the Kensai get the Canny defense abiity... but if it's +1 Inteligence to AC per level it means the guy gotta have +20 to benefit from it in the end? That's like... impossible. And what does he lose to get that ability!?

Canny Defense (Ex): At 1st level, when a kensai is

wielding his chosen weapon, he gains the canny defense
ability. This is identical to the duelist prestige class ability
of the same name (Core Rulebook 382), save that his chosen
weapon may be of any type.

Gives up nothing, probably due to Diminished spellcasting.

It's WEIRD... so he has to go on crazy amounts of inteligence to reaaally benefit from it... He doesn't lose light armor!?


Kaiyanwang wrote:
Cheapy wrote:


Illusion of Calm
School illusion (figment); Level alchemist 1, magus 1, sorcerer/
wizard 1
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 1 minute/level
Saving Throw Will disbelieve (on hit; see below); Spell
Resistance no
When casting this spell, you create an illusory double that takes
the same space of you. That double makes it look like you are
standing still, even when you are not. While under the effects
of this spell, you do not provoke attacks of opportunity when
you cast a spell, make a ranged attack with a thrown weapon, or
move out of your first square during a move action. It does not
hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains
a saving throw to disbelieve the figment. On a successful
saving throw, it successfully disbelieves and the spell’s effect
ends for that creature.

At high levels concentration auto-passes, for grapple there is FoM and now this.

I think that I'm pretty much done.

Thank you very much Cheapy.

Here's another one, which I love the flavor of. It's also quite expensive, requiring at least 2k for the focuses, and more if you wish to use the last part:

Quote:


Wreath of Blades
School abjuration; Level magus 4, sorcerer/wizard 5,
summoner 5, witch 5
Casting Time 1 standard action
Components V, S, F (four mithral daggers, each worth at least
502 gp each)
Range personal
Target you
Area 5-foot-radius emanation centered on you
Duration 1 round/level
Saving Throw Reflex half (special, see below); Spell Resistance
no (special, see below)
The daggers serving as focus of this spell take on a deadly
sharpness as they animate and spin around you, creating
a 5-foot-radius emanation of spinning mithral blades that
moves with you. Any creature that starts its turn within the
area of the spinning blades takes 1d4 points of damage for
every two caster levels (maximum 10d4 at 20th level) and the
damage bypasses DR/silver.
Furthermore, the daggers ward off some attacks, in
a way similar to the warding weapon spell (see page 48).
While subject to this spell, you do not provoke attacks of
opportunity for casting spells, even from creatures with the
Disruptive feat. Creatures with the Spellbreaker feat (Core
Rulebook 134) can easily bypass this defensive property,
though they still take damage from the spell. Your casting
(even failing to cast defensively) still provokes attacks of
opportunity from creatures with that feat.
Lastly, the blades that serve as the focus for this spell
can be enchanted for greater effect. When all of the blades
share the same enhancement bonus and special weapon
qualities, a creature that is damaged by this spell is also
treated as if hit by one of these weapons. For example, if a
12th-level magus casts this spell using four +1 frost mithral
daggers as focus, the damage dealt by the blades would
be 6d4+1 plus 1d6 cold damage, as long as the daggers
were commanded to be sheathed in ice. No matter the
modifications made to the focus weapons, they must always
be mithral daggers. No other type of weapons can serve as
a focus for this spell.


Whats the word on the gunslinger? lotsa changes? whats the archtypes like? thanks alot!!

Shadow Lodge

I wonder if someone would be kind enough to post info on the Tonfa?

One of my players wanted one, so I stated it as a light mace with the trip ability, I'd be interested to see Paizo's view on the weapon.


Xum wrote:
Cheapy wrote:
Xum wrote:
You guys said the Kensai get the Canny defense abiity... but if it's +1 Inteligence to AC per level it means the guy gotta have +20 to benefit from it in the end? That's like... impossible. And what does he lose to get that ability!?

Canny Defense (Ex): At 1st level, when a kensai is

wielding his chosen weapon, he gains the canny defense
ability. This is identical to the duelist prestige class ability
of the same name (Core Rulebook 382), save that his chosen
weapon may be of any type.

Gives up nothing, probably due to Diminished spellcasting.

It's WEIRD... so he has to go on crazy amounts of inteligence to reaaally benefit from it... He doesn't lose light armor!?

He loses all armor and has ASF when in armor. You can burn a feat to get light armor proficiency and get a twilight mithral chainshirt for some AC, or you can just use Spell Blending to pick up Mage Armor, and use that +shield plus other things. You also get Mirror Image.

The way I view him is a wizard who can actually fight worth a damn, rather than a true magi.


The second one is higher level.

Anyway, I'm tired of this erratic design. Is useless nerf metamagic and force saving throw rerolls. Is useless change concentration (and making it half working) and then introduce options like that.

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?

Is there something counterbalancing it? How good are the anti-spellcaster options?


Eric Clingenpeel wrote:

I wonder if someone would be kind enough to post info on the Tonfa?

One of my players wanted one, so I stated it as a light mace with the trip ability, I'd be interested to see Paizo's view on the weapon.

Tonfa

1 gp
1d4
1d6
×2

1 lb.
B
blocking, monk

Blocking gives +1 AC when fighting defensively, IIRC.

Some highlights of the Gunslinger archetypes, trying to give the idea behind them with one or two abilities:

"Fast Musket (Ex): At 3rd level, as long as the musket
master has 1 grit point, she can reload any two-handed
firearm as if it were a one-handed firearm. This deed
replaces the utility shot deed."

"Grit (Ex): A mysterious stranger is a force to be reckoned
with. Instead of using her Wisdom to determine the
number of grit points she gains at the start of each day,
she uses Charisma. This ability works in all other ways
like the gunslinger’s grit class feature. "

"Clipping Shot (Ex): At 11th level, when the mysterious stranger
misses with a firearm attack, she can spend 1 grit point to
deal half the damage that attack would have dealt if it were
a hit (roll damage normally). She can decide to use this deed
and spend the grit point after making the attack. This deed
has no effect if the attack used the dead shot deed. The cost
of using this deed cannot be reduced with the Signature
Deed feat, the true grit class feature, or any similar effect"

"Up Close and Deadly (Ex): At 1st level, when the pistolero
hits a target with a one-handed firearm that is not
making a scatter shot, she can spend 1 grit point to
deal 1d6 points of extra damage on a hit. If she misses
with the attack, she grazes the target, dealing half the
extra damage anyway. She must choose to spend the grit
point before she makes the attack roll. This is precision
damage and is not multiplied if the attack is a critical
hit. This precision damage increases to 2d6 at 5th level,
to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th
level. This precision damage stacks with sneak attack
and other forms of precision damage. This deed replaces
the deadeye deed."

"Armor Proficiency: A gun tank is proficient with all
armors and shields, including tower shields."


Kaiyanwang wrote:

There is some love for the rogue?

Moreover, could you please elaborate the "no AOO when casting" spells? They seem.. quite powerful..

Rogues can get a small Ki pool, based on Wisdom as a Talent(Also allows +10ft movement increase by spending a point). Which it appears can fuel Ninja talents, which they can also pick up.

Rogue can pickup a Favored Terrain, like a Ranger as a Talent. Though, it's bonuses do not increase as you level.

Knife Master changes D6 Sneak attack to D8 Sneak attack with dagger-like weapons.

Looks like good lovin' to me right there.


Dr.Candycane wrote:


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.

I'm starting to get interested in the Inquisitor too, but I was a bit frustrated when I realized it was hard or even pointless creating a Inquisitor using a bow (or any ranged weapons). They can't pick Precise Shot until level 5 and there are no Teamwork feats for a Inquisitor using ranged weapons.

So I wonder are there any new Teamwork feats for a ranged weapon Inquisitor ?
Are there any Inquisitor archetypes that let you swap Teamwork feats for something else that might be useful if you use ranged weapons?
Inquisitor is one of the most cool classes so I hope I will be able to create one using a bow. :-)


Cheapy wrote:
The way I view him is a wizard who can actually fight worth a damn, rather than a true magi.

Really? Why is that?


Kaiyanwang wrote:

The second one is higher level.

Anyway, I'm tired of this erratic design. Is useless nerf metamagic and force saving throw rerolls. Is useless change concentration (and making it half working) and then introduce options like that.

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?

Is there something counterbalancing it? How good are the anti-spellcaster options?

Well, Disruptive seems to work through a lot of these. So if you focus on mage killing, you'll do just fine.

I'd probably outlaw these spells too, though.


Jason Nelson wrote:

A bunch of the kensai's class abilities are INT-dependent, so it's not a magus archetype where you want to semi-dump INT.

As for proficiencies, he gets simple weapons and a single martial or exotic melee weapon. That's it.

No armor, no shields, no other weapons, and full ASF for any armor. Most kensais will be taking mage armor at 1st level, I would think... :)

Well, with an Int of 18 you have a +4 to AC at 4th level, which is the same as a mithral shirt without being an armor bonus. Thus, there are always bracers of armor to gain some good old-fashioned armor bonus to AC. And if combined with the Bladebound archetype (provided it can be, that is), since the black blade gets auto-enchanted as you gain levels, you can spend your money on other stuff, such as the aforementioned bracers of armor.

And I am very much liking the single martial or exotic melee weapon, emphasis on exotic. Between that and the class' name, I am expecting katana wielders to start popping up. And if one prefers a more finessed build, there is always the scimitar or the Aldori dueling sword.


Are there any feats that add dex to damage with light weapons?

Are there any feats that add dex or wis to damage with unarmed strike?


Zark wrote:
Dr.Candycane wrote:


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.

I'm starting to get interested in the Inquisitor too, but I was a bit frustrated when I realized it was hard or even pointless creating a Inquisitor using a bow (or any ranged weapons). They can't pick Precise Shot until level 5 and there are no Teamwork feats for a Inquisitor using ranged weapons.

So I wonder are there any new Teamwork feats for a ranged weapon Inquisitor ?
Are there any Inquisitor archetypes that let you swap Teamwork feats for something else that might be useful if you use ranged weapons?
Inquisitor is one of the most cool classes so I hope I will be able to create one using a bow. :-)

Funny, ranged inquisitors are generally seen as the best kind of inquisitors, due to Bane and Judgement working almost all the time since you can full-attack at range. But yes. Yes there are good teamwork feats for 'em.

"Enfilading Fire
Point-Blank Shot, Precise Shot, 1 other
teamwork feat
When ally flanks opponent, you gain +2 on ranged
attack rolls against opponent"

"Target of Opportunity
Point-Blank Shot, base attack bonus +6
When an ally hits with a ranged attack, you may
make an attack as an immediate action"


Xum wrote:
Cheapy wrote:
The way I view him is a wizard who can actually fight worth a damn, rather than a true magi.
Really? Why is that?

Because they do amazing things with their weapons, can act first almost all the time (due to using Dex *and* int for init). Just think about a Dervish Dance kensai magus! All you need is Int and Dex! The magus never really interested me before, but now due to this one and Myrmidarch, they do.


Dragon78 wrote:

Are there any feats that add dex to damage with light weapons?

Are there any feats that add dex or wis to damage with unarmed strike?

I already answered this, but no.

Liberty's Edge

Eric Clingenpeel wrote:

I wonder if someone would be kind enough to post info on the Tonfa?

One of my players wanted one, so I stated it as a light mace with the trip ability, I'd be interested to see Paizo's view on the weapon.

Substitute "Tripping" for "Blocking" and you've pretty much nailed it.


Eric Clingenpeel wrote:

I wonder if someone would be kind enough to post info on the Tonfa?

One of my players wanted one, so I stated it as a light mace with the trip ability, I'd be interested to see Paizo's view on the weapon.

From the new weapons chart:

Tonfa 1 gp 1d4(S) 1d6(M) ×2 -- 1 lb. B blocking, monk


Zark wrote:
Dr.Candycane wrote:


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.

I'm starting to get interested in the Inquisitor too, but I was a bit frustrated when I realized it was hard or even pointless creating a Inquisitor using a bow (or any ranged weapons). They can't pick Precise Shot until level 5 and there are no Teamwork feats for a Inquisitor using ranged weapons.

So I wonder are there any new Teamwork feats for a ranged weapon Inquisitor ?
Are there any Inquisitor archetypes that let you swap Teamwork feats for something else that might be useful if you use ranged weapons?
Inquisitor is one of the most cool classes so I hope I will be able to create one using a bow. :-)

There are some Ranged Friendly teamwork feats, such as..

Target of Opportunity: When an ally hits with a ranged attack, you may
also make a ranged attack as an immediate action

There is an Archetype that replaces the Teamwork feats and Solo Tactics, the Spellbreaker.

Teamwork feats are replaced by a bonus to saves versus specific schools of magic of your choice.

Solo Tactics is replaced by the ability to increase an enemy's defensive concentration DC.

Neither seem real great, better off using 'Preacher' from UM as those abilities sync quite well at range.


Any word on the Samurai "ronin" order? Is it different from the playtest?


*bump*

Anything else ability-wise about the Gladiator? Also, the stats for the Butterfly Sword? It seems like it would just be a hybrid of a dagger/short sword/handaxe, but I want to make sure.

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

Dragon78 wrote:

Are there any feats that add dex to damage with light weapons?

Are there any feats that add dex or wis to damage with unarmed strike?

No, but there are a few nuggets in some of the archetypes. The one that pops to mind is that at 13th level the kensai magus adds his Int bonus to damage with his chosen weapon during a surprise round or vs. a foe that is flat-footed.

Seems like I saw another one around but don't remember where.


Anburaid wrote:
Any word on the Samurai "ronin" order? Is it different from the playtest?

Nope, the same.


submit2me wrote:

*bump*

Anything else ability-wise about the Gladiator? Also, the stats for the Butterfly Sword? It seems like it would just be a hybrid of a dagger/short sword, but I want to make sure.

Already answered your question, mate :) Check a page or two back.


submit2me wrote:

*bump*

Anything else ability-wise about the Gladiator? Also, the stats for the Butterfly Sword? It seems like it would just be a hybrid of a dagger/short sword, but I want to make sure.

Butterfly sword 1d4 19–20/×2 monk special quality,

Actually two weapons that can be seperated as a free action, drawn as one weapon.


Cheapy wrote:
Xum wrote:
Cheapy wrote:
The way I view him is a wizard who can actually fight worth a damn, rather than a true magi.
Really? Why is that?
Because they do amazing things with their weapons, can act first almost all the time (due to using Dex *and* int for init). Just think about a Dervish Dance kensai magus! All you need is Int and Dex! The magus never really interested me before, but now due to this one and Myrmidarch, they do.

And that's my BUILD! Plus bladebound.... you can't tell me what it would look like on third level, would ya?


@Cheapy: Shisumo briefly touched on combat performance rules, but otherwise no one ever really answered my question about actual abilities. I checked and double checked the board since I first asked. No one else has said a word about it beforehand either. =(

@Dr.Candycane: Thank you!


submit2me wrote:

@Cheapy: Shisumo briefly touched on combat performance rules, but otherwise no one ever really answered my question about actual abilities. I checked and double checked the board since I first asked. No one else has said a word about it beforehand either. =(

@Dr.Candycane: Thank you!

Ah, sorry. The Performance Combat section is like 10 pages of stuff, not really easy to summarize... Might need someone braver than I.

Xum: Well, they don't really get anything before level 4 other than Canny Defense and a free Weapon Focus at level 1.

at level 4, they get this:

"Perfect Strike (Ex): At 4th level, when a kensai hits with
his chosen weapon, he can spend 1 point from his arcane
pool in order to maximize his weapon damage. Don’t roll
for damage—the weapon deals maximum damage. This
affects only the weapon’s base damage dice, not additional
damage from sneak attack, magical weapon properties,
spellstrike, or critical hits.
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."


submit2me wrote:

@Cheapy: Shisumo briefly touched on combat performance rules, but otherwise no one ever really answered my question about actual abilities. I checked and double checked the board since I first asked. No one else has said a word about it beforehand either. =(

@Dr.Candycane: Thank you!

Combat performance seems to be about fighting for the benefit of a crowd, swaying their reactions and determining who is victorious in the crowds eyes.

Edit: Looks like more of a DM tool for a combat setup, like a duel, gladiator fights, etc.

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