Pathfinder Roleplaying Game: Ultimate Combat

Pathfinder Roleplaying Game: Ultimate Combat

Jason Bulmahn

Language: English

Pages: 256

ISBN: 1601253591

Format: PDF / Kindle (mobi) / ePub


  • Seize the initiative and chop your foes to pieces with this exciting new guide to the art of martial combat in the Pathfinder Roleplaying Game, suitable for players and Game Masters alike!
  • This comprehensive hardcover reference reveals the martial secrets of the Pathfinder rules like never before! Tons of new tricks and techniques for combat-oriented character classes put a sharp edge on your weapons and a sure step in your tactics, ranging from new barbarian rage powers, new cavalier orders, tons of new rogue talents, and more than 60 new archetypes for nearly every Pathfinder character class, including spellcasters like wizards and clerics.
  • Ultimate Combat also introduces three new classes (the ninja, samurai, and gunslinger) along with tons of new armor and weapons, a complete treatment of firearms, a vast array of martial arts, finishing moves, vehicle combat, duels, and new combat-oriented spells for every spellcasting class in the game. Also, new player character options such as gladiator, armor master, big game hunter, and gunmage, plus vehicle combat rules, siege weapons, duels, Asian weapons, optional combat rules, and new combat-oriented feats.

Rise of the King (Companions Codex, Book 2; Legend of Drizzt, Book 26)

The Ghost King (Forgotten Realms: Transitions, Book 3)

Cloak of Shadows (Forgotten Realms: The Shadow of the Avatar, Book 2)

Legends & Lairs: Wildscape

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments. Advanced Firearms: Advanced firearms resolve their.

A Colossal gate. A spellcaster with the Craft Magic Arms and Armor feat can magically treat gates. Gates can be attacked and damaged, or they can become broken (as the condition) with a successful Strength check, usually as a result of ramming. When a gate gains the broken condition, it is effectively breached, and can be moved through as if it were an opening one size smaller. Walls The walls that guard castles and cities are sturdy fortifications, usually constructed in a series of 5-foot.

Vehicle are violently pushed toward the vehicle’s forward facing a number of squares equal to 1/2 the vehicle’s current speed before it came to the sudden stop. This movement does not provoke attacks of opportunity. At the end of this movement, creatures and objects take 1d6 points of damage, and creatures must succeed at a DC 20 Ref lex saving throw or be knocked prone. If the movement pushes creatures or objects into solid objects, that creature or object takes an additional 1d6 points of.

Rowed, or Profession (sailor) or Knowledge (nature) +10 to the DC when sail is used Forward Facing ship’s forward Driving Device rudder Driving Space the two middle rear squares of the keelboat Crew 8 Decks 1 Longship Colossal water vehicle Squares 45 (15 ft. by 75 ft.); Cost 10,000 gp Defense AC 2; Hardness 5 hp 675 (337) Base Save +5 Offense Maximum Speed 120 ft. (current and muscle) or 30 ft. (muscle only); Acceleration 30 ft. (current and muscle) or 15 ft. (muscle only) CMB +8; CMD 18.

Instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round. This ability replaces the bonus feats at 6th,.

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