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Pathfinder Roleplaying Game: Ultimate Combat Hardcover – August, 2011

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Pathfinder Roleplaying Game: Ultimate Combat + Pathfinder Roleplaying Game: Ultimate Magic + Pathfinder Roleplaying Game: Ultimate Equipment
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Product Details

  • Series: Pathfinder Roleplaying Game
  • Hardcover: 256 pages
  • Publisher: Paizo Publishing, LLC.; 1st edition (August 2011)
  • Language: English
  • ISBN-10: 1601253591
  • ISBN-13: 978-1601253590
  • Product Dimensions: 8.5 x 1 x 11 inches
  • Shipping Weight: 2.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (41 customer reviews)
  • Amazon Best Sellers Rank: #37,074 in Books (See Top 100 in Books)

More About the Author

Jason Bulmahn is the Lead Designer of Paizo Publishing and the author of the Pathfinder Roleplaying Game. He has worked for Paizo since 2004 and has contributed to dozens of books for both Paizo and Wizards of the Coast. His work has won one Origins Awards and eleven ENnies.

Customer Reviews

4.5 out of 5 stars
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See all 41 customer reviews
The new classes and archetypes are perfect.
W Eric Whittington
This is the newest addition to the Pathfinder Role Playing Game, and an excellent addition to an already robust rule system.
M. Romanowski
One thing that really stuck out to me as a GM.

Most Helpful Customer Reviews

34 of 35 people found the following review helpful By Family Man on September 18, 2011
Format: Hardcover Verified Purchase
or APG 3?

The Short:

If you love unarmed combat, dream of racing chariots and fighting in gladiatorial games, wish to sail the seas, love Oriental Adventures, need more spell options, or want to break out of the base class mold; this is the book for you.

If you think your party's human shields ought to wield an actual weapon in the classic D&D environment, prepare for disappointment.

The Long:

To say there is a lot of "love" for the monk in this book is an understatement, it's a full blown obsession. More than 1/4 of the feats are related to unarmed combat (66 Unarmed Strike prereq feats, 10 Imp Grapple, 5 Imp Trip prereqs) and 21 new monk weapons make their debut (out of 40). However, if you are playing a weapon wielding fighter type (paladin, ranger, barbarian, etc.), there is not much love here and the class in most need of Ultimate Combat "love", the base fighter, gets a severe case of frostbite. Other classes not typically consider fighter types (alchemist, magus, wizard, cleric, rogue, druid, etc.) get equal or greater attention (new archetypes for every base class, numerous new feature specific feats, 29 pages of new Spells). It's seems the Ultimate Magic spillover landed here and all the truly martial classes paid for it.

My biggest complaint about the feats, besides too many are tailored towards monks, is expense. Only 12 feats need no prereq (4 require Teamwork). Most feats require 2 or more prereqs and its not uncommon for a "base" feat to have 5 prereqs (stats, class features, skills, race, race feature, and/or a BAB). Too many require specific class features like arcane spell casting, channeling, poison use, bardic performance, hex, wild shape, etc. encouraging multi-classing.
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27 of 29 people found the following review helpful By MICHAEL BEAVERS on August 13, 2011
Format: Hardcover
Ultimate Combat is the latest Pathfinder book from Paizo. It retails for $39.99. It's 253 pages, hardbound and is six chapters in length.

The first chapter introduces a new base class the gunslinger and two alternate classes, the Samurai and the Ninja. The Samurai is based on the fighter class while the ninja is Rogue based. Paizo determined that these were more than a archetype but less than a new base class so created the alternate class. I like this myself.
The Gunslinger introduces firearms and a class to use them in the Pathfinder Universe. While I am not excited about introducing gunpowder to my setting I can understand those who do. There is also additional information about firearms later in the book.

The first chapter introduces additional Archetypes for the classes. Archetypes are changes to basic classes which change out some abilities for other abilities, which again I consider better than creating a myriad of new classes.

Chapter two is about feats. There are nine pages of short description of feats, some 250 plus feats in all. It will take some time to figure out how good or bad they will be. The full description of the feats is about 40 pages of the book.

Chapter three introduces Eastern armor, fire arms, Gladiator weapons, primitive armor and equipment, duels, performance combat and siege engines. The eastern armor and the piecemeal section is to enhance the information used in the Jade Regent adventure path also just released. The performance combat is a special section so you have the ability to win over a crowd as well as beating your opponent. This looks intriguing to me and I will check it out a bit later.

Chapter four is about vehicles, land water and air.
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22 of 23 people found the following review helpful By Jakub Jaraczewski on August 10, 2011
Format: Hardcover
I'll write a long review once I have more free time, but here it goes:

1) I like the new classes. I'm a big fan of steampunk and I'm ambivalent to the whole "you got your Asia in my fantasy" issue, so I'm pretty happy with what I get. I've already got a new player thanks to Paizo introducing the Gunslinger, so I'm happy here.

2) New archetypes are always nice. In particular, Monks get a lot of love here. Nothing like more variety to spice up my games.

3) There are some 300 feats spanning 50 pages here, so I'm submerged by this chapter. Still, the Monk Style feats are great (did I already tell you that this book loves Monks?) and several others (Pin Down, Hammer the Gap) stand out as well. Obviously there will be a couple of "meh" feats here, but that's always the case in such books.

4) Performance Combat rules are great, duels, vehicle/siege rules are welcome for the occasional use they have, new weapons (including firearms) are here of course.

5) I'm Not A Fan of variant rules (grumble!) so I likely won't address this chapter, apart from suggestion that such stuff should go into some Unearthed Arcana optional rules book. Shoo!

6) Spells... right, that was to be expected. There's a bit too many of them, but hey, magic sells.

Overall, this book improves over Ultimate Magic in variety (every class has something for them here) and quality (noticeably fewer editing errors, guess that UM was some kind of critical fumble). However, it's behind APG in the sheer scope and still has a large chunk of optional rules I'm not a fan of, so it's 4,5 stars from me here.
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