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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TriOmegaZero wrote:
I do wonder why you are so sure of that, and why it cannot be both.

Exactly. They'd be crazy to not use what they learn in a future edition.


Wait waht? In the previews the language made it sound like they would be doing more classes than just the 4 mentioned. This new language implies it's only these four.

Why the heck would they revamp Barb before Phy-Tor.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I am sure that the other things being done in that book will affect all other classes to varying degrees. All we really know is that they are targeting four classes for a total redesign. What else they are doing, who knows?

Dark Archive

Put 2-3 versions of Gestalt in this and I will be a very happy man.


Add me to the list of people who are looking forward to this.

But really, if anyone needs a revamp, it's the poor Fighter.

Silver Crusade

Dot for interest.


Quote:
Players will love the book's new resource pool for martial characters, allowing for exciting new tactical options,

I'm guessing this is gonna be the fighter 'fix', if they can be picked up or improved with combat feats.


Oh my... Will I finally be allowed to like the rogue and love the monk...


I've been hoping for some time that Paizo would eventually put out a book exactly like this (particularly with regards to taking a second stab at certain classes which cause headaches and/or have balance issues). It seems like weird timing to start in on it right after the Advanced Class Guide though. If it were me, I'd let those classes shake out in the wild for a bit, see how relative balance goes with them mixing in with the general public, then do this sort of thing once there's a clear consensus.

Scarab Sages

Chaotic Fighter wrote:
Oh my... Will I finally be allowed to like the rogue and love the monk...

Only in a strictly platonic sense.

I sense a strong disturbance in the force for barbarians. Any love they get is likely to be of the "bad touch" kind.


Quote:
Players will love the book's new resource pool for martial characters

i think fighters will get love, just not a rewrite.


Artanthos wrote:
Chaotic Fighter wrote:
Oh my... Will I finally be allowed to like the rogue and love the monk...

Only in a strictly platonic sense.

I sense a strong disturbance in the force for barbarians. Any love they get is likely to be of the "bad touch" kind.

It sounds like these new classes wont be MRP BS, so at least the Summoner and Barb have an insurance policy in case of emergency Paizo fail.


David Neilson wrote:
I wish Book of Nine Swords had been a paid beta, it was not similar to 4E. You can argue its maneuver system was put into 4E, but only if you squint and really work it backwards. It if anything felt more like 3.5 trying to do wuxia or something similar.

Well, in fact it was a paid alpha. They just decided, tragically, not to go with that system.

Lantern Lodge RPG Superstar 2014 Top 4

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bugleyman wrote:
TriOmegaZero wrote:
I do wonder why you are so sure of that, and why it cannot be both.
Exactly. They'd be crazy to not use what they learn in a future edition.

Maybe in the future, when and if Paizo pursues a 2nd edition of the Pathfinder RPG they'll look back on this and many other books for inspiration, but what you're seeing isn't a part of a "beta" for the future.

I'd like to think they'd look back on their whole catalog of work for any potential future version. I'm mostly attempting to stave off doomsaying that this is a precursor to an imminent PF2E.

Lantern Lodge RPG Superstar 2014 Top 4

I also imagine Jason and the rest of the design team will probably have a lot more to say about this with regards to the future in the coming months.


Here's a question. Will the new rogue and Barbarian get new Iconics?


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Robert Brookes wrote:
Maybe in the future, when and if Paizo pursues a 2nd edition of the Pathfinder RPG they'll look back on this and many other books for inspiration, but what you're seeing isn't a part of a "beta" for the future.

Do you have any empirical evidence of that, or is this a case of "I know because I know"? ^^


Gotta admit, this sounds better than the trickle of posts that came though during Paizocon. I am cautiously optimistic, and plan on keeping my subscription for this atm.

Silver Crusade

Hope there is a playtest!


I am looking forward to this book, though I am kind of surprised that the barbarian is one of the classes getting an alternate version.

Then again, there are only a few specific rage powers that made people decide that barbarians are good. Maybe this will be a revamp that will work well on its own without superstition and pounce.

Paizo Employee Lead Designer

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Hey there folks,

Couple of points to clean up the discussion and squash some speculation...

1. This book is not a second edition of Pathfinder. Nor is it intended to be a "rules light" or "essentials" version of Pathfinder.

2. This book is designed to let the design team play with the rules in a way that we have not been able to before, revisiting some old designs and tinkering with parts of the game that are otherwise considered "sacred" parts of the system.

3. There will not be a play test for this book. We have been getting years of play test feedback on many of the rules we will be examining in this book. Think of it more as an additional design step as opposed to a "start from scratch" design process.

4. There will not be new iconics for the classes. We will get some new art for them, but we will not be inventing new iconics.

5. There is a veritable mountain of other exciting things in this book that are just too "green" for me to talk about at this time. Expect to hear a lot more in the coming months.

Glad to see folks are excited about this book. We are certainly very excited to bring it to you!

Jason Bulmahn
Lead Designer


Pathfinder Lost Omens, Rulebook Subscriber

I've always enjoyed the current version of the Monk and Rogue, so I'm pretty ambivalent on that front, but that item generator is exactly what I needed to hear to get excited about this product.


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I would like to preface this with the statement that I very much love Pathfinder and respect the folks at Paizo completely, however I have stopped purchasing non-pdf Paizo products almost entirely.

It all started when the beginner box came out and I canceled my subscription not because of any doubt that it would be a wonderful product, but because I felt no need for any kind of intro set.

I never renewed simply because with the exception of the mythic rules my intrest was never peaked again...

APG: Yes!
UM: Yes!
UC: Yes!

Bestiaries/NPC codices are so-so for me as I do a lot of encounter design, AP's are a no-no as I make all of my own worlds, and Golarion specific books such as the inner sea stuff leave me unenthused.

All of this has nothing to do with the product quality, which is undeniably high, but simply is due to the fact that I do not desire any of it for my table.

But, Pathfinder Unchained, well it left me with this feeling...

Happysplosion:
TAKE MY MONEY NOW!!!!!! *ROAR*

I honestly can say I have not been this excited for an RPG release since the first time I got my hands on a copy of Vampire as it came out when I was 12.

Paizo, thank you. I will buy this and so I suspect will many others. However, beware your constant efforts have set a high bar of expectations for the quality of what I am sure many will hope will be groundbreaking material contained in this book.

Good Luck!

P.S.: Yes, I too vote for rewritten fighter.


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Jason Bulmahn wrote:

Hey there folks,

Couple of points to clean up the discussion and squash some speculation...

1. This book is not a second edition of Pathfinder. Nor is it intended to be a "rules light" or "essentials" version of Pathfinder.

2. This book is designed to let the design team play with the rules in a way that we have not been able to before, revisiting some old designs and tinkering with parts of the game that are otherwise considered "sacred" parts of the system.

3. There will not be a play test for this book. We have been getting years of play test feedback on many of the rules we will be examining in this book. Think of it more as an additional design step as opposed to a "start from scratch" design process.

4. There will not be new iconics for the classes. We will get some new art for them, but we will not be inventing new iconics.

5. There is a veritable mountain of other exciting things in this book that are just too "green" for me to talk about at this time. Expect to hear a lot more in the coming months.

Glad to see folks are excited about this book. We are certainly very excited to bring it to you!

Jason Bulmahn
Lead Designer

Is their a possibility of other classes being looked at in this book? I ask because the Fighter is in a dire state like the Rogue and Monk, yet the Barbarian was the one announced.


I'm really looking forward to seeing what is done with rogues, monks, and summoners. Barbarians will be interesting too, I'm hoping for a simpler less round to round resource management stat changing version.


Put me down for a Fighter revamp also.

Paizo Employee Design Manager

Zark wrote:
Ssalarn wrote:
Was at the banquet when they announced this, got the impression that this is going to be kind of like a "Pathfinder Essentials"; JB indicated that they were going to make the Barbarian easier to run at the table, present a nerfed and better balanced version of the Summoner, a full BAB monk, and hinted at "improving" the Rogue. Should be interesting.
Cool. What news had they on the Shaman and the Skald?

Virtually none. Jason did acknowledge that both classes existed, but made little reference to the mechanics and didn't really show any clips that displayed Shaman or Skald goodies (though he did have a solid and glorious 3 minutes where a double-page spread of Arcanist archetypes just kind of hung out on the screen).

RPG Superstar Season 9 Top 16

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I'm been very much looking forward to this. I'd love for some of the clunky 3.5e mechanics to get cleaned up. I do hope that crafting and skills get an overhaul as well.

Dark Archive

Thanks for clarifying things up, Jason!

I'm not excited about the monster book, but I think this one will be right up my alley! :)


How is this going to work with Paizo's other products, especially the APs? While some of this books material might be nice, some of it interest me, and I'll definitely be be looking through it and buying it unless it sounds more like a dud closer to the time it comes out, I also might find it irritating if I have to use multiple versions of a single class just to run an adventure or need this book to run the AP or other stuff.

Paizo has a tendency to make unusual things "optional", except if you want to use the setting or some of the adventures then they are not very optional at all without a lot of work on the part of the GM to write them out.


I'm hoping a fix for the broken Gunslinger class makes it into the book. Spells were mentioned coming out in the Advanced Class Guide, to temper them. So there is hope yet there.


Drock11 wrote:

How is this going to work with Paizo's other products, especially the APs? While some of this books material might be nice, some of it interest me, and I'll definitely be be looking through it and buying it unless it sounds more like a dud closer to the time it comes out, I also might find it irritating if I have to use multiple versions of a single class just to run an adventure or need this book to run the AP or other stuff.

Paizo has a tendency to make unusual things "optional", except if you want to use the setting or some of the adventures then they are not very optional at all without a lot of work on the part of the GM to write them out.

Very few APs ever venture out of Core in terms of NPCs, so I don't see the problem.

Shadow Lodge

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Jason Bulmahn wrote:
3. There will not be a play test for this book. We have been getting years of play test feedback on many of the rules we will be examining in this book.

So you are saying that all the play test for UM, UC, APG, ARG, ACG, etc. etc. have just been play test within the bigger play test. Dreams within a dream, oh you clever boy you.


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I'm really excited about this release!

There's been a vocal set on the boards saying that "Pathfinder RPG keeps all the problems of D&D 3.5" -- an exaggeration, yes, but still one that speaks to the fact that Pathfinder has kept features of 3rd Edition that have been seen as sources as problems for years. I myself would like to see if there are ways to simplify Pathfinder in higher-level play, or to make magic items more unique and special by not factoring them in the mathematical assumptions of the game.

At the time of the initial Pathfinder RPG release, backwards-compatibility was a necessity. Paizo needed to capture all the people who were still playing D&D 3rd Edition. Now that Paizo has established itself and is now the market leader, the design team has the freedom to introduce some options that revise the core game.

There's nothing inherently wrong with making changes to a game system -- it's how a company handles it. (First, these are not outright changes -- they're options. But of course the design team will look at the response to such changes for when the time for a new edition should come.) The question is the timing and manner of change. Either a company makes a revision for its own sake to make all the current books obsolete and make more money, or it is a response to longstanding issues that are common complaints in the community. And as someone who has frequented these boards for 2 years, I see the same issues coming up over and over again.

And this release seems to be coming at the right time for me. This is a chance to widely-acknowledged problems within the Pathfinder RPG system, while not making obsolete the investment players have already made in other books.


Drock11 wrote:
I also might find it irritating if I have to use multiple versions of a single class just to run an adventure or need this book to run the AP or other stuff.

I don't see that being a big problem -- how is that much different from having two characters of different classes in the same campaign?

What I would be more worried about, is changes to core parts of the game that affect adventuring and game balance. A GM would need to review the changes and weigh their impacts. I would think we'll see simplified rules for light, for certain skills, rules that address the "binary saves" phenomenon that also require the GM tweak the monsters the PCs face, limiting the number of buffs players can make and how to rebalance encounters in response, etc. (At least, these are the kinds of things I'm hoping for!)

I see this as a toolkit for people who want to tinker with the game, akin to the Dungeon Master's Guide that is planned for D&D 5th Edition.


How often has Paizo APs actually used non-core material?

Silver Crusade

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Pathfinder Adventure Path Subscriber
Insain Dragoon wrote:
How often has Paizo APs actually used non-core material?

Quite often. I think that every AP installment uses at least several monsters from beyond the first bestiary and an NPC or two with non-core classes. Standard policy is that anything that is avaialable in the official SRD is just referenced, while non-SRD material gets reprinted in full.


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Gorbacz wrote:
Insain Dragoon wrote:
How often has Paizo APs actually used non-core material?
Quite often. I think that every AP installment uses at least several monsters from beyond the first bestiary and an NPC or two with non-core classes. Standard policy is that anything that is avaialable in the official SRD is just referenced, while non-SRD material gets reprinted in full.

In that case I don't see how these alt classes will be problematic for APs if they're included.


I do believe with all certainty that the fighter should receive some love, as do many out there.
With that said, this is not just an options book as per advertised, it is a reset of the rules that are in place at this time in which many think of as problematic. These rules should not be thought of as optional like many to date. No, these rules are a fix for what democracy has clearly stated as a flawed rule set in the areas in which are being re-developed. In my mind this is a book in which the foundation of the game is gauged, and therefore a mandatory guide line for the future of our game in which we have come to respect and rely.

Scarab Sages

Insain Dragoon wrote:
How often has Paizo APs actually used non-core material?

Such as the downtime rules and army combat in WotR?

(Not counting Mythic: that is a focus point for the AP)

Grand Lodge

interesting... all the classes mocked most of all by the boards are being redone in this book.

Shadow Lodge

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As if Paizo listens to everyone and not just those who toe the company line. :)

Paizo Employee Creative Director

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Yah, we use non-core material all the time in our modules and Adventure Paths. It's more or less an absolute requirement, in fact... we're currently working on AP #17 after all, and keeping things fresh and interesting after so many campaigns demands using more than just what's in the Core Rulebook.

Just how the elements of Pathfinder Unchained get picked up and used in our adventures, though... that's something we're still figuring out. We'll see!


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Jason Bulmahn wrote:
4. There will not be new iconics for the classes. We will get some new art for them, but we will not be inventing new iconics.

WHEW!

Contributor

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Merisiel Sillvari wrote:
Jason Bulmahn wrote:
4. There will not be new iconics for the classes. We will get some new art for them, but we will not be inventing new iconics.
WHEW!

Merisiel: UNCHAINED

Sajan: UNCHAINED
Amiri: CHAined ...?
Balazar: .... chained in duck tape, then chained again.

Liberty's Edge

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Hey Jason,
can we expect to see those alternative stealth rules that showed a while back in the blog in this bad boy?

Dark Archive

I am very interested in this book. I know the Design Team will do great things in this new release.


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I would love to see a revamp of the Fighter and Sorcerer.

1)while I have no problem with the Fighter as is(except for the low skill points but that is every class with 2+int) I would still like to see what they would do with it.

2)While the Sorcerer is my favorite class I would love to see a version that focuses more on the bloodlines and has better skill points and class skill selection. I would mind less spellcasting in exchange for supernatural and spell like abilities. Maybe even a blasting ability akin to the 3.0/3.5 warlock class.


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bugleyman wrote:
Gorbacz wrote:
Well, that won't stop people, in particular the ones with a long-standing axe to grind with Paizo, to run around the Internet screaming "paid beta of PF 2.0 out next year - WotC did that to you with Bo9s and now Paizo is doing it again".
Uhm, I'd be delighted if it were that. Either way, I'll definitely be picking it up.

I can think of many people I know that would firebomb Paizo HQ if 2Ed were announced ;)

Personally I like the way this sounds. This is more preferrable to a completely different edition. That said, while I know JJ has an axe to grind with the Summoner, I really REALLY hope they keep the current "Build-An-Ediolon" aspect and balance it up a bit. I would hate to just have a boring outsider companion and honestly, I would stick with the older summoner than the new one.


Actually I would prefer if they make a summoner that's more like the Master Summoner.

These classes are "unchained" so I want to see new and innovative takes on the concepts that are actually unchained from 3.5 and 3.P

Rogue without Sneak attack
Barb without Rage
Monk without Flurry and abilities with contradictory playstyles
Summoner that specializes in summoning magic and augmenting summons

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