Unchained player's guide [link]


Homebrew and House Rules


Hello everyone! I just wanted to share what I've been working on with the community.
I've made a full color illustrated guide book for the players in my game. it incorporates many variant systems from the Ult. books and from the Unchained book. There is also a modified version of the new action economy and other house adjustments.
The link goes to a file sharing site, just hit the "Download now" button at the bottom.
Pathfinder unchained guide book.
All the rules are d20 OGL based and all the artwork is shamelessly nabbed from image searches. This is not for sale, it's my gift to the community...feel free to rob it blind.
Also, Let me know what you think!


No one think anything? or was everyone too paranoid to download it?

RPG Superstar Season 9 Top 16

With the numerous ways you can share a document without forcing people to download it...


I Thought I was just being nice. It didn't occur to me that it would be a problem (I download all my media-shrug).
No ones forcing anyone to do anything.
I'll just keep to myself, thanks for the response.


Here- Just upload it to Google Docs.

It took ten minutes to download it, so that might be one reason why nobody is actually reading it- Combined with the extremely large font (Is that 14 point?), and it's not too surprising.

So, yeah- Google Docs. GREAT file-sharing site.

Anyway- Looking it over, I don't really like the fact that you banned ALL spells over 6th level- This makes it so that if a spell is on another classes spell list, than the Wizard (Who basically represents the Mage), is a less efficient spellcaster than a Bard.

Getting rid of Eschew Materials is a good idea.

New bonded object bonuses- A very good thing.

Split progression system makes multiclassing very confusing, me head broke.

No handy haversacks!? What the hell! While I admit it lessens the priority of strength, it seems like such an iconic item, the handy haversack and bags of holding.

Free leadership, personally, should have been in the game from the start- Though I would heartily recomend making Troops for the characters.

Grappling continues to be confusing- Also- Tenticals vs woman? Really?

Stealth looks confusing, will look it over later.

Coustom wand rules look cool.

EXP costs for magic items now? Really? While I admit it doesn't affect the character too much, it also doesn't affect the character too much. This means added bookeeping for little to no gain.

Revised evasion looks really neat.

The closing of many Exploits seem more like banning things, than closing exploits. The Sorcerer arcana effect, if I remember correctly, was completely intentional. The improved familiar's ability to use magic items also was. The equal or fewer hit dice effect of slumber is annoying. Adding a reflex save for Explosive Runes doesn't make too much thematic sense, since I think you wouldn't have much of a chance of dodging something you didn't expect.

Don't see much reason to ban Spellslinger- It's pretty much worse than regular wizard in every way.

The spell-like ability thing was already killed in a recent FAQ.

Yeah- That's all I got for now.


Thanks vagabond. I'll check out the google docs link and see about reposting it.
I'm no big tentacle enthusiast. I just thought it was funny...it turned up in the image search.
I just wanted to deter players from trying to stack and dispel trigger explosive runes. It seemed wrong that it was no save at all either...to my sensibilities. PCs save vs the unexpected all the time.
Using the word exploit was just a convenience. I didn't originally intend for it to stand up to internet level scrutiny.
I know that some of those issues were actually addressed already too.
I banned spellslinger because I'm using active spellcasting and they can jack the DC and consequent spell attack really high.
The differing progressions take a moment to wrap your head around...but it's fairly simple once you do.
The spell banning thing...I know, did leave a few spells of differing level misplaced. I considered it a concession.
Full progression casters are still able to cast far more powerful spells through the use of metamagic and 7-9th level spell slots.


here's a online viewable link.
View me.

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