Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)

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Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)
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Get ready to shake up your game! Within these pages, the designers of the Pathfinder Roleplaying Game unleash their wildest ideas, and nothing is safe. From totally revised fundamentals like core classes and monster design to brand-new systems for expanding the way you play, this book offers fresh ideas while still blending with the existing system. With Pathfinder Unchained, you become the game designer!

Pathfinder Unchained is an indispensable companion to the Pathfinder Roleplaying Game: Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder Unchained includes:

  • New versions of the barbarian, monk, rogue, and summoner classes, all revised to make them more balanced and easier to play.
  • New skill options for both those who want more skills to fill out their characters' backgrounds and those seeking streamlined systems for speed and simplicity.
  • Changes to how combat works, from a revised action system to an exhaustive list of combat tricks that draw upon your character's stamina.
  • Magic items that power up with you throughout your career—and ways to maintain variety while still letting players choose the "best" magic items.
  • Simplified monster creation rules for making new creatures on the fly.
  • Exotic material components ready to supercharge your spellcasting.
  • New takes on alignment, multiclassing, iterative attacks, wounds, diseases and poisons, and item creation.
  • ... and much, much more!

ISBN-13: 978-1-60125-715-4

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Great Optional Toolkit

5/5

Having completed a couple of adventure paths as GM and gearing up for my third, I felt I had enough experience under my belt to see about implementing some of the alternative rules systems from Pathfinder Unchained. The book presents 254 pages of different or additional ways to do things in Pathfinder, and it’s certainly worth a look if you’re planning a new campaign—chances are there’s something for every GM. These aren’t little things like a new feat, but major redesigns of entire classes, monster creation, magic, and more. The only caveat is that the more you stray from the Core rules, the more unresolved issues are likely to arise, so think carefully through the implications of a change and make sure players are willing to buy in to any adjustments. Anyway, there’s a ton of material to discuss, so let’s get to it!

I’m not a big fan of the cover. The golem or animated statue or whatever it is has a crazy narrow waist that really annoys me for some reason, even though I do acknowledge the whirling chains are a nice nod to the book’s title. The introduction (2 pages long) notes that Pathfinder was released seven years earlier (at that point) and that it’s time to offer a workshop full of tools for GMs to select from to update and customise their game. It provides a brief but useful overview of the major new changes, and is worth a skim.

Chapter 1 is “Classes” (36 pages) and contains the most widely adopted changes across the Pathfinder community. The chapter presents new “Unchained” versions of the Barbarian, Monk, Rogue, and Summoner, and even PFS allows them because they are almost unanimously accepted as more playable (and better balanced) revisions. The Unchained Barbarian has simplified calculations for rage duration (though it still lasts too long, in my opinion) and makes it easier to use rage powers. The Unchained Monk has a simplified Flurry of Blows and new ki powers for versatility. The Unchained Rogue gets skill unlocks (discussed later) and important abilities like debilitating injury, weapon finesse, and (eventually) Dex to damage. The Unchained Summoner is frankly a nerf, but a much-needed one; the biggest change is to the eidolon, but it also fixes the Summoner spell list. I’m happy with all the class revisions, and I only wish Paizo got around to making Unchained versions of some of the other problematic classes out there. The chapter also contains a new method to compute BABs and saves to help multiclass characters, but it looks too complicated to me. Finally, there’s a new “staggered advancement” mechanism that sort of allows a character to partially level up as they go instead of doing it all at once when they reach a new XP threshold; I think it’s more effort than its worth.

Chapter 2 is “Skills and Options” (44 pages). It starts with an optional “Background” skills system, which essentially gives each PC a free rank each level to spend on a non-combat oriented skill like Craft, Perform, etc. I tried it once in a previous campaign but found it was rarely used to flesh out a character and was instead just dumped into learning another language or another point in a Knowledge skill. I do like the expanded skill uses for Craft, Perform, and Profession—they’re easy to integrate into a campaign because they essentially give the GM a list of uses and DCs to make those skills more valuable in ordinary gameplay (such as using Craft to determine what culture made an item, for example). Another optional change is a consolidated skill list that cuts the number of skills in a third! This is essentially what Starfinder did, and I’m not a fan at all because it makes for too much homogeneity within a group. Another proposal is “grouped skills” which makes PCs more broadly skilled but less specialised; complicated but interesting. Next, there are alternative Crafting and Profession rules. I like the changes to Crafting (simplifies and details DCs better) but it doesn’t address magical item crafting which, frankly, is the most likely to be used and abused. The changes to Profession are only for running a business. Perhaps most pertinent are the “Skill Unlocks” for Unchained Rogue (or any other PC who takes a particular feat)—these allow a character who has 5, 10, 15, and 20 ranks in a skill to gain a particular ability with that skill. These aren’t game-changers for the most part, but they do speed up their use or remove penalties, and are worth having for the most part. Last, there’s a new way to handle multiclassing; essentially, you give up feats to get the secondary powers of another class. I found it interesting but ultimately unsatisfactory.

Chapter 3 is “Gameplay” (46 pages) and is a real grab bag of options. The first involves alignment: either making it a bigger part of the game by tracking PCs’ alignment more finely and providing bonuses accordingly, or removing it altogether (which would require a *lot* of GM legwork). Some people like the revised action economy (a version of which was implemented in PF2), which changes the admittedly initially confusing dichotomy of Free/Swift/Immediate/Move/Standard/Full to just “Simple” and “Advanced”. However, I’ve also heard issues with how it handles certain classes. Another proposal is to remove iterative attacks; it looks interesting but too complicated for easy adoption. Next are “stamina points” and “combat tricks”—basically, a pool of points to use for a bonus on an attack or to do certain tricks that improve combat feats; I could certainly see using this. Also tempting is the idea of “wound thresholds”, which means there’s a degradation of fighting ability the more hit points are lost—this would create some new tactical considerations though it would also require some more GM tracking. Last are Starfinder-style disease and poison progression tracks, which make them *much* deadlier (I think they’re too hard to integrate at this stage in Pathfinder, however).

Chapter Four is “Magic” (38 pages). It starts with “Simplified Spellcasting”, in which a spellcaster only prepares spells for their three highest spell levels with all lesser spells grouped in a pool; this provides them even more flexibility, which is anathema to those (like me) unhappy with the caster/martial disparity at higher levels. Next are “Spell Alterations”, and some of these are more my jam: limited magic, wild magic, spell crits and fumbles, and material components have a cost for every spell (old school!). I know a lot of groups use the “Automatic Bonus Progression” rules, which provide a fixed bonus at each level so that the “Big Six” magic item slots can be used for more interesting and flavourful things than just stat boosting gear. Next are magical items that scale; I think one or two of these in a campaign could be really fun (and manageable), though I wouldn’t want to overdo it just because of the complications. Last up is a new way of handling magic item creation that involves the whole party overcoming challenges in order to add unique powers to items; it’s certainly flavourful and worth considering.

Chapter Five is “Monsters” (62 pages). It presents a whole new (and allegedly much faster) way of creating monsters. It’s the method adopted in Starfinder, and is based on arrays and grafts rather than building a creature from the “ground up”. I’m personally not a fan of it (I like knowing monsters follow the same “rules” as everyone else), but I do sympathise with the homebrewers out there who want a faster way to stock a dungeon with custom creations.

And that’s Pathfinder Unchained. If you’ve been playing or GMing for a while and have a good sense of the Core rules, it’s certainly worth a look.


Some of the suggested mechanics are worth the entire price

5/5

Automatic Bonus Progression is enough to justify the entire price of the book. Better versions of the Rogue and Monk, as well as fixes to the summoner and streamlining the barabarian seal the deal. There is a lot of other good stuff in here as well. Well worth it!


Upgraded Mechanics!

5/5

I love the idea of this book, I wish this happened more often. They took what they saw wrong with their game and spent proper time and effort to come up with proper solutions. It's pretty rare for a company to spend this much effort on tweaking things. The new proposed mechanics for combat and skills are unique and great ideas to help customize your groups' gaming experience.
I hope they release more books like this in the future. I've love for more variations for multiclassing, and I'm still waiting for a summoner archetype that removes the class summon monster ability and focuses more on the eidolon.
Highly recommend it, especially for anyone interested in how someone goes about making a gaming system. It provides awesome insights.


Fantastic product

5/5

It's been a while since it took me so long to digest a Pathfinder book, and boy, did Unchained ever keep me digesting. More optional rules than you can shake a stick at, to be implemented in modular or wholesale fashion, to tweak your game to your heart's content, and with top-notch art throughout, to boot. Excellent work by Paizo and one of their finest offerings in a while.

As for the negatives, the only thing I can really point out is that the writing can be somewhat scattershot and unfocused in a couple of reasonably complex sections, which would have benefited greatly from examples or bolded formulae.


Love The Options

5/5

This book is a great addition. Options are optional, and it's great that this book has so many. It really makes customizing a campaign easy. Of you'll like you never use every option, or likely even half of them in a single you play or run, but having them really gives you a great toolbox to use. Some people are finicky about house rules, so having an official batch of "house rules" to choose from is nice for people who prefer to stick to official products. No book is perfect, but being this book isn't really being forced on anyone (of course I suppose none of the supplements are), and that is a giant bag of options that you can pick and choose from to enhance the game, for those who'd like it enhanced, I give this product 5 stars, especially if I am comparing it to the usefulness of the average Pathfinder product.


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Depending on the implementation of that "fatigue pool" Fighters will either

A. Get minor buffs, as will all martials and keep the Fighter as bad as ever.
B. Actually get a lot more use out of it and this will be a good thing for Fighters.


From what I understood its basically used to buff feats that you have, and at the moment Fighters have the highest number of feats, so in a sense fighters will get the most use out of this system, but the question is how many feats does this fatigue pool effect? Will it effect Fighter only feats? I think its a decent idea, it doesn't address all the problems the fighters have but its something.

One thing I hate about this though is that you are going to have to spend a feat to gain access to this pool, martial classes don't really need another feat tax, just give this pool to all martial classes for free, since most people who pick a martial class will want to make use of it.


yesyesyesyesyesomigodsyes!


DungeonmasterCal wrote:

This is all I'm concerned about. I dont' give a fig about redesigned classes... LOL

"Delve into a new system for resolving player actions designed to speed play and dispel confusion."

This x100


Wolfgang Rolf wrote:

From what I understood its basically used to buff feats that you have, and at the moment Fighters have the highest number of feats, so in a sense fighters will get the most use out of this system, but the question is how many feats does this fatigue pool effect? Will it effect Fighter only feats? I think its a decent idea, it doesn't address all the problems the fighters have but its something.

One thing I hate about this though is that you are going to have to spend a feat to gain access to this pool, martial classes don't really need another feat tax, just give this pool to all martial classes for free, since most people who pick a martial class will want to make use of it.

well in the video, the baseline is that fighters get the feat for free and that other martials have to pay a feat for it.

Dark Archive

Wolfgang Rolf wrote:

From what I understood its basically used to buff feats that you have, and at the moment Fighters have the highest number of feats, so in a sense fighters will get the most use out of this system, but the question is how many feats does this fatigue pool effect? Will it effect Fighter only feats? I think its a decent idea, it doesn't address all the problems the fighters have but its something.

If it works similarly to the Book of Experimental Might II's options, where Fighters can 'boost' the effects of the feats they already have, in ways that non-Fighters cannot, that could be neat, as it solves the issue of a Fighters 'class abilities' being 'more feats' by making those 'more feats' worth more, and unlock other options, for the Fighter.


ikarinokami wrote:
Wolfgang Rolf wrote:

From what I understood its basically used to buff feats that you have, and at the moment Fighters have the highest number of feats, so in a sense fighters will get the most use out of this system, but the question is how many feats does this fatigue pool effect? Will it effect Fighter only feats? I think its a decent idea, it doesn't address all the problems the fighters have but its something.

One thing I hate about this though is that you are going to have to spend a feat to gain access to this pool, martial classes don't really need another feat tax, just give this pool to all martial classes for free, since most people who pick a martial class will want to make use of it.

well in the video, the baseline is that fighters get the feat for free and that other martials have to pay a feat for it.

Rewatched the video: its designed that all martials have to get the feat (though fighters, due to getting lots of feats, have an easier time getting it) -- but in home games you can simply let all fighters / all martials / all characters tap into it for free. Link to the moment.


3 people marked this as a favorite.

Can we please have an alternate version of how demoralizing someone with intimidation works? It's essentially an automatic success for anyone who invests in using it, it can be made deadly with spells like Blistering Invective, and there is essentially no defense against it, even if someone is supposedly immune to fear.


2 people marked this as a favorite.
Mimo Tomblebur wrote:
Can we please have an alternate version of how demoralizing someone with intimidation works? It's essentially an automatic success for anyone who invests in using it, it can be made deadly with spells like Blistering Invective, and there is essentially no defense against it, even if someone is supposedly immune to fear.

Let me introduce you to the wonderful world of Psychological Combat.


1 person marked this as a favorite.
Tels wrote:

Let me introduce you to the wonderful world of Psychological Combat.

Wow, that looks really interesting.


A lot of this sounds really cool. I'm still worried about the eidolon for the summoner being a mess of homogeneous options, but I'll hold off on that worry until later.


It is not like we will be forced to use these new versions of the classes Odraude:)


Dragon78 wrote:
It is not like we will be forced to use these new versions of the classes Odraude:)

The unchained summoner is already being billed as a fix. Listening to the GenCon video, they remark that the summoner is broke. So, given the option of the "broken" original class and the new fix, which one are GMs more likely to use?

Either way, it sounds like they are keeping the customization and just limiting it a bit more. Which is a fine compromise and better than just another animal companion. So we'll have to see in the final product.


Barbarian: aside for Rage Cycling, there is also the X race/type "can't be Barbarian" / can't rage.

Rogue/Ninja: will sneak attack become a combat maneuver? (with Rogue/Ninja getting a bonus to it)

Paladin of any alignments: maybe... With the Bloodrager, we kinda need a Divine Warrior with better spellcasting (if not like Bard, Inquisitor, etc, maybe similar to the Adept).

Monk/Summoner: won't comment for now.


Rogue: give it back Knowledge Nobility.

Paladin: give it Proficiency with the Deity's favored weapon (in case of Exotic Weapon).

Other: 1D12/2D6 Greathammer.

Silver Crusade

Pathfinder Adventure Path Subscriber
Guy St-Amant wrote:

Other: 1D12/2D6 Greathammer.

Lucerne hammer, Ultimate Equipment.


Or the Earth Breaker, if you don't want reach.


Sorry if this question has been asked to death already but what classes are already confirmed to be redesigned in this book?

Silver Crusade

Pathfinder Adventure Path Subscriber
Berselius wrote:
Sorry if this question has been asked to death already but what classes are already confirmed to be redesigned in this book?

Reading product description is sometimes actually useful: "completely redesigned versions of the barbarian, monk, rogue, and summoner classes"


Quote:
Reading product description is sometimes actually useful: "completely redesigned versions of the barbarian, monk, rogue, and summoner classes.

Ignoring Gorbacz's pathetic attempt at a slam, I'll refine the question. Have any other classes been confirmed to be redesigned other than the ones stated in the product description? The Fighter or Sorcerer perhaps?


Berselius wrote:
Quote:
Reading product description is sometimes actually useful: "completely redesigned versions of the barbarian, monk, rogue, and summoner classes.
Ignoring Gorbacz's pathetic attempt at a slam, I'll refine the question. Have any other classes been confirmed to be redesigned other than the ones stated in the product description? The Fighter or Sorcerer perhaps?

If there had been, Gorbacz wouldn't have made that post. As it stands, no other classes have been confirmed to be redesigned.

The fighter has been said to receive indirect changes. Not changes to the class, but changes to the core system will affect the fighter, but it will also affect everyone else, though the fighter may bet more out of said changes than other classes.


Nope those are the only ones getting redesigned. However, other things in the book will likely have serious changes on other class. Like the fatigue pool which will be based on combat feats, potentially making fighters a lot better.


From what I read here I don't think this manual will be enough to fix the huge amount of bugs that PF has, that inherited from 3.0 and 3.5.

First problem, uncontrolled bonuses. All game is based on that. Insane spells DC, insane bonus on hit and damage, on TS, and so on. So the best weapon for a barbarian is the elven blade. Really?
My wizard give a DC of 35, your bonus on TS is +10. Oh, you are a barbarian? Spell immunity.
Same for skills. You can reach insane bonuses, meaning you can never be spotted, or stuffs.

Direct dmg spells suck.

Rogue is overnerfed, paladin and inquisitors deal an insane amount of damage and got huge defenses, plus a big array of options.
The warrior got more feats and some little abilities.

Skill points? You can have 2 or 3 per level, someone else 13. Uhm... yeah.

Magic items? A joke.

I played 3.0, 3.5, and PF and I totally loved this games. D&D 4th was a big joke, they tried to bring videogamers on a table and failed hard.
But in the end, PF is not able to represent properly even a single narrative settings, with the exception of Eberron, probably.

With this old rules you can play more a Diablo campaign than a Dragonlance of Forgotten Realms.

I hope the redesign will be huge, because with Numenera and D&D next I think they have not a lot of time to waste.
No rework of paladin? :D

Actually fights in PF last 2 rounds, but take like 1.30 hours in real.

Just some random considerations. Had to house rule PF a lot more than 3.0 and 3.5. More options, more awesome stuffs, but zero balance.

Webstore Gninja Minion

AlecStorm, it has been requested that if your post is not specifically about the book Pathfinder Unchained, it needs to be in the Pathfinder RPG discussion forum. Please direct all further commentary to the appropriate subforum.


My hopes for the Summoner revamp:

1.) That Thing from Beyond is one of the base types of Outsider we can summon.
2.) That summoner becomes an INT caster, because I've never been able to understand the mechanism of the summoner being a CHA caster. There was no flavor as to its being an innate caster like a sorcerer in any way.


Other: Multi-Weapons Fighting feat "chain".


Is that the final cover? I find it strange that none of the unchained classes are on the front cover. It would have been awesome to have the barbarian, rouge, monk, and summoner on the cover.


I do not see any posts saying the cover has been updated.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I don't think we will see the final cover until January 2015 at the earliest.


If it isn't then does anyone know were the current cover art is from?


Seoni, Alain, and Seelah against a Marilith, I'm guessing it's from Wrath. Those three plus Merisiel were the iconics for that path.

Webstore Gninja Minion

Orthos wrote:
Seoni, Alain, and Seelah against a Marilith, I'm guessing it's from Wrath. Those three plus Merisiel were the iconics for that path.

Herald of the Ivory Labyrinth to be precise.


Thanks for the info Liz.


DM_aka_Dudemeister wrote:

It's the summoner I always wanted!

<3

For those of you who like the summoner as is, You already have it, I want a summoner with specific outsider types!

did you check out the Demon Summoner in Deep Magic? Replaces the Eidolon with an every increasing pool of demons you can call up. Start with a pack of lemures at 1st level all the way up to pitting your will against a Balor to force it to do your idding at 20th


Needed (besides the fixes to rogue): Paladins of freedom and anti-paladins of tyranny. Come on, Chaotic Good is the most fun alignment to play, and Lawful Evil makes the most compelling villains.

If the decide to make Pally and Ranger full CL like they did bloodrager, that would be good too.


3 people marked this as a favorite.

A) For the love of all that's holy let's please not start an alignment debate here. Suffice to say many people will disagree with you on both those affirmations. Myself among them.

B) This is not the thread for "this book needs X", and the mods have begun deleting posts that do so to keep the discussion straight. That goes in this thread.


Orthos: I wasn't trying to start an alignment debate. I saw mention of discarding old assumptions and conventions and the possibility of chaotic good paladins or lawful evil anti-paladins is certainly one of those areas for Paizo. The product title mentions "fresh optional takes" after all.

On another page mods said: "Talking about what you want to see in the book is fine, but talking about other people's opinions of what they want to see in the book" (was bad)
I was doing the former.

I'm interested in the possibilities for this book, not shooting down anyone else's ideas.

I'm looking forward to a book that does at least some of what the description promises.


2 people marked this as a favorite.
Quote:
I wasn't trying to start an alignment debate.

While you might not have meant to start one, there's no quicker way to do so than saying "X alignment is better/worse than others". Just FYI.

Silver Crusade

Kudaku wrote:

Know Direction recorded the Pathfinder RPG Rules Q&A, which contains some really interesting spoilers about what's (probably) in the upcoming Pathfinder Unchained - the video can be found here.

While the whole Q&A is very interesting and well worth a listen, the Unchained stuff starts here, and is also mentioned in the Question Round towards the end of the clip.

Man, I run my own YouTube channel and even after all that hearing my own voice in a recording is still weird. XD

For everyone who was wondering about how the new classes will affect PFS upthread, I got that question in at the seminar, here. For those who don't want to load up YouTube, the answer on sanctioning the new classes is "we don't know," but there's a good chance they might make it in, with commentary that if they get the summoner right they might make people change, but he seemed to treat that last bit as a joke. :p


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I really hope that the new magic item creation system is simple, yet flexible - something along the lines of a rune-based enhancement system like those found in Dragon Age and Shadows of Mordor video games.

I really want a way to incorporate flavorful magic items with history and an ability to be improved by the PCs and get away from the "magic-mart" requirement/desire to replace Item X with new/different Item Y.


Something I'd very much like to see in the book is a re-examination of the interaction between spellcasting and sneak attacks. Right now you get 1 set of sneak dice from scorching ray due to a holdover from 3.5 based upon a ruling for Manyshot, even though Manyshot is a single attack roll and Scorching Ray requires each ray to make it's own attack.

It's understandable that this ruling would carry over and be made in this way, but adding the option of making the Arcane Trickster a lot blastier than it currently is would be a nice shot in the arm for the prestige class. Perhaps rather than having all the rays use the primary attack bonus they could use iterative attacks when targeting more than one enemy? Although that might cause issues for straight arcane casters.

Allowing sneak dice on all the missiles from a Surprise Spells magic missiles would be pretty sweet too and make that an impressive capstone.


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So, from the description, it seems like this is going to be Pathfinder's version of 3.5's Unearthed Arcana.

And that sounds just fine.

Liberty's Edge

any rules like vitality in d20 Modern?

Mike

Webstore Gninja Minion

Cover image updated!

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

Un-spiked chained, eh?

Webstore Gninja Minion

9 people marked this as a favorite.
TriOmegaZero wrote:
Un-spiked chained, eh?

If it was spiked, people would have said it was overpowered and feat-taxed...then asked if it was PFS-legal... :D

Shadow Lodge

Oh, we're gonna do that anyway.

Webstore Gninja Minion

TOZ wrote:
Oh, we're gonna do that anyway.

I know it. :D


Qstor wrote:

any rules like vitality in d20 Modern?

Mike

See Ultimate Combat.

Contributor

Liz Courts wrote:
Cover image updated!

There are a lot of excellent, little details in that cover. From the "golem" becoming "unchained" to the cover iconics being the four classes that are also becoming "unchained" in this book. I think Wayne Reynolds deserves a slow clap for how amazingly punny and meta this cover is!

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