Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)

4.60/5 (based on 16 ratings)
Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)
Show Description For:
Non-Mint

Add Hardcover $39.99 $19.99

Add PDF $19.99

Add Non-Mint $39.99 $29.99

Facebook Twitter Email

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

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

Product Availability

Hardcover:

Available now

Ships from our warehouse in 11 to 20 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Available now

Ships from our warehouse in 11 to 20 business days.

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO1131


See Also:

1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

4.60/5 (based on 16 ratings)

Sign in to create or edit a product review.

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.


1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>
2,301 to 2,350 of 2,417 << first < prev | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | next > last >>

The progress with the old system was DC x Die result in cp per day. So DC 25 times Take 10 result of 25 is 625 cp per day or 6.25 gp per day. If you could take 20 for result of 35, then 35 x 25 or 875 cp or 8.75 gp per day.

In the new system, swords are Normal complexity (DC 15) with a flat rate of 2 gp per day. With the Take 10 result of 25, you beat the DC by 10, so triple the progress to 6 gp per day. If you could take 20, for 35, beating the DC by 20, so 5 times the progress at 10 gp per day.

But, that's with regular steel. Adamantine weapons increase the complexity by 2 steps to Intricate, so DC 25 and flat 8 gp per day. Taking 10 would meet the DC 25 on the spot for 8 gp per day, but take 20 would triple it to 24 gp per day.

So, the new process is a bit faster for simple expensive items like Adamantine swords, but is a lot faster for complex items regardless of cost, like clocks and guns.

(then add special raw materials but that's another layer of math)


Which makes little sense also. This is harder to make so I can make it faster? Not to mention it's completely unrealistic. No blacksmith took months to make 1 sword.


You can't Take 20 on Craft checks.

One of my players, for RP purposes, wanted to have his Fighter craft his own Adamantine Greatsword. Problem was it would have taken his character out of adventuring for over a year, I believe we calculated as close to 2 years before finishing. That was not cool.

This alternative system didn't change it much at all.


Barachiel Shina wrote:
You can't Take 20 on Craft checks.

Not normally, no. But if PCs look hard enough, they will find a way.

While I agreed with Myrryr that no blacksmith took a month to make a sword, assuming he was starting with a block of metal in roughly the same shape and size as the sword, neither version of the craft rules assume that is where you are starting. The process starts with either 1/3 of the final value (old version) or 1/4 (new version).

Looking at a real world wiki - http://en.wikipedia.org/wiki/Japanese_swordsmithing - and, yes real world doesn't always line up with RPG, but starting with iron ore and charcoal, it takes weeks with the use of assistants.

Assuming a masterwork katana (final price 350 gp) which would normally be Complex (DC 20), but masterwork makes it Intricate (DC 25), that would be 8 gp per day assuming you just made the check exactly at the DC, so 43.75 days (measured at 8 hours per day). If you have enough assistants and other modifiers to get a result of 30, then it would be 16 gp / day or 21.875 days (or 525 hours).

While an adamantine katana would be 3,050, it would also be far more difficult to forge (i.e. Very Intricate, DC 30), but the progression per day would be the same if you get the same result of 30 (i.e. 16 gp / day so about 190 days assuming you don't manage to get a result of 35 or more).

As I mentioned before, when you factor in the special materials, that is where the crafting math shifts. An adamantine katana must start with 762 gp worth of raw materials (1/4 of 3,050 gp). But lets say you you decide on getting some "Easily Worked Adamantine" from the special materials.

1 lb of easily worked adamantine costs 600 gp out of pocket, but counts as 300 gp for the purposes of meeting the 762 gp initial material cost. NOTE: no where does it say that you have to meet the weight of the item you are making, only the initial material cost.

So you spend 1,524 gp to start with easily worked adamantine (i.e. one half the construction cost) and your progress per day is doubled, thus, instead of the 190 days, it would be 95 days.

(Side Note, I honestly don't know why they didn't just assign cost multipliers to these material qualities. It would have saved space)


tzizimine wrote:
stuff...

Japanese swordsmiths took so long historically speaking because they had to spend far more time working the metal to purify and strengthen it. Japanese iron is low-quality stuff with lots of impurities.

A skilled smith with a moderate setup (tools, a forge, a friend to work the bellows) and a purchased steel billet would not take that additional time to work on the sword. Realistically, a smith dedicated to the creation of a non-masterwork sword could crank one out in a week. Masterwork swords are a little more complicated in that it really depends on how much of a perfectionist and how much detail the artist is putting into the thing (especially since the rules generalize the quality by an arbitrary gp value).

But it's a game mechanic, not intended to simulate real life to the letter so all is moot.

EDIT: And I imagine adamantine is extremely hard to work with in the first place, even the "easily worked" kind. ;D


Exactly. I also have to believe that modern day sword smiths in the real word have learned to correct mistakes or take advantage of techniques that were unknown to medieval smiths. To compare what a smith from today can accomplish to one from the 1500's takes as much adjustment as comparing a modern day smith from our world to a smith from a fantasy world.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Some time ago, somebody wrote a monograph called "Making Craft Work". He pointed out some of the silly things that can happen with the Core crafting rules - like it taking ten times as long to craft a gold ball as it does to craft a silver ball of the same size, because gold is worth ten times as much as silver. I was hoping these new "unchained" crafting rules would address those problems, but they don't. :-(

BTW, that monograph is available here as a pdf download. I don't remember what it costs, but it can't be much, as the thing is only a few pages long.


I have a question about the Variant Multi-Classing (VMC).

The Cleric version "... gains the cleric's spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists."

Does "appropriate spells" mean having cure spells on their class lists (e.g., Druid, Shaman, Witch, Warpriest, Paladin, Ranger), or does it mean spell levels (i.e., swap out a L 1 prepared spell for a Cure Light Wounds, a L 2 spell for Cure Moderate Wounds, etc.)? If the latter is what is intended, then a Wizard, Magus, and possibly Arcanist could also use this class feature.

Silver Crusade Contributor

"On their spell list" refers to whether they could prepare that spell under normal circumstances - e.g., the first list. It would also apply to a member of another prepared class who added it to her class list, such as with the samsaran's Mystic Past Life alternate racial trait.

Does that make sense? :)


Yes, thank you. I just wanted to be sure that I was not over-thinking the interpretation. :)


Next question, this time about an unchained Summoner evolution: why is the Mount evolution (1 point; already limited to quadruped and serpentine forms) also limited to just the daemon, demon, devil, elemental, and protean sub-types?

In other words, why are agathion, azata, and psychopomp sub-types not allowed to use the Mount evolution? All three have quadruped and/or serpentine as a base form option. Agathions in particular would be suitable for the Mount evolution, as they take on aspects of a single animal or creature.

(Full discolosure: yes, I want my Summoner eventually to ride her tiger-shaped agathion eidolon, using the Mount and Large evolutions. If it's legal, that is ...)

Silver Crusade Contributor

I'm mystified by the Mount restrictions too. :)

But then, I always wondered why it was necessary in the first place...


Also ... I have a question about the unchained Rogue's Finesse Training class feature ("... any one type of weapon that can be used with Weapon Finesse"). Does this include the elven curve blade and Aldori duelling sword (assuming that one has the appropriate feat)?

Silver Crusade Contributor

Bellona wrote:
Also ... I have a question about the unchained Rogue's Finesse Training class feature ("... any one type of weapon that can be used with Weapon Finesse"). Does this include the elven curve blade and Aldori duelling sword (assuming that one has the appropriate feat)?

Definitely. :)


1 person marked this as a favorite.
Barachiel Shina wrote:
I don't understand how the alternate Craft skill rules help make item creation process any faster.

If, when he takes 10, he gets a result of 30 (a margin of 5) he doubles his rate of crafting. And so on.

I think the intent was to simplify more than to increase the efficiency, and that it does (to my eye). It also greatly increases the rate at which you make simple alchemical items and poisons - low DC and high base rate makes for a happy alchemist.

Now, the really interesting part comes with the 20 ranks skill unlock for Craft. This lets you make magic items using the regular Craft skills. This is cheaper than normal (1/4 instead of 1/2 cost), but as your example shows, it takes a LOT of time. Or it is just a typo, and the reference to "using the normal Craft rules" really means "using the normal rules for crafting magical items".

Edit: Missted that there was another page in the thread. Talk about being ninja'd. Doh!


1 person marked this as a favorite.

I'm not concerned about the real time it took to make swords. This is a fantasy game. Magic, or magical/otherworldly materials are being used. Processes are most likely much faster. I mean, it took decades to build a castle, but in fantasy TTRPGs like D&D or Pathfinder, it takes probably 1/20th of that time (longer if you're going for massively fantastic strongholds/dungeons).

PCs, being above much higher than the average person, shouldn't have to spend years making 1 item anyway, also. I was hoping for a Craft system that drastically lowered the time it took to craft expensive items, but clearly this is a big failure on that.

It even states in the passage in the book on the uselessness of the Craft skill because of the time it took and that this alternative was supposed to be faster. And it's not.


Pathfinder Adventure Path Subscriber

Debilitating Injury can be ridiculously powerful.
Especially Hampered.
Combined with two feats and a special weapon i´ll most definately make a small character go into a certain prestige class. So looking forward to level 10 there and the faces :D

BTW: What happens when a rogue hits someone who is already hampered with an AoO that would apply sneak attack?
Would the 1 round than be reset to that point of time, effectively not the rogues turn, but the foes turn?


Hitting stores tomorrow!
Finally have my grubby hands on my reserved copy!


tzizimine wrote:

The progress with the old system was DC x Die result in cp per day. So DC 25 times Take 10 result of 25 is 625 cp per day or 6.25 gp per day. If you could take 20 for result of 35, then 35 x 25 or 875 cp or 8.75 gp per day.

In the new system, swords are Normal complexity (DC 15) with a flat rate of 2 gp per day. With the Take 10 result of 25, you beat the DC by 10, so triple the progress to 6 gp per day. If you could take 20, for 35, beating the DC by 20, so 5 times the progress at 10 gp per day.

But, that's with regular steel. Adamantine weapons increase the complexity by 2 steps to Intricate, so DC 25 and flat 8 gp per day. Taking 10 would meet the DC 25 on the spot for 8 gp per day, but take 20 would triple it to 24 gp per day.

So, the new process is a bit faster for simple expensive items like Adamantine swords, but is a lot faster for complex items regardless of cost, like clocks and guns.

(then add special raw materials but that's another layer of math)

These are good points.. it is also worth noting that you can have assistants helping you. If 3 of them succeed on "Aid Another" to help, that's a +6 to your check, which means a doubling of the progress rate.

Also, as mentioned, the new system makes crafting a Masterwork Weapon a single process. In the old system, you had to craft the base item first, then work through another crafting process for it to be Masterwork (even though it was flavored as part of the same creation, so you could not add Masterwork to an existing item... hence the Masterwork Transformation spell).


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Urath DM wrote:
Also, as mentioned, the new system makes crafting a Masterwork Weapon a single process. In the old system, you had to craft the base item first, then work through another crafting process for it to be Masterwork (even though it was flavored as part of the same creation, so you could not add Masterwork to an existing item... hence the Masterwork Transformation spell).

In the guild system that developed in the Middle Ages in Europe a "masterwork" was the thing a Journeyman crafted and presented to his guild's masters as a requirement — if they approved — for elevation to "master" rank.

Personally, I much prefer the weaponcrafting and armorcrafting rules from HarnMaster, but I'm not sure how one would adapt them to Pathfinder since the fundamental assumptions are different.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Foghammer wrote:
tzizimine wrote:
stuff...

Japanese swordsmiths took so long historically speaking because they had to spend far more time working the metal to purify and strengthen it. Japanese iron is low-quality stuff with lots of impurities.

Adamantine has the opposite problem, it's so strong, that's just as hard to work with as Japanese iron.


Myrryr wrote:

Oh. You also realize you made it so there's no actual way to fix conditions from disease/poison beyond bed rest? Besides the 25k gold miracle/wish which is a bit overkill imo. They're scary enough without needing to say 'ok you failed a single save against a poison, you can adventure in 2 days or cough up a lvl 17 caster and 25k gold'.

I think making it so lesser restoration can move you up one step on the disease/poison condition track (but not from death obviously), and not curing something like say, the blinding sickness' blinding, would be quite useful. Make it so restoration and greater restoration bring you back to fully healthy (not rezzing you).
Any disease/poison that originally caused ability drain would need restoration for 1 step up the condition track, or greater restoration for going straight back to healthy.

However, still needs Remove disease/poison to cure the cause, those just treat the symptoms. Additionally, you'd need to cure any body before you could rez it also.

Hey Mark, not to poke, but uh... gonna poke at you again with this. Is it really intended for disease/poison conditions to only be curable with time/miracle/wish? Or does the above sound reasonable?

Designer

Myrryr wrote:
Myrryr wrote:

Oh. You also realize you made it so there's no actual way to fix conditions from disease/poison beyond bed rest? Besides the 25k gold miracle/wish which is a bit overkill imo. They're scary enough without needing to say 'ok you failed a single save against a poison, you can adventure in 2 days or cough up a lvl 17 caster and 25k gold'.

I think making it so lesser restoration can move you up one step on the disease/poison condition track (but not from death obviously), and not curing something like say, the blinding sickness' blinding, would be quite useful. Make it so restoration and greater restoration bring you back to fully healthy (not rezzing you).
Any disease/poison that originally caused ability drain would need restoration for 1 step up the condition track, or greater restoration for going straight back to healthy.

However, still needs Remove disease/poison to cure the cause, those just treat the symptoms. Additionally, you'd need to cure any body before you could rez it also.

Hey Mark, not to poke, but uh... gonna poke at you again with this. Is it really intended for disease/poison conditions to only be curable with time/miracle/wish? Or does the above sound reasonable?

It's only end states (usually death) that require stronger magics to reverse.


Will you guys be making new character sheets for these new skill options?

Contributor

I could use some insight on the skill groups section.

In the section, it basically says that you have a number of skill ranks in every skill that is in one of your skill groups that you have not chosen with a skill specialization equal to half of your character level. Profession, Craft, and all Knowledges are part of the Scholarly group. Am I reading it right that if I pick scholarly as a skill group, I effectively get that 1/2 my character level as a bonus in every Profession, Craft, and Knowledge skill?


The bookmarks in my PDF are messed up a bit. For several days I completely overlooked the Stamina/Combat Tricks section because it was nested inside Removing Iterative Attacks as a sub-section. (I navigated via bookmarks, but didn't look at the mostly deeply nested ones.)


Mark Seifter wrote:
Myrryr wrote:
Myrryr wrote:

Oh. You also realize you made it so there's no actual way to fix conditions from disease/poison beyond bed rest? Besides the 25k gold miracle/wish which is a bit overkill imo. They're scary enough without needing to say 'ok you failed a single save against a poison, you can adventure in 2 days or cough up a lvl 17 caster and 25k gold'.

I think making it so lesser restoration can move you up one step on the disease/poison condition track (but not from death obviously), and not curing something like say, the blinding sickness' blinding, would be quite useful. Make it so restoration and greater restoration bring you back to fully healthy (not rezzing you).
Any disease/poison that originally caused ability drain would need restoration for 1 step up the condition track, or greater restoration for going straight back to healthy.

However, still needs Remove disease/poison to cure the cause, those just treat the symptoms. Additionally, you'd need to cure any body before you could rez it also.

Hey Mark, not to poke, but uh... gonna poke at you again with this. Is it really intended for disease/poison conditions to only be curable with time/miracle/wish? Or does the above sound reasonable?
It's only end states (usually death) that require stronger magics to reverse.

That's good to hear, but rules as written in the book itself, I don't see any actual method of curing the effects of the disease/poison beyond bed rest for 1 step up per day, 2 with a competent heal check.

Could this be FAQ'd in? A magical method of moving up the condition track I mean.


My apologies if this was already brought up, or this isn't the place to bring this up, but on page 25 of Unchained, it reads, "When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned." However, in the FAQ (http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9oh2), in a response posted September 2011, it says to "change 'unchanged from the last time it was summoned' to 'unchanged from the last time it was dismissed or banished'.

I assume that this holds true for the Unchained version as it did for the APG summoned, but it should be changed for clarification.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Seems to me that this rule means that an eidolon, in his own place, has no means of healing, and no natural healing. That doesn't make sense to me.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ed Reppert wrote:
Seems to me that this rule means that an eidolon, in his own place, has no means of healing, and no natural healing. That doesn't make sense to me.

That's been the rule since day of the APG Summoner. That's why you have the Restore Eidolon family of spells. Although Infernal Healing and Cure Wounds spells will work as well.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Nothing you've said changes my opinion.


The summoner and the Unchained summoner are two different classes, it is not obvious that the FAQ for the first apply to the second (unless that was already clarified)


Just a quick question: The title of the book includes (OGL). Is that just to denote that it includes some OGL content from other sources? Or does that signify that it contains new OGL content? If it is the latter, will it get added to the Paizo SRD (or any other OGL content site)?

Mostly interested in the nitty-gritty of the skills and crafting rules.

Thanks.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Zitchas wrote:

Just a quick question: The title of the book includes (OGL). Is that just to denote that it includes some OGL content from other sources? Or does that signify that it contains new OGL content? If it is the latter, will it get added to the Paizo SRD (or any other OGL content site)?

Mostly interested in the nitty-gritty of the skills and crafting rules.

Thanks.

It means that it conforms to the OGL license from Wizards Of The Coast, which is necessary if you use OGL content from WOTC.


Nicos wrote:
The summoner and the Unchained summoner are two different classes, it is not obvious that the FAQ for the first apply to the second (unless that was already clarified)

It really needs to apply because the original wording has serious problems.

From one end of the spectrum: Your high-level eidolon is rendered unconscious? Un-summon it and summon it again. Voilà! Full hit points!

From the other end of the spectrum: The only exception is if the eidolon is slain, "it returns with half its normal hit points" (Unchained pg 26; same as in the APG). As written, this means that the first time your eidolon is reduced to negative HP equal to its Constitution, the next time you summon it, it has half its normal HP. The kicker is that the next time you summon your eidolon after that, it also has half its normal HP, because that's how many it had "the last time you summoned it". RAW, one death means it's always summoned with half hit points.

I think these two reasons easily justify the FAQ, now as they did originally, and I can't imagine any GM not applying the FAQ to the Unchained summoned.

Silver Crusade

1 person marked this as a favorite.

Don't know if this is the place to drop it, but I've been a bit annoyed that the Stamina (Combat Tactics) section in Ch. 3 isn't bookmarked in the PDF table of contents. Took me a while to find it at first and makes it more difficult to reference.


I really like unchained so far, but the things i will incorporate into my current campagin is just the Background skillsystem.

Otherwise i like the new rogue and monk, skill unlocks and the variant multiclassing even tho i am not sure if i can make it work with half my feats.


Joe M. wrote:

Don't know if this is the place to drop it, but I've been a bit annoyed that the Stamina (Combat Tactics) section in Ch. 3 isn't bookmarked in the PDF table of contents. Took me a while to find it at first and makes it more difficult to reference.

That's what I was referring to 10 posts earlier. I hope that they fix it soon!


And what's the word on Variant Multi-Classing rules for the Advanced Class Guide classes? Will they be published or not?

Ditto for classes from the upcoming Occult Adventures.

Silver Crusade Contributor

Bellona wrote:

And what's the word on Variant Multi-Classing rules for the Advanced Class Guide classes? Will they be published or not?

Ditto for classes from the upcoming Occult Adventures.

They've said that there are no plans to create VMC options for the hybrid classes. They've been more coy about future classes, though... ^_^


Something I just noted; the unchained monk does not have the old monk's prohibition against combining natural attacks and unarmed attacks. Does this mean that an unchained monk who has transformed into a feline with beast shape (such as with a potion) gets pounce with full attack + flurry of blows, and then can use all his natural attacks as secondary attacks?

Suddenly a converted Nimble Guardian seems like a really good idea!

Is this something that needs errata?

Designer

Starfox wrote:

Something I just noted; the unchained monk does not have the old monk's prohibition against combining natural attacks and unarmed attacks. Does this mean that an unchained monk who has transformed into a feline with beast shape (such as with a potion) gets pounce with full attack + flurry of blows, and then can use all his natural attacks as secondary attacks?

Suddenly a converted Nimble Guardian seems like a good idea!

Is this something that needs errata?

This has been hashed out several times in different places. You can make attacks with other weapons (such as natural weapons) if you like, but they will never give you additional attacks.


Mark Seifter wrote:
This has been hashed out several times in different places...

Has it been discussed for the unchained monk? I don't recall seeing it in this thread. New playing field, new rules, new errata might be needed.


Starfox wrote:
Mark Seifter wrote:
This has been hashed out several times in different places...
Has it been discussed for the unchained monk? I don't recall seeing it in this thread. New playing field, new rules, new errata might be needed.
Unchained Monk wrote:
He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

This is the clause that stops the Unchained Monk from making natural attacks in addition to the flurry. It's also the same clause that stops a Monk from combining Two-weapon Fighting with Flurry of Blows.

So, basically, any additional attacks not granted from BAB, Flurry, or Haste (and similar effects) can't be taken during a flurry. This includes Two-weapon Fighting, Natural Attacks, Medusa's Wrath; basically anything that grants additional attacks that isn't included in the flurry section doesn't trigger during a flurry.


I'm not sure if this question has been answered. I was browsing through the Stamina section and I saw that the stamina power for Improved Feint doesn't actually do anything. It lets the feat-holder spend stamina to Feint as a move action, even though Improved Feint lets you do just that.

Also, the stamina power for Gang Up also does not actually do anything, based on the current FAQ about counting as your own ally.

I know, I'm probably the only player in the world who does characters that are affected by these sorts of things, but...

Does anyone know whether there been any clarification on these particular stamina powers?

-Matt


Actually, reading and re-reading the unchained flurry of blows, I think the question is answered quite clearly. "When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality." This tells me you can ONLY use unarmed strikes and monk weapons.

This is quite clear. I was wrong.


Starfox wrote:

Actually, reading and re-reading the unchained flurry of blows, I think the question is answered quite clearly. "When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality." This tells me you can ONLY use unarmed strikes and monk weapons.

This is quite clear. I was wrong.

I was assuming one would use one of the various ways to make a weapon be a 'special monk weapon' for the purpose of a flurry.


I just picked up the book today, and browsing through it at my FLGS, I discovered the Crystal Tiara. It is an awesome item, I wonder if it is too powerful, but more importantly, is one of the authors/designers a Frozen fan?


1 person marked this as a favorite.
CrimsonVixen wrote:
I just picked up the book today, and browsing through it at my FLGS, I discovered the Crystal Tiara. It is an awesome item, I wonder if it is too powerful, but more importantly, is one of the authors/designers a Frozen fan?

You might say that...


Tels wrote:
Starfox wrote:
Actually, reading and re-reading the unchained flurry of blows... I was wrong.
I was assuming one would use one of the various ways to make a weapon be a 'special monk weapon' for the purpose of a flurry.

Thinking further , if you elect not to make a flurry of blows, could you still make a full unarmed attack and then any natural attacks as secondary weapons? Still pretty impressive.

Also, a potion won't work for this, as it takes Beast Shape II to gain pounce, and potions can only be spell level 3 or lower. An infusion would do the trick. Or a wand with UMD.

2,301 to 2,350 of 2,417 << first < prev | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Pathfinder Unchained (OGL) All Messageboards

Want to post a reply? Sign in.