Pathfinder Roleplaying Game: Ultimate Combat is a 256-page 2011 supplement for the first edition of the Pathfinder RPG, heavily focusing on expanding martial classes, feats, and tactical combat options. The guide introduces the Gunslinger, Ninja, and Samurai classes alongside over 60 new archetypes and detailed rules for vehicle and performance-based combat. For a preview, you can view the document on the Internet Archive PathfinderWiki Ultimate Combat - PathfinderWiki
Vehicle Combat: A complete system for handling battles involving chariots, wagons, ships, and airships, including rules for ramming and boarding.
Firearms and Technology
The book codified the "Emerging Guns" setting. It introduced three eras of technology:
- New Base Class: Gunslinger (deeds, grit pool, firearm proficiency).
- Archetypes for all core/base classes (e.g.):
- Chapter 1: Combat Mechanics
Improved Combat Rules: One of the main goals of "Ultimate Combat" is to clarify and enhance the combat mechanics. It offers rules for advanced combat maneuvers, teamwork in combat, and dealing with complex combat situations. This includes clearer guidelines for initiative, attacks of opportunity, and other core combat mechanics.
5. Spells & Magic
The Samurai
- Role: An alternate take on the Cavalier class from the Advanced Player's Guide. While the Cavalier is rooted in Western chivalry, the Samurai is rooted in Eastern honor and duty.
- Mechanics: The Samurai relies on "Orders" (codes of conduct) and "Challenges" (bonus damage against specific foes). Unlike the Cavalier, the Samurai gains "Weapon Expertise," allowing them to draw weapons quickly and gain bonuses with specific martial weapons (like the Katana), and receives a mount or a bond to a master.
- Impact: It provided a structured way to play "Asian Fantasy" archetypes without requiring a homebrew adaptation of the Fighter or Paladin.
- Chapter 1: Combat Mechanics