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

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.

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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.


Great Options for Pathfinder

5/5

I'm a huge fan of the rules options in Pathfinder Unchained. They do a great job of creating fixes to some of the potential issues with the Pathfinder system without upsetting the entire rule system.

I'm one of those weird people who loved playing my TWF core rogue through all 11 levels of PFS, but I have to admit that the unchained rogue is an improvement. I also actually prefer the unchained summoner to the base summoner; even though the new one may seem less powerful, it's more thematically appropriate. I'm considering playing a summoner for the first time.

I've been using some of the alternate rules systems in my Hell's Rebels campaign, and I like how they are working out. I'm using automatic bonus progression at least in part because I know some of my players like to ignore the Big 6, or spend all their gold on +6 stat items as soon as possible to the exclusion of other items. This way I know their AC is still going up, and they'll end up more balanced. I can now also let them craft---using the much more engaging dynamic item creation rules---without worrying too much about wealth by level.

Some of the rules I wouldn't personally implement. I feel like alignment affirmations will just lead to alignment arguments at the table, and in my experience, multiclassers don't need the boost from partial base attack bonus increases. But I am glad that these options exist for tables that want them.


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Does anyone know if that "golem" on the cover has been stat-ed up anywhere?

I have looked all through my book and it does not appear to be in there. I could probably make something based on a stone golem but if it has already been done, no need to reinvent the wheel.

Silver Crusade Contributor

2 people marked this as a favorite.

It looks kind of like a Panthereon, which would make it a clay golem. I'm not sure if that's what they were going for, though. ^_^


I have a question about the Oracle VMC.

With the Battle Mystery and the Skill at Arms Revelation a character gets Heavy Armor Proficiency.

Does that also give the lower tiers of Armor Proficiencies as well (which is assumed in a vanilla Oracle build)?

Silver Crusade Contributor

Musrum wrote:

I have a question about the Oracle VMC.

With the Battle Mystery and the Skill at Arms Revelation a character gets Heavy Armor Proficiency.

Does that also give the lower tiers of Armor Proficiencies as well (which is assumed in a vanilla Oracle build)?

By RAW, I believe the answer is a clear no, logic aside.

That said, in home games, you can work out whatever you'd like for it. ^_^

The Exchange

Question: If an Inquisitor uses VMC Cleric to get a domain, he has to choose the same domain for both classes. What is his effective level for this domain, and does he gain domain abilities earlier?

Designer

Covert Operator wrote:
Question: If an Inquisitor uses VMC Cleric to get a domain, he has to choose the same domain for both classes. What is his effective level for this domain, and does he gain domain abilities earlier?

I see no reason why you would have to choose the same domain for both classes, or why you would want to choose something you already had.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mark Seifter wrote:
Covert Operator wrote:
Question: If an Inquisitor uses VMC Cleric to get a domain, he has to choose the same domain for both classes. What is his effective level for this domain, and does he gain domain abilities earlier?
I see no reason why you would have to choose the same domain for both classes, or why you would want to choose something you already had.

Well, the rules for a standard Inquisitor require that your Inquisitor domain match one of your Cleric domains if you have levels in both Cleric and Inquisitor and that those effective Cleric levels for the common domain stack. Are you saying that this rule does not apply to an Inquisitor with VMC Cleric?

Designer

David knott 242 wrote:
Mark Seifter wrote:
Covert Operator wrote:
Question: If an Inquisitor uses VMC Cleric to get a domain, he has to choose the same domain for both classes. What is his effective level for this domain, and does he gain domain abilities earlier?
I see no reason why you would have to choose the same domain for both classes, or why you would want to choose something you already had.

Well, the rules for a standard Inquisitor require that your Inquisitor domain match one of your Cleric domains if you have levels in both Cleric and Inquisitor and that those effective Cleric levels for the common domain stack. Are you saying that this rule does not apply to an Inquisitor with VMC Cleric?

"If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor."

You don't have "cleric levels," nor can you fulfill the "one of her two domain selections" portion anyway.


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

Ah, good point. Thanks!


Kalindlara wrote:


By RAW, I believe the answer is a clear no, logic aside.

That said, in home games, you can work out whatever you'd like for it. ^_^

Thanks

Silver Crusade Contributor

You're welcome. ^_^


Kalindlara wrote:
It looks kind of like a Panthereon, which would make it a clay golem. I'm not sure if that's what they were going for, though. ^_^

I had to look that one up, interesting. Resists magical healing.. very interesting.

I would still like to know if it was meant to be anything else but if not, a Pathereon will do.

Thank you.


That specific golem looks really familiar, but I can't figure it out.

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

This thread is huge, so possibly this has already been discussed. If using the revised action economy, it seems to me that you can choose to move three times in a round (since move is a simple action). This makes run a far less enticing option. You get to move 33% more that by taking 3 move simple actions, but you also suffer all the restrictions that running has in the standard action economy (in which, however, running does double your speed).


So, is there a FAQ planned to explain which existing archetypes are compatible with the unchained classes?

If no, will there be any player companions that add archetypes or convert existing archetypes to the unchained classes (similar to occult origins, advanced class origins, etc.)?


Soup wrote:

So, is there a FAQ planned to explain which existing archetypes are compatible with the unchained classes?

If no, will there be any player companions that add archetypes or convert existing archetypes to the unchained classes (similar to occult origins, advanced class origins, etc.)?

No FAQ needed. Rogue archetypes are always valid. Monk archetypes are never valid. Barbarian archetypes are valid unless they modify rage. Summoner archetypes are valid unless they modify an Eidolon's base form, and maybe evolutions? I don't remember that one exactly.


My question about the varient multiclass rules is: Can you stop taking the secondary class abilities after a certain level, such as only gaining the first two or three abilities, or do you have to gain all five abilities?

Grand Lodge

DekoTheBarbarian wrote:
My question about the varient multiclass rules is: Can you stop taking the secondary class abilities after a certain level, such as only gaining the first two or three abilities, or do you have to gain all five abilities?

IIRC, it is all or nothing. Once you decide to use the VMC the feats are lost and you get the VMC at those levels. I'm not even sure if you can retrain them. I can't look up the reference right now so take it with a grain of salt.

SM


StarMartyr365 wrote:
DekoTheBarbarian wrote:
My question about the varient multiclass rules is: Can you stop taking the secondary class abilities after a certain level, such as only gaining the first two or three abilities, or do you have to gain all five abilities?

IIRC, it is all or nothing. Once you decide to use the VMC the feats are lost and you get the VMC at those levels. I'm not even sure if you can retrain them. I can't look up the reference right now so take it with a grain of salt.

SM

Mmkay, thank you. I was thinking it was all or nothing, but wanted to make sure.


A question on the variant multiclassing rules. What happens if your secondary class grants you the same ability as the base class? Say both classes grant evasion, would you upgrade to improved invasion upon receiving the feature from both classes as listed?

And what would happen if both your primary AND secondary class grant evasion and improved evasion?


Forgot to include this. What happens if you just want one feature from your secondary class? Do you still have to sacrifice all the feats when taking a secondary class?


Crazy thought:

Would applying archetypes to your secondary class, replacing the abilities as described in the former, be a little excessive? Obviously it wouldn't work with the ones that completely overhaul the class (Like Lore Warden or Viking) or with abilities that are heavily interwoven, but what about ones that just replace the features provided by the secondary class?


Pathfinder Starfinder Roleplaying Game Subscriber

If your secondary class grants you the same ability as the base class, it was probably a bad choice since you get redundant abilities, unless both provide limited pools or something. Evasion and evasion doesn't stack to provide improved evasion anymore than it does with normal multiclassing, being, say, a monk 2/rogue 2. Uncanny dodge would stack to become improved uncanny dodge, however, because that's explicitly listed in the ability.

You can't just pick one feature, you have to give up half your feats and get them all. No cherry-picking.

The base rules don't allow adding archetypes, though I personally am inclined to think it would generally be alright for a DM to allow it, though I suspect there may be exceptions that would be more problematic. You would, of course, have to talk with your DM about whether or not they would allow it.


@TheDisgaean

VMC involves giving up 5 Feats to gain a limited progression of a specific class feature from another Class. You don't get to "pick" what feature that is. In that sense, there is no "secondary class".. just one specific feature from another class. As such, there is no "secondary class" to apply an archetype to.

Dark Archive

Now, I would like to see an archetype for the summoner. One that has no eidolon that's like the metamorph from Amora Game's Liber Influxus Communis.


Does this manual feature side notes that tell you which Archetypes still work with the unchained versions of the Barbarian, Monk, Rogue, and Summoner classes?

Silver Crusade Contributor

Berselius wrote:
Does this manual feature side notes that tell you which Archetypes still work with the unchained versions of the Barbarian, Monk, Rogue, and Summoner classes?

More or less.

Everything should still work with barbarian, more or less. Anything that messes with the rage's ability score adjustments is out, though.

No previously published archetypes work with the Unchained Monk, by RAW - some might be easily reconfigured to do so, though. At least one has since been released, in the Dirty Tactics Toolbox.

Everything works with rogue.

Any summoner archetype that doesn't tamper with the eidolon is fine - no First Worlders, for example.


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

For Summoner archetypes -- anything that uses the standard biped/quadruped/serpentine base forms can be made to work with the Unchained Summoner. The First Worlder, for example, should work just fine if you apply that archetype's changes to the Unchained Summoner. PFS may not allow it, but the only real reason for disallowing it would be that you are treating the Unchained Summoner as an archetype in its own right with eidolon as an altered class feature.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Do we have a list of revisions to the NPC Codex barbarian, monk, and rogue pregens, which would update them to the Unchained standards? This would very much save me some time. Please, and thank you. Levels 7 and 12 are all that I need, but it sure would be nice to see all the revisions/updates made at 1, 7, and 12.


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

Don't know of anything official, or that anyone else has done. I just put this together from Hero Lab. Arjani is from the NPC Codex:

Arjana
Human barbarian 1
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, -2 untyped penalty)
hp 17 (1d12+5)
Fort +6, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee greatsword +6 (2d6+7/19-20) or
. . heavy flail +6 (1d10+7/19-20)
Ranged sling +2 (1d4+5)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +6; CMD 15
Feats Cleave, Power Attack
Skills Climb +5, Knowledge (nature) +4, Perception +5, Survival +5, Swim +5
Languages Common
SQ fast movement
Combat Gear potion of cure light wounds, potion of remove fear, alchemist's fire; Other Gear breastplate, greatsword, heavy flail, sling, sling bullets (10), 85 gp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

--------------------

Arjana Unchained
Female human barbarian (unchained) 1 (Pathfinder Unchained 8)
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, -2 untyped penalty)
hp 17 (1d12+5)
Fort +4, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee greatsword +6 (2d6+6/19-20) or
. . heavy flail +6 (1d10+6/19-20)
Ranged sling +2 (1d4+3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +6; CMD 13
Feats Cleave, Power Attack
Skills Climb +3, Knowledge (nature) +4, Perception +5, Survival +5, Swim +3
Languages Common
SQ fast movement
Combat Gear potion of cure light wounds, potion of remove fear, alchemist's fire; Other Gear breastplate, greatsword, heavy flail, sling, sling bullets (10), 84 gp, 9 sp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


1 person marked this as a favorite.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Here's another one:

Sundering Axe CR 6
XP 2,400
Female dwarf barbarian 7
NE Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 18, touch 9, flat-footed 17 (+9 armor, +1 Dex, -2 untyped penalty)
hp 93 (7d12+42)
Fort +11, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, improved uncanny dodge, trap sense +2; DR 1/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee adamantine greataxe +13/+8 (1d12+7/×3) or
. . light hammer +12/+7 (1d4+5)
Ranged throwing axe +8 (1d6+5)
Special Attacks hatred, rage (19 rounds/day), rage powers (guarded stance +2, knockback, strength surge +7)
--------------------
Tactics
--------------------
During Combat The barbarian uses her guarded stance and alternates between dealing damage and sundering weapons.
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 20, Int 10, Wis 14, Cha 6
Base Atk +7; CMB +12 (+16 sunder); CMD 21 (25 vs. bull rush, 23 vs. sunder, 25 vs. trip)
Feats Greater Sunder, Heavy Armor Proficiency, Improved Sunder, Power Attack
Skills Acrobatics +5 (+1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +10, Craft (weapons) +10, Knowledge (dungeoneering) +5, Perception +12 (+14 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Combat Gear oil of magic weapon, potion of cure light wounds, potion of shield of faith +2, acid (3); Other Gear mwk full plate, adamantine greataxe, light hammer (2), throwing axe (2), cloak of resistance +1, climber's kit, masterwork artisan's tools, 2 gp
--------------------
Special Abilities
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Guarded Stance +2 (5 rounds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Strength Surge +7 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
--------------------
A sundering axe whittles away at her enemies' abilities to attack and defend themselves.
--------------------
Additional Details
--------------------
Base Statistics When not raging, the barbarian's statistics are AC 20, touch 11, flat-footed 19; hp 79; Fort +9, Will+5; Melee mwk adamantine greataxe +11/+6 (1d12+4/×3); Ranged light hammer +8 (1d4+3) or throwing axe +8 (1d6+3); Str 16, Con 16; CMB +10 (+14 sunder); Skills Climb +8.

--------------------

Sundering Axe Unchained CR 6
XP 2,400
Female dwarf barbarian (unchained) 7 (Pathfinder Unchained 8)
NE Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 18, touch 9, flat-footed 17 (+9 armor, +1 Dex, -2 untyped penalty)
hp 93 (7d12+42)
Fort +9, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities danger sense +2, defensive training, improved uncanny dodge; DR 1/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee adamantine greataxe +13/+8 (1d12+6/×3) or
. . light hammer +12/+7 (1d4+5)
Ranged throwing axe +8 (1d6+5)
Special Attacks rage (19 rounds/day), hatred, rage powers (guarded stance +2, knockback, strength stance +2)
--------------------
Tactics
--------------------
During Combat The barbarian uses her guarded stance and alternates between dealing damage and sundering weapons.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 16, Int 10, Wis 14, Cha 6
Base Atk +7; CMB +12 (+16 sunder); CMD 19 (23 vs. bull rush, 21 vs. sunder, 23 vs. trip)
Feats Greater Sunder, Heavy Armor Proficiency, Improved Sunder, Power Attack
Skills Acrobatics +5 (+1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +8, Craft (weapons) +10, Knowledge (dungeoneering) +5, Perception +12 (+14 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Combat Gear oil of magic weapon, potion of cure light wounds, potion of shield of faith +2, acid (3); Other Gear mwk full plate, adamantine greataxe, light hammer (2), throwing axe (2), cloak of resistance +1, climber's kit, masterwork artisan's tools, 2 gp
--------------------
Special Abilities
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Guarded Stance +2 (Ex) Gain a +2 dodge bonus to AC while raging.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 19 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Strength Stance +2 (Ex) Gain a +2 bonus to CMB/CMD and +8 to some Str checks.
--------------------
A sundering axe whittles away at her enemies' abilities to attack and defend themselves.
--------------------
Additional Details
--------------------
Base Statistics When not raging, the barbarian's statistics are AC 20, touch 11, flat-footed 19; hp 79; Fort +9, Will+5; Melee mwk adamantine greataxe +11/+6 (1d12+4/×3); Ranged light hammer +8 (1d4+3) or throwing axe +8 (1d6+3); Str 16, Con 16; CMB +10 (+14 sunder); Skills Climb +8.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Pathfinder Adventure Path Subscriber

Question about some UC monk ki powers:

Ki Powers said wrote:


Ki Range (Su): A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.

Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates his feather balance ki power, he can also ignore all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids. A monk must be at least 8th level and have the feather balance ki power before selecting this ki power.

How long are those supposed to work?

Light steps at least references feather balance, what lasts for a minute.

Also, do elemental fury and elemental fist stack?


Pathfinder Adventure Path Subscriber

Another monk question:

Knockback Kick: said wrote:
The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe).

Does that mean only the base attack bonus is used? No STR/DEX bonus or any other bonus that would figure into the attack? This would make it considerably weaker than any maneuver, because it wouldn´t somehow scale at all i think.


Hayato Ken wrote:

Another monk question:

Knockback Kick: said wrote:
The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe).
Does that mean only the base attack bonus is used? No STR/DEX bonus or any other bonus that would figure into the attack? This would make it considerably weaker than any maneuver, because it wouldn´t somehow scale at all i think.

Common sense would tell you it would be like any other combat maneuver, IE you use your Strength (Or Dexterity if you have Agile Maneuvers), plus the BAB of whatever attack in your progression you're using.


Pathfinder Adventure Path Subscriber

I don´t know. There are 2 such maneuvers that would not get any boni RAW besides the BAB, what seems very off to me.

Perhaps that is a case for errata?

Attack bonus instead of base attack bonus makes a lot more sense to me, but applying maneuver boni would even make more sense. In this case, bull rush.
BAB isn´t competitive at all alone somehow and even with an abiliy mod on it it´s difficult.
Seems like a mistake to me.


The way I read it is: If you attacked with the second iterative (so at BAB-5), you use that exact BAB(-5) for the Combat maneuver check (along with the usual modifiers).

So if your normal CMB for bull-rushing would be +23, and you used your second iterative for the knockback kick, you'd make the check with +18.


Pathfinder Adventure Path Subscriber

Found it out.
The same bonus is used as for the attack, so the iterative thing is right. It isn´t a bull rush maneuver though, so it doesn´t get those boni for bullrush.


I really hope that the next FAQ will answer the question of what's going on with the Improved Feint combat trick.

As it stands, that combat trick is only usable by a character who normally wouldn't be able to qualify for the Improved Feint feat. The rest of the combat trick description basically lets a character use the feat but only if he pays stamina points for the privilege. What's the benefit for a character who already has Improved Feint?

Sovereign Court

Pathfinder Starfinder Society Subscriber

Is the Serpentine Elemental the only unchained subtype to start with +2 Natural Armor? Or do all subtypes start with 2 Natural Armor, and the elemental starts with +4 (Improved Natural Armor)?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

So uh. Asking this really late so dunno if anyone will reply but.. On this under Automatic Bonus Progression

"Legendary Shieldmaster: Gain a +5 enhancement bonus from armor attunement for both your armor and your shield. You can select this legendary gift multiple times, choosing a different attuned suit of armor or shield each time."

...Why would you take this multiple times? I mean, yeah I get it, it allows you to change shield and armor so you don't need to use "once per day attunement change" thing, but I'm not really sure why anyone would need to change that many times armors and shields in a day...


Hello dear gamers and paizo!

Wanted to ask what is wrong with dragon totem wings? It's not on the "available" list of the unchained barbarian totems! Every other totem still have lesser, middle and greater rage power, but dragon totem now contains only Dragon totem + Dragon totem resilience.

Was it meant to be like this and if it does, can we have some adjustments to it? either take out some of the prerequisites or add something tasty to it. I basicly beg you.

Sincerely yours, John.


Pathfinder Adventure Path Subscriber
CorvusMask wrote:

So uh. Asking this really late so dunno if anyone will reply but.. On this under Automatic Bonus Progression

"Legendary Shieldmaster: Gain a +5 enhancement bonus from armor attunement for both your armor and your shield. You can select this legendary gift multiple times, choosing a different attuned suit of armor or shield each time."

...Why would you take this multiple times? I mean, yeah I get it, it allows you to change shield and armor so you don't need to use "once per day attunement change" thing, but I'm not really sure why anyone would need to change that many times armors and shields in a day...

Because you could choose a tower shield and a buckler for totally different needs.


So we hear a lot about the class changes (I like the rogue changes, but I'm not crazy about the monk and barbarian), but I've never really heard much talk about the rest of the book.

What, aside from the classes, is worth buying this for?


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

Background skills, combat tricks, variant multiclassing rules, automatic bonus progression, and simplified monster design are all worth checking out to varying extents. You should be able to find all but the last in various online resources if you want to look before you buy.


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

I'm also a fan of Dynamic Magic Item Creation. I really like the perks, quirks, and flaws, and even if you don't like the rest I still think they should be added to magic items just for fun...


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
David knott 242 wrote:

Background skills, combat tricks, variant multiclassing rules, automatic bonus progression, and simplified monster design are all worth checking out to varying extents. You should be able to find all but the last in various online resources if you want to look before you buy.

Here, perhaps?


1 person marked this as a favorite.

Dynamic Item Creation, Background Skills, Simplified Magic (or limited magic, can't remember which), Disease and Poison Rules.

Silver Crusade

Pathfinder Adventure Path Subscriber

VMC, Stamina, Disease and Poison. Considering Background skills for the upcoming campaign.

Silver Crusade

Will there be some kind of update on the forums that includes the conversion of class skills for the occult classes and the vigilante class for those that use consolidated skills? I'd be keenly interested in this, as I use the consolidated skill groups option in my games.


I'm looking at the scaling item rules in Pathfinder Unchained and one of the sample items is the sacred avenger.

It scales up to 17th level and appears to be very similar to a Core Rulebook holy avenger at the sacred avenger's maximum level, including the area dispel effect, but without the sword ever gaining the holy property.

The crafting requirements for sacred avenger are the same as holy avenger except for sacred avenger costing about 5k gp more.

It seems odd to get to the top of its scaling then still have it be inferior to a holy avenger.

Is the lack of the holy property on the weapon intentional or accidental?

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