Chung Po

Glorf Fei-Hung's page

473 posts. Organized Play character for Glorfendill.



The Exchange

So I'm playing a Giant Instinct Barbarian, due to the difficulty of finding large weapons I'm looking to craft my new weapon upgrades now that my party has some significant downtime and coin to burn. But the Crafting rules are vague at best.

For Example, I know I could make a normal Greatsword with just the formulas in a formula book. Do I need a separate formula to make a large greatsword? what about a large mithril or adamantine greatsword? If special materials do require their own formulas and I were making weapons for other party members with the same materials too would that require even more specific formulas? IE would I need specific formulas for every weapon, or would I just need an adamantine formula for example that can be combined with any weapon formula to make that weapon in that material?

The Exchange

I am wondering when characters have swim/climb speeds in addition to their normal speeds can those speeds be used together as a single action?

Can a Raging Athlete barbarian with a 30 speed: swim 10' to a 10' cliff, climb it, then run 10' in a single action, or would that be 3 actions?

If each is a different action, couldn't a character "Climb" on level ground? Most people would clearly choose not to do so as it would slow them down tremendously, but if it didn't slow you down or if you didn't mind that it did, why couldn't it be done?

The Exchange 1/5

So, Personal curiosity, does anyone know, or any chance a Dev is willing to step forward and explain why the Waveblade from Adventurer's Armory 2 is not PFS Legal?

I've been wanting to assemble a Halfling Swashbuckler(Mouser) Monk for some time, and a waveblade is the perfect option since it's going to have crappy Cha, the ability to have a high chance of regaining spent Panache points is critical! (pun only slightly intended)

The Exchange

So here's the Scenario.
I'm normally a very melee/skill centric player, I've never really ran a character with a lot of spell/caster focus. The closest I've done until now is a Bloodrager, and that like most ragers was merely to supplement my combat abilities.

Currently I'm in a Horror Rules based campaign where I found myself trying to flesh out a group that already had all the major roles covered (2 Melee (1 Tanky, 1 Striker), Ranged (Striker), Psychic, Oracle (Both Controllers), Cleric (Healer). I decided there were 2 things noticeably missing, a Trapper and a Blaster/pure Arcane. Combined with a little meta gaming of not wanting to roll through a horror campaign with a low Will save character I was able to throw together a character to fill the void I felt we had in the party. End result, someone who normally focuses on Martial builds is running a Sorcerer: Celestial Bloodline(Wildblooded: Empyreal), Seeker Archetype

For Traits I took Seeker (to support the trapper role), and Focused Mind.

Currently I'm at Level 6 with the following Feats:
Eschew Materials
Combat Casting
Spell Focus: Evocation.

I have the following spells (* indicates Bloodline Spell):
0: Detect Magic, Disrupt Undead, Message, Prestidigition, Ray of Frost, Read Magic, Spark
1: Bless* Feather Fall, Mage Armor, Magic Missle, Shield(considering swapping this out, I don't use it often)
2: Resist Energy*, Flurry of Snowballs, See Invisibility
3: Fireball (Will gain Magic Circle against Evil* Next Level)

Noteable items possessed*/desired
Metamagic Rods - Lesser: Extend*, Empower, Maximize
Goggles of Minute Seeing*, Eyes of the Eagle.
Cloak of Resistance*
Headband of Inspired Wisdom
Mnemonic Vestment

Hopefully that covers some of the scenario I'm in and where my build is so far. Currently I feel like the character needs some more single Target or at least more localized Area spells as my melee striker is an overrun build, so he's often in the middle of my area spells. Also I'm trying to avoid having to go point blank/precise, so have been leaning away from spells that require ranged Touch attacks.

Anyway Before this gets too long winded I'm looking for any tips on Gear/spell selection/Feats as I move forward.

The Exchange

So I'm looking to spin up a Rat-Folk Alchemist (YAY SYNERGIES) for PFS (I do have a Rat-Folk Boon). But I'm trying to learn all the little details about the class as someone who's really only focused on Martial Characters before.

The spells for the most part seem pretty straight forward. They are all elixirs that I will drink and upon doing so will either be cast on myself (Target:personal) I can Touch someone to have it effect them (Target: creature touched) or I can apply to one or more people at close range (Target: One creature/caster level within 25+5' per level).
A little odd for sure, but who ever said anyone chugging down concoctions like alchemists do would be anywhere near normal?

My Biggest question for the time being revolves around Throw Anything, how it's described in the Bomb Class feature, and if that description supersedes the default splash damage of normal splash weapons (particularly I noticed the issue as it would apply to Holy Water)

Throw Anything (Ex): wrote:
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Bomb (Su): (EXCERPT) wrote:
Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Holy Water: (EXCERPT) wrote:

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

So here's the question, Does the splash dmg from a flask of holy water deal 2+int mod (minimum dmg) or does it deal 1+int mod (listed splash dmg). I know, its a minor difference, but a few hits for 1 extra splash dmg could be the difference in a horde of skeletons and massive pile of bones. I think that a bomb's splash damage is its minimum damage, and this is a specific feature of bombs, not a result of the throw anything ability being added to the bomb. This would mean holy water splash damage would simply be 1+int modifier.

Also there's a question with Alchemist's fire on whether the bonus INT modifier to damage would also be applied on the extra round of burn damage? Direct hit would be 1d6+INT MOD, is the additional round also 1d6+INT or is it just default 1d6?

Alchemist's Fire: wrote:
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.

My logic here, is throw anything simply says it adds int modifier to damage when using splash weapons, the additional rounds of dmg are still as a result of a splash weapon, so I would think the int modifier is included. But I may be extrapolating, vs just applying rules.

The Exchange

First let me point out this is for PFS, so GM Caveat/Houserules are out.

Tower Shield Specialist Feat wrote:
Benefit: You reduce the armor check penalty of tower shields by 3, and if you have the armor training class feature, you modify the armor check penalty and maximum dexterity bonus of tower shields as if they were armor.
Armor Expert wrote:
You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

While I have doubts if it's RAI, RAW I think would be that the tower shield specialist feat, combined with the armor training class feature lets me apply any ACP modifiers that apply to armor, to my tower shield as well. It does NOT specify that you only apply the modifier provided by the armor training class feature, only that you must have the armor training class feature to use the ability.

So my interpretation is that by RAW the modifier from Armor Expert would be applied to the Tower shield ACP as well?

The Exchange

1 person marked this as a favorite.

I'm really trying to find some way to build a character utilizing a Tower shield and Shield Brace, however with the fact that tower shield starts with a -2 to attacks, and shield brace adds the shield's ACP as a penalty to attack. That's already a -12 out the gate and I'm having to Nat 20 to do anything. Does anyone have any suggestions on what could be combined to reduce those penalties to a point that they are not crippling?
Or perhaps to do any kind of attack/combat maneuver where I'd be able to bypass those penalties?

The Exchange

1 person marked this as FAQ candidate.

During a game recently my GM ruled that I could not use Pummeling Charge during the Surprise round as part of a 'partial charge'. I accepted the ruling, less because I believed it to be accurate but because it would have made an already over powered group completely trivialize the final encounter. (I was about to pummeling charge a flatfooted BBEG Caster).

But since then I have done some specific investigation into the 'Charge' action, wording of pummeling charge, and also the wording and FAQ's in place for Pounce. I have come to conclude that as far as I can tell Pummeling Charge is effectively a Pounce that specifically calls out the used of unarmed strikes and that all attacks MUST be on the same target (stipulations both part of Pummeling Style). Aside from those specific details that are called out, both Pummeling Charge and Pounce seem to have the same mechanics. That is, you are able to full attack (flurry of blows), as part of the charge action. Where normally you would only be allowed 1 attack.

There are no FAQ's on how Pummeling Charge work (aside from the FAQ for Weapons that can be used with Pummeling Style, which is clearly set, Unarmed Strikes only!) However, there are FAQ's for Pounce, specifically for if Pounce can be used to make multiple attacks while under the effect of a slow spell. (slow reducing you to only 1 standard action or 1 move action, the same limitation that you have during a surprise round.)

The FAQ states "According to the rules as written, pounce would allow the creature its full attack, despite the slow effect. (This happens because there is no "partial charge" action in the Pathfinder RPG.)"

So, as far as I can tell, The Language in Pounce and Pummeling Charge both let you full attack as part of a charge, The FAQ confirms that since there is no actual action called a "Partial Charge" that even though you may be restricted on movement distance during the charge when you can only peform a standard action, you are still performing the "Charge action" so you are still able to use Pounce (or in this case Pummeling Charge).

Agreements, Disagreements? Do other's feel this is something that should get a specific FAQ request so people don't have to Chase down all these different comparisons?

Charge:
Charge
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.

Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.

If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.

You can't take a 5-foot step in the same round as a charge.

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.

Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.


Pummeling Style:
Pummeling Style (Combat, Style)
Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened with the last hit.

Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature.

Benefit: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.


Pummeling Charge:
Pummeling Charge (Combat)
Your charge ends with a mobile combo.

Prerequisites: Improved Unarmed Strike, Pummeling Style; base attack bonus +12, brawler level 8th, or monk level 8th.

Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target.

Normal: You cannot make a full attack on a charge.


Pounce:
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Format: pounce; Location: Special Attacks.


Slowed Pounce FAQ:
Pounce and Slow: If a creature with pounce is under a slow effect, and it charges, does it still get its full attack from pounce?
According to the rules as written, pounce would allow the creature its full attack, despite the slow effect.

(This happens because there is no "partial charge" action in the Pathfinder RPG.)

The Exchange

1 person marked this as FAQ candidate.
Channel Energy (Su): wrote:

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Negative Energy Affinity: wrote:
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

The debate in question is whether a Dhampir is treated as though it is undead for all aspects of the Channel Energy abilities, or if it is only treated as undead for how it reacts to positive/negative energy.

The distinction between these two is that if it is undead for all aspects, then Dhampir's are only hit when a Cleric channels targeting undead, Then all targets are healed by negative energy, or harmed by positive energy. If however the Dhampir is only treated as undead for how it reacts to the energy channeled then a Cleric channeling while targeting Living will hit the Dhampir, damaging or healing as appropriate for undead, while a Cleric targeting undead would not hit the Dhampir at all.

The Exchange 1/5

I've Decided I would like to try and get the Phylactery of Positive Channeling rather than just go for a Wis Headband on my Core Cleric, does anyone know what Chronicle sheet/s have that as a reward?

The Exchange

I'm putting together an new Zen Archer to tweak some mistakes/preferences I've made with my current one. I do want to have a different roleplay feel this time so I'm looking for new background options.

Does anyone have tips on where I can find information on Various Monastic orders that the character could be from? I'm afraid the only two I know are the Dragon Temple and the Temple of Tar Kuata.

Thanks!

The Exchange

Ok, So I have a concept for a Crossblooded Bloodrager and I just wanted to run some of the key points past some of my fellow rules lawyers. This will be a PFS Character so I want to make sure I's are dotted and T's Crossed. The big (no pun intended) question won't come into play until level 16, so it's not a deal breaker if it doesn't work, it would just make the character less likely to run one of the 12+ Modules.

So ultimately my question comes down to applying the Abyssal's Demonic Bulk in conjuction with the Elemental's Elemental Form.

My interpretation is that Elemental Form (choosing Air) would make me a Huge Air Elemental and since Demonic Bulk works even if you aren't humanoid it would be a Gargantuan sized Huge Air Elemental. All the stats and abilities would be of the Huge version.
So Question 1: Does Elemental Form + Demonic Bulk Equal a Gargantuan sized Huge Air Elemental?

Next (if Question 1 is YES) the Whirlwind is a size based ability that says the ability is based off the "Size of the Elemental you Transformed into". There is no Gargantuan Elemental, but the next step up from Huge would be Greater Air Elemental.

So, Question 2: Does that work off the Huge Elemental size that I transformed into by STATS, or does it work off a Gargantuan(Greater) Elemental size that I transformed into by SIZE?

Finally Question 3: As a Gargantuan Creature I am 3 size categories above Medium, so Medium and smaller creatures should be able to occupy my space, and I can occupy theirs. So I could essentially create a protective shield around members of my party, anything trying to reach them would Literally, have to go through me. They should be able to use spells/ranged to attack things further away, but I'm assuming I would provide cover on any ranged attacks (both ways, party attacking enemy, and enemy attacking party) unless they had improved precise shot?

Relavant PRD Excerpts Below:

Demonic Bulk Text:
Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.

Elemental Form Text:
Elemental Form (Su): At 16th level, once per day when entering a bloodrage, you can take an elemental form, as per elemental body IV.

Elemental Body IV&I Text:
This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.

Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.


Whirlwind Text:
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.

Occupying a Square Text:
Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than itself.

The Exchange 1/5

Greetings!
So, here's the task. I have a character (Currently Level 3) that needs to find and kill a Devil that is equal to or higher CR than her level in order to begin trying to unlock a Boon (Note the Devil CR not the Encounter CR). I've Identified Scenario #55 The Infernal Vault as one option, however since that deals with summoned devils the only way to meet the CR requirement is to have the Character play up, which would be hard to achieve at an open table, having already reached the middle tier.

Thus I've come here to see if maybe someone out there knows of a session off the top of their head that would include an appropriate CR Devil while preferably not having to wait for a level 7-11 session?

Thank you for any tips!

The Exchange 1/5

I remember seeing somewhere that Characters can not play in a session if they are more than one subtier away from either Tier by APL, or I think it was actually any other player in the session. (So if APL for a 1-7 game hit the 3-4 Range the level of the players could be either 1-5 or 3-7, but 1-2 and 6-7 characters could not play in the same game.)

Can anyone point me to where this rule is located, or if I've just misread/misunderstood something that any characters in the appropriate level for the session can always play with each other?

The Exchange

So, In a recent game I had an issue where my GM said that a ranged character was shooting through cover while standing directly behind an ally with an enemy about 20-30 further down but 5 ft to the side. In this scenario the Ranged Attacker had to 5' step from his original position. The GM ruled that to avoid cover from his allies He would have to move 10 feet to get in the direct line with the target. Everyone else agrees that the GM was wrong in this ruling. However as I've discussed this with other GM's using the Ogre vs Merisiel example in the CRB, an alternate ruling that is less clear comes up.

The issue is now dealing with lines that follow along a wall when trying to determine ranged cover as a result of the following Text "If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect".

Some are saying that since a wall blocks line of effect any line that goes along a wall is determined to provide cover (With a special exception for a 5' hallway where every corner that the attack originates from has to follow along a wall.) However this ruling would specifically counter the Diagram where Merisiel does not have Cover from the Ogre because in that instance the line to the bottom right corner of Merisiel's square would have to follow along a wall while Merisiel is not in a 5' hallway.

They are offering up knowledge of a post/ruling where this was established but are unable to provide information on where it actually is for anyone to find and verify.

Can anyone confirm or deny if a targeting line that follows along a wall (other than a 5'Hallway) would in fact provide ranged cover, AND also provide a link to the source that validates this?

Here is a Diagram of What is now in discussion. One side says since this is not a 5' Hall with a special exception T has cover from R. The other says since Merisiel would not have Cover from the Ogre, neither would T have cover from R. Additionally, even IF T would have cover from R, it should only be partial cover, as moving the targeting line a fraction of a degree off the wall would still include more than 50% of T in the targeting lines thus only provide +2 AC for partial cover.

R=Ranged Attacker, T=Target, O/Empty=Open Space, | or _=Walls
O|
R|_________
OOOOOOOT
O__________
O|
O|

The Exchange

So the basics of my question is, can a monk that has used an archetype to trade away the Slow Fall ability (or simply not selected Slow Fall as an Unchained Monk) still use the Spider Step Feat.

Spider Step:

Spoiler:
Your physical mastery grants you an impossible stride.

Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.
Benefit: As a move action, you can move up to half your slow fall distance (maximum 50 feet) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface by the end of your turn or you will fall.

First the Prerequisites do not actually require you to have Slow Fall, Merely be at least a level 6 Monk with the required ranks in Acrobatics/Climb.

My interpretation is by RAW a monk can qualify for this feat without actually having a Slow Fall ability, however they would be caught by the Benefit portion, since they have no Slow Fall distance, they are only able to move 1/2 of 0, which is of course still 0.

The alternate interpretation would simply assume a slow fall speed of what would normally be available and use that value (30' at lvl 6 for instance, or indefinite for an unchained monk.)

Unchained: Finally I would argue that an unchained monk only has access to Slow Fall with the expenditure of 1 Ki point, thus they would have to expend 1 Ki point to gain the 50' Spider walk that they default to since they never have a scaling max distance like the normal monk.

The Exchange

I've only recently begun playing Pathfinder Society and I've been playing a Monk of the Four Winds Character that is Level 2, about to Level up to 3. I've just learned that there is an Unchained Monk in the Pathfinder Unchained, I've purchased it so I could Learn about the options it provides. I really love what it offers but I'm unsure what my options are for Adjusting my current character to becoming an Unchained Monk.

It appears by the information provided the Unchained Monk still is considered just a "Monk" only it comes from a new source book. Now that I own the source book can I apply the alternate stats to my current Character with no retraining required as long as I don't change anything I've selected?

If retraining is needed, how would that work? I believe a Monk of the Fourwinds Archetype could still apply to an Unchained Monk. I also do not wish (or need) to change any feats, skills or other abilities I have already chosen, so No Retraining would be required for that purpose. I know I would Need to Retrain Classes if I were going from Monk to something else. But I'm Curious of that would still be required when simply going from Monk to Unchained Monk. If retraining was needed would the Days Required (and Prestige) be further reduced due to the synergy of the two classes being merely a different version of the same?

Thank you for any help in answering these questions!