Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)

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Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)
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Get ready to shake up your game! Within these pages, the designers of the Pathfinder Roleplaying Game unleash their wildest ideas, and nothing is safe. From totally revised fundamentals like core classes and monster design to brand-new systems for expanding the way you play, this book offers fresh ideas while still blending with the existing system. With Pathfinder Unchained, you become the game designer!

Pathfinder Unchained is an indispensable companion to the Pathfinder Roleplaying Game: Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder Unchained includes:

  • New versions of the barbarian, monk, rogue, and summoner classes, all revised to make them more balanced and easier to play.
  • New skill options for both those who want more skills to fill out their characters' backgrounds and those seeking streamlined systems for speed and simplicity.
  • Changes to how combat works, from a revised action system to an exhaustive list of combat tricks that draw upon your character's stamina.
  • Magic items that power up with you throughout your career—and ways to maintain variety while still letting players choose the "best" magic items.
  • Simplified monster creation rules for making new creatures on the fly.
  • Exotic material components ready to supercharge your spellcasting.
  • New takes on alignment, multiclassing, iterative attacks, wounds, diseases and poisons, and item creation.
  • ... and much, much more!

ISBN-13: 978-1-60125-715-4

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Great Optional Toolkit

5/5

Having completed a couple of adventure paths as GM and gearing up for my third, I felt I had enough experience under my belt to see about implementing some of the alternative rules systems from Pathfinder Unchained. The book presents 254 pages of different or additional ways to do things in Pathfinder, and it’s certainly worth a look if you’re planning a new campaign—chances are there’s something for every GM. These aren’t little things like a new feat, but major redesigns of entire classes, monster creation, magic, and more. The only caveat is that the more you stray from the Core rules, the more unresolved issues are likely to arise, so think carefully through the implications of a change and make sure players are willing to buy in to any adjustments. Anyway, there’s a ton of material to discuss, so let’s get to it!

I’m not a big fan of the cover. The golem or animated statue or whatever it is has a crazy narrow waist that really annoys me for some reason, even though I do acknowledge the whirling chains are a nice nod to the book’s title. The introduction (2 pages long) notes that Pathfinder was released seven years earlier (at that point) and that it’s time to offer a workshop full of tools for GMs to select from to update and customise their game. It provides a brief but useful overview of the major new changes, and is worth a skim.

Chapter 1 is “Classes” (36 pages) and contains the most widely adopted changes across the Pathfinder community. The chapter presents new “Unchained” versions of the Barbarian, Monk, Rogue, and Summoner, and even PFS allows them because they are almost unanimously accepted as more playable (and better balanced) revisions. The Unchained Barbarian has simplified calculations for rage duration (though it still lasts too long, in my opinion) and makes it easier to use rage powers. The Unchained Monk has a simplified Flurry of Blows and new ki powers for versatility. The Unchained Rogue gets skill unlocks (discussed later) and important abilities like debilitating injury, weapon finesse, and (eventually) Dex to damage. The Unchained Summoner is frankly a nerf, but a much-needed one; the biggest change is to the eidolon, but it also fixes the Summoner spell list. I’m happy with all the class revisions, and I only wish Paizo got around to making Unchained versions of some of the other problematic classes out there. The chapter also contains a new method to compute BABs and saves to help multiclass characters, but it looks too complicated to me. Finally, there’s a new “staggered advancement” mechanism that sort of allows a character to partially level up as they go instead of doing it all at once when they reach a new XP threshold; I think it’s more effort than its worth.

Chapter 2 is “Skills and Options” (44 pages). It starts with an optional “Background” skills system, which essentially gives each PC a free rank each level to spend on a non-combat oriented skill like Craft, Perform, etc. I tried it once in a previous campaign but found it was rarely used to flesh out a character and was instead just dumped into learning another language or another point in a Knowledge skill. I do like the expanded skill uses for Craft, Perform, and Profession—they’re easy to integrate into a campaign because they essentially give the GM a list of uses and DCs to make those skills more valuable in ordinary gameplay (such as using Craft to determine what culture made an item, for example). Another optional change is a consolidated skill list that cuts the number of skills in a third! This is essentially what Starfinder did, and I’m not a fan at all because it makes for too much homogeneity within a group. Another proposal is “grouped skills” which makes PCs more broadly skilled but less specialised; complicated but interesting. Next, there are alternative Crafting and Profession rules. I like the changes to Crafting (simplifies and details DCs better) but it doesn’t address magical item crafting which, frankly, is the most likely to be used and abused. The changes to Profession are only for running a business. Perhaps most pertinent are the “Skill Unlocks” for Unchained Rogue (or any other PC who takes a particular feat)—these allow a character who has 5, 10, 15, and 20 ranks in a skill to gain a particular ability with that skill. These aren’t game-changers for the most part, but they do speed up their use or remove penalties, and are worth having for the most part. Last, there’s a new way to handle multiclassing; essentially, you give up feats to get the secondary powers of another class. I found it interesting but ultimately unsatisfactory.

Chapter 3 is “Gameplay” (46 pages) and is a real grab bag of options. The first involves alignment: either making it a bigger part of the game by tracking PCs’ alignment more finely and providing bonuses accordingly, or removing it altogether (which would require a *lot* of GM legwork). Some people like the revised action economy (a version of which was implemented in PF2), which changes the admittedly initially confusing dichotomy of Free/Swift/Immediate/Move/Standard/Full to just “Simple” and “Advanced”. However, I’ve also heard issues with how it handles certain classes. Another proposal is to remove iterative attacks; it looks interesting but too complicated for easy adoption. Next are “stamina points” and “combat tricks”—basically, a pool of points to use for a bonus on an attack or to do certain tricks that improve combat feats; I could certainly see using this. Also tempting is the idea of “wound thresholds”, which means there’s a degradation of fighting ability the more hit points are lost—this would create some new tactical considerations though it would also require some more GM tracking. Last are Starfinder-style disease and poison progression tracks, which make them *much* deadlier (I think they’re too hard to integrate at this stage in Pathfinder, however).

Chapter Four is “Magic” (38 pages). It starts with “Simplified Spellcasting”, in which a spellcaster only prepares spells for their three highest spell levels with all lesser spells grouped in a pool; this provides them even more flexibility, which is anathema to those (like me) unhappy with the caster/martial disparity at higher levels. Next are “Spell Alterations”, and some of these are more my jam: limited magic, wild magic, spell crits and fumbles, and material components have a cost for every spell (old school!). I know a lot of groups use the “Automatic Bonus Progression” rules, which provide a fixed bonus at each level so that the “Big Six” magic item slots can be used for more interesting and flavourful things than just stat boosting gear. Next are magical items that scale; I think one or two of these in a campaign could be really fun (and manageable), though I wouldn’t want to overdo it just because of the complications. Last up is a new way of handling magic item creation that involves the whole party overcoming challenges in order to add unique powers to items; it’s certainly flavourful and worth considering.

Chapter Five is “Monsters” (62 pages). It presents a whole new (and allegedly much faster) way of creating monsters. It’s the method adopted in Starfinder, and is based on arrays and grafts rather than building a creature from the “ground up”. I’m personally not a fan of it (I like knowing monsters follow the same “rules” as everyone else), but I do sympathise with the homebrewers out there who want a faster way to stock a dungeon with custom creations.

And that’s Pathfinder Unchained. If you’ve been playing or GMing for a while and have a good sense of the Core rules, it’s certainly worth a look.


Some of the suggested mechanics are worth the entire price

5/5

Automatic Bonus Progression is enough to justify the entire price of the book. Better versions of the Rogue and Monk, as well as fixes to the summoner and streamlining the barabarian seal the deal. There is a lot of other good stuff in here as well. Well worth it!


Upgraded Mechanics!

5/5

I love the idea of this book, I wish this happened more often. They took what they saw wrong with their game and spent proper time and effort to come up with proper solutions. It's pretty rare for a company to spend this much effort on tweaking things. The new proposed mechanics for combat and skills are unique and great ideas to help customize your groups' gaming experience.
I hope they release more books like this in the future. I've love for more variations for multiclassing, and I'm still waiting for a summoner archetype that removes the class summon monster ability and focuses more on the eidolon.
Highly recommend it, especially for anyone interested in how someone goes about making a gaming system. It provides awesome insights.


Fantastic product

5/5

It's been a while since it took me so long to digest a Pathfinder book, and boy, did Unchained ever keep me digesting. More optional rules than you can shake a stick at, to be implemented in modular or wholesale fashion, to tweak your game to your heart's content, and with top-notch art throughout, to boot. Excellent work by Paizo and one of their finest offerings in a while.

As for the negatives, the only thing I can really point out is that the writing can be somewhat scattershot and unfocused in a couple of reasonably complex sections, which would have benefited greatly from examples or bolded formulae.


Love The Options

5/5

This book is a great addition. Options are optional, and it's great that this book has so many. It really makes customizing a campaign easy. Of you'll like you never use every option, or likely even half of them in a single you play or run, but having them really gives you a great toolbox to use. Some people are finicky about house rules, so having an official batch of "house rules" to choose from is nice for people who prefer to stick to official products. No book is perfect, but being this book isn't really being forced on anyone (of course I suppose none of the supplements are), and that is a giant bag of options that you can pick and choose from to enhance the game, for those who'd like it enhanced, I give this product 5 stars, especially if I am comparing it to the usefulness of the average Pathfinder product.


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

Another question which comes up with the whole "you only get one skill point per two points of intelligence" is "how do we handly headbands of vast intelligence"? They normally have one maxed out skill associated them per +2 INT. Since you can't know when that +2 is going to get a full +4 on the character, I guess the solution would be to associate a skill only tentatively, in the vein of "If this enhancement bonus raises the intelligence of the character so that the he is entitled to another skill point, the character gets the full ranks for his level for skill X"?


Well, let me add to the 2K plus posts here with my own :-)

I just picked up the PDF (like it enough I may get the hardback), but I already see in just the first few pages one thing I like (and was already using): The change to how the hit point bonus for Barbarians is applied (never liked the 'base' system, where it typically meant the barbarian would instantly die after combat unless a healer was directly on hand).

Think I'm going to like this book, and since I'm between campaigns at the moment, I can now carefully pick and choose what I want to use for any new campaign I may run in the future ^_^


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The Uncanny Dodge class feature now does different things, depending upon which class it comes from. To wit:

Unchained Barbarian: "Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized."

vs.

Unchained Rogue: "Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized."

(In both cases: the Feint action can by-pass the Dex bonus to AC and two different sources of Uncanny Dodge combine to become Improved Uncanny Dodge.)

... So, an Unchained Barbarian 2+ keeps her Dex bonus to AC even if subjected to Hold Person, while an Unchained Rogue 4+ keeps her Dex bonus to AC even if attacked by an invisible foe.

Was this difference intended?

What happens if a character is Barbarian 2/Rogue 4 ... does she get to keep her Dex bonus to AC both when immobilised and when attacked by an invisible foe, as well as count as having Improved Uncanny Dodge?

... It looks as though we now have to keep track of "Barbarian Dodge" and "Rogue Dodge", as they do different things by RAW.

Silver Crusade

ZanThrax wrote:
Has anyone figured out which, if any, existing archetypes will work with the unchained versions of the classes? I'm considering an underfoot adept / manoeuvre master for a potential upcoming giantslayer game, and I'm curious if I can do that with the unchained monk.

The default assumption for Monk is that previous archetypes do not work. House ruling would be required, so talk to your GM.


I've had to house rule for one of my player's choosing to switch over to Unchained Monk but have his Drunken Master still be viable. We had to switch around when the Drunken Master abilities would kick in and what Ki powers they replaced.

Grand Lodge

Joe M. wrote:
ZanThrax wrote:
Has anyone figured out which, if any, existing archetypes will work with the unchained versions of the classes? I'm considering an underfoot adept / manoeuvre master for a potential upcoming giantslayer game, and I'm curious if I can do that with the unchained monk.
The default assumption for Monk is that previous archetypes do not work. House ruling would be required, so talk to your GM.

The Monk is the most radically altered of all of the UnChained! classes right down to it's base chassis. I can't think of any of the archetypes that would work with this new incarnation.


LORE Skill
Not a fan of this ruling

If Lore involves a common, broad category of race or monster, it needs to be more specific. Lore (elves) would be too broad, as would Lore (dragons).

I always thought it was extremely silly that, for my Fighter (as an example) to be knowledgeable about the Dragons he is hunting, he had to take ranks in Knowledge (arcana) and be exposed to knowing things about magical beasts, constructs, arcane crap etc.

Which is not something I care for my Fighter to have knowledge of at all.

The Lore skill is a wonderful addition but this ruling above is ruining what it should have been intended to do. I want my Fighter to have Lore (Dragons), not Lore (Green Dragon), Lore (Red Dragon), etc. That is too extreme. (Just like how extreme it was on the other end by taking Arcana ranks)


Pathfinder Roleplaying Game Charter Superscriber

Wow! Lots of really interesting ideas in here.

Liberty's Edge

I just realized last night that androids make perfectly decent Unchained barbarians.


Barachiel Shina wrote:

LORE Skill

Not a fan of this ruling

If Lore involves a common, broad category of race or monster, it needs to be more specific. Lore (elves) would be too broad, as would Lore (dragons).

I always thought it was extremely silly that, for my Fighter (as an example) to be knowledgeable about the Dragons he is hunting, he had to take ranks in Knowledge (arcana) and be exposed to knowing things about magical beasts, constructs, arcane crap etc.

Which is not something I care for my Fighter to have knowledge of at all.

The Lore skill is a wonderful addition but this ruling above is ruining what it should have been intended to do. I want my Fighter to have Lore (Dragons), not Lore (Green Dragon), Lore (Red Dragon), etc. That is too extreme. (Just like how extreme it was on the other end by taking Arcana ranks)

I would allow, say, Lore (Chromatic Dragons). There are a lot of types of dragons, so narrowing it down to their category seems fair. Red vs. green would be too specific, though, I agree.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
LazarX wrote:
Joe M. wrote:
ZanThrax wrote:
Has anyone figured out which, if any, existing archetypes will work with the unchained versions of the classes? I'm considering an underfoot adept / manoeuvre master for a potential upcoming giantslayer game, and I'm curious if I can do that with the unchained monk.
The default assumption for Monk is that previous archetypes do not work. House ruling would be required, so talk to your GM.
The Monk is the most radically altered of all of the UnChained! classes right down to it's base chassis. I can't think of any of the archetypes that would work with this new incarnation.

There are a few that could work, if you allow the swap of "ability that is now a ki power that was normally gained at level X" in place of the ki power for that level. The Human Wanderer archetype just swaps out Still Mind and 4 things that are now Ki Powers, so I could see it as pretty easy to house rule for.

RPG Superstar 2015 Top 32

LazarX wrote:
Joe M. wrote:
ZanThrax wrote:
Has anyone figured out which, if any, existing archetypes will work with the unchained versions of the classes? I'm considering an underfoot adept / manoeuvre master for a potential upcoming giantslayer game, and I'm curious if I can do that with the unchained monk.
The default assumption for Monk is that previous archetypes do not work. House ruling would be required, so talk to your GM.
The Monk is the most radically altered of all of the UnChained! classes right down to it's base chassis. I can't think of any of the archetypes that would work with this new incarnation.

While this may be true, it is worth mentioning that the opening of the classes chapter states that the revised classes don't necessarily need to subsume the existing classes. For example, if somebody wanted to play the standard barbarian instead of the Unchained version, they could if their GM allowed it.

With that in mind, it seems that a game could feature two types of monks - the standard monk that can be used with archetypes and the Unchained monk for those who don't want to use an archetype.


Pathfinder Rulebook Subscriber
Quote:


Empty Body (Su): A monk with this ki power gains the
ability to assume an ethereal state for 1 minute as though
using the spell etherealness, using his monk level as his caster
level. Using this ability is a move action that consumes
3 points from the monk’s ki pool. This ability affects only the
monk and cannot be used to make other creatures ethereal.

No minimum level or prerequisites?

Designer

RJGrady wrote:
Quote:


Empty Body (Su): A monk with this ki power gains the
ability to assume an ethereal state for 1 minute as though
using the spell etherealness, using his monk level as his caster
level. Using this ability is a move action that consumes
3 points from the monk’s ki pool. This ability affects only the
monk and cannot be used to make other creatures ethereal.
No minimum level or prerequisites?

This was mentioned earlier. Jason has confirmed its supposed to be 18.


I'm not sure about the monk only having one stock use for ki points at 3rd level, and it is only usable when taking a full attack action to flurry. This leaves the ki pool feeling way boring at first. Also it seems like the majority of the ki powers require the monk to be high level -- I guess the quiggong powers fill in more space here, but at first blush it seems like all of the really interesting stuff is level 10+.

The monk LOOKS a lot better, and the new options are an improvement, but I think there might have been some erring on the side of caution with the power curve. The body is more aerodynamic, and the engine is newer, but I feel like the horsepower is going to be overall the same. Time will tell.

The rogue looks amazing and I can't wait to see it in action. Debilitating Injury is so elegant in its design that I literally can't unfixate on how awesome it is to critique the rest of the class. The Dex to damage is neither here nor there for me.

The VMC rules are underwhelming to me, but it is interesting that they thought about how it would interact with regular multiclassing. I expect some surprise builds from this section, though.

I'm going to get a hardcopy of this at the FLGS (SUPPORT LOCAL BUSINESSES!) because for practical purposes you just can't beat the actual product, and I will prefer using it for testing out some of the monster building stuff. Can't be bothered to try it with the digital copy, too much scrolling and loading and whatnot.

How about a book like this but less crunch and more fluff? Wouldn't have to be a hardcover, but something that supplies ideas for re-skinning monster stat blocks, re-skinning class mechanics, environment design and atmosphere, etc. That would be awesome for players and DMs who want to spice things up without adding new rules.


Ok, repost: simplified spelcasting: in the example it seems that the necro 13th with 26 int has 5+2 spell slots in total for casting spells of 4th lev or lower, but in the spontaneous casters paragraph: "Though spontaneous casters can use this system, they gain relatively little, since they already don’t need to select which spells to prepare in advance, and their spell slots are comparable in number to those they would have if they used a spell pool".... ehm. ... WTHF? How in the world a, let's say, 30 cha 20th sorc that have something like 30-35 slots from 1st to 6th level could gain about the same number of slots if he gain just 7 slots?


Inner Sea Combat rogue talents are also not eligible for the unchained rogue, right?


I read most of the thread and I don't recall seeing any real mentions of the new disease and poisons.

I just want to say that these things nasty, terrifying, and dear god I can't to use them as either a DM or a player. I mean, Dex poisons are now a rogues best friend! Mental poisons can totally shut a caster down and with their fort saves it's not even hard.

And then there's the Pernicious Poison spell. Oh dear god the Pernicious Poison spell... god forbid you have a mythic game with it's mythic variant.

But I have a question. Is there any class feature or spell that can force diseases along faster besides the Drakainia's gestation aura? Because maaaan do I wanna take advantage of some of these.

Designer

2 people marked this as a favorite.
Myrryr wrote:

I read most of the thread and I don't recall seeing any real mentions of the new disease and poisons.

I just want to say that these things nasty, terrifying, and dear god I can't to use them as either a DM or a player. I mean, Dex poisons are now a rogues best friend! Mental poisons can totally shut a caster down and with their fort saves it's not even hard.

And then there's the Pernicious Poison spell. Oh dear god the Pernicious Poison spell... god forbid you have a mythic game with it's mythic variant.

But I have a question. Is there any class feature or spell that can force diseases along faster besides the Drakainia's gestation aura? Because maaaan do I wanna take advantage of some of these.

As the designer of the disease and poison variant system, I highly support the use of leukodaemons...all the leukodaemons. Available now with your friendly planar binding/ally. Go get 'em Myrryr!


Mark Seifter wrote:
Myrryr wrote:

I read most of the thread and I don't recall seeing any real mentions of the new disease and poisons.

I just want to say that these things nasty, terrifying, and dear god I can't to use them as either a DM or a player. I mean, Dex poisons are now a rogues best friend! Mental poisons can totally shut a caster down and with their fort saves it's not even hard.

And then there's the Pernicious Poison spell. Oh dear god the Pernicious Poison spell... god forbid you have a mythic game with it's mythic variant.

But I have a question. Is there any class feature or spell that can force diseases along faster besides the Drakainia's gestation aura? Because maaaan do I wanna take advantage of some of these.

As the designer of the disease and poison variant system, I highly support the use of leukodaemons...all the leukodaemons. Available now with your friendly planar binding/ally. Go get 'em Myrryr!

Yeah the poison system is really awesome. Didn´t fully chew it through yet, but i think i will definately use that one as well as diseases in my home campaigns. Also writing a blog post in german about it soon, since i was asked to^^


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Pathfinder Starfinder Society Subscriber
ZanThrax wrote:
Has anyone figured out which, if any, existing archetypes will work with the unchained versions of the classes? I'm considering an underfoot adept / manoeuvre master for a potential upcoming giantslayer game, and I'm curious if I can do that with the unchained monk.

According to Alexander Augunas, the only archetypes that work without modification for the unchained monk are the Master of Many Styles and the Sensei, since the unchained monk does not modify or replace any of the class features that are modified or replaced in those archetypes. For all other archetypes, more work is needed -- see Everyman Unchained: Monk Archetypes for Alex's take on the needed work.


Mark Seifter wrote:
Myrryr wrote:

I read most of the thread and I don't recall seeing any real mentions of the new disease and poisons.

I just want to say that these things nasty, terrifying, and dear god I can't to use them as either a DM or a player. I mean, Dex poisons are now a rogues best friend! Mental poisons can totally shut a caster down and with their fort saves it's not even hard.

And then there's the Pernicious Poison spell. Oh dear god the Pernicious Poison spell... god forbid you have a mythic game with it's mythic variant.

But I have a question. Is there any class feature or spell that can force diseases along faster besides the Drakainia's gestation aura? Because maaaan do I wanna take advantage of some of these.

As the designer of the disease and poison variant system, I highly support the use of leukodaemons...all the leukodaemons. Available now with your friendly planar binding/ally. Go get 'em Myrryr!

Luekodaemons, Pairaka, ratfolk plague bringers, and then anti-paladins... oooh, anti-paladin of Apollyon... Hey Mark, there needs to be an anti-paladin disease and/or poison archetype that can make diseases 'tick' faster. Should do that. Urgathoa, Apollyon, like 10 demon lords... they'd love ya for it.

As it is, diseases are still solidly DM only because PC's just kill their targets, they don't wait days except in the odd plague evil campaign.

Designer

Myrryr wrote:
Mark Seifter wrote:
Myrryr wrote:

I read most of the thread and I don't recall seeing any real mentions of the new disease and poisons.

I just want to say that these things nasty, terrifying, and dear god I can't to use them as either a DM or a player. I mean, Dex poisons are now a rogues best friend! Mental poisons can totally shut a caster down and with their fort saves it's not even hard.

And then there's the Pernicious Poison spell. Oh dear god the Pernicious Poison spell... god forbid you have a mythic game with it's mythic variant.

But I have a question. Is there any class feature or spell that can force diseases along faster besides the Drakainia's gestation aura? Because maaaan do I wanna take advantage of some of these.

As the designer of the disease and poison variant system, I highly support the use of leukodaemons...all the leukodaemons. Available now with your friendly planar binding/ally. Go get 'em Myrryr!
Luekodaemons, Pairaka, ratfolk plague bringers, and then anti-paladins... oooh, anti-paladin of Apollyon... Hey Mark, there needs to be an anti-paladin disease and/or poison archetype that can make diseases 'tick' faster. Should do that. Urgathoa, Apollyon, like 10 demon lords... they'd love ya for it.

Seems like it would be much more useful to have disease-focused abilities now, from a gameplay perspective. For a story, diseases were vaguely OK as a background element, but in a real adventure, they were just mostly pretty irrelevant except maybe mummy rot. They just took so long to do anything meaningful. Now...well, should be much scarier, and much less fiddly than the whole ability damage thing.


Oh agreed. Mummies weren't exactly harmless, but now I can see my big bad melee players going "But I don't wanna go up and hit it! It might hit me back!"


Out of curiousity, will future diseases and poisons published in new books have entries for this system? I intend to go back and 'update' the diseases and poisons that aren't in the book, notably say, the disease in Curse of the Crimson Throne, but having to do it with future ones makes me feel iffy.


4 people marked this as a favorite.

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).
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.


and unchained is now up and running for Hero LAbs.

Just an FYI

Liberty's Edge

David knott 242 wrote:
ZanThrax wrote:
Has anyone figured out which, if any, existing archetypes will work with the unchained versions of the classes? I'm considering an underfoot adept / manoeuvre master for a potential upcoming giantslayer game, and I'm curious if I can do that with the unchained monk.

According to Alexander Augunas, the only archetypes that work without modification for the unchained monk are the Master of Many Styles and the Sensei, since the unchained monk does not modify or replace any of the class features that are modified or replaced in those archetypes. For all other archetypes, more work is needed -- see Everyman Unchained: Monk Archetypes for Alex's take on the needed work.

Weapon adept is also compatible. And sensei is a little weird, since it appears to potentially allow the PC to grant ki powers the PC might not actually possess himself...


So this book isn't half bad.

I mean I don't agree with some things, but that's not really a knock.

Can anyone find a way for Barbs to enter stances as a swift action or as part of entering Rage?


Why were the Oracle mysteries from Ultimate Magic not included in the Variant Multi-Classing lists? For example, I am particularly fond of Metal and Time, and was disappointed not to see them listed. :(

Are there plans to include them in a later product? They are part of the setting-neutral rulebook line (not Golarion-specific), so they should be covered at some point.


Also, to re-iterate my questions from the top of this page ...

Were the differences between Barbarian Uncanny Dodge and Rogue Uncanny Dodge really intended as such?


Has anyone converted Ghoul Fever, Vorel's Phage, or Blood Veil to their Unchained versions?


Two questions: Can we get confirmation that the Rogue's Edge ability only counts for a specific subset of Artistry, Craft, Knowledge or Profession? I assume so, but just checking.

Can someone clarify how the Rank 5 skill unlock for Craft is supposed to work with the new crafting rules? If examples are needed, assume human rogue 6, Int 16, 6 ranks in craft (traps), masterwork craft (traps) tools, but no feat, trait, magical item etc relating crafting.

Thanks.


Bellona wrote:
Has anyone converted Ghoul Fever, Vorel's Phage, or Blood Veil to their Unchained versions?

I was actually thinking of changing Blood Veil a bit, yeah. It's primary goal is

Spoiler:
Killing people for Queen to get rid of 'undesirables', but what if it was changed to a mental diseases that made someone pliable, like the cha poison, and not killing them. It would give her practically an entire army of slave subjects and be just as terrifying a plague as the book says it should. Like follows
Blood Veil, will save DC 16, Onset 1 day, airborne and contact disease. 2 consecutive saves to cure.
Stage 0 -- Healthy
Stage 1 -- Latent/Carrier. The subject can transmit the disease as an airborne and contact carrier
Stage 2 -- Weakened. The subject suffers a -2 penalty to will saves. This penalty is cumulative and stacks with itself each day the diseases saving throw is failed. This penalty cannot reduce their saving throw modifier below -4, where it requires a natural twenty to succeed.
Stage 3 -- Impaired. This stage begins when the subject's penalty to will saves equals their total will save modifier. They now automatically fail any mind-affecting effect that requires a will saving throw.
Stage 4 -- Pliant. This stage happens immediately after the next saving throw against the disease is failed. Bluff, Intimidate, and Diplomacy checks automatically succeed against the subject, so long as the one using those skills demonstrates a connection to the crown of Korvosa, generally a simple tabard, or wearing Korvosan guard armor, or similar such things. At this stage, an enchantment effect can be seen on the subject with detect magic, spellcraft DC 16 to identify it's effects. This effect can be dispelled, but is immediately re-applied the next day if the subject fails the will save against the disease. If dispelled, treat the subject as pliable, the Cha poison status. The subject can only increase on the condition track with the miracle, wish, limited wish, restoration or greater restoration spells at this point. Removing the disease at this stage does still allow the subject to recover on their own, if they can make the will save.
Stage 5 -- Pliant II. This stage happens one week after reaching stage 4. The pliant condition becomes permanent and can only be cured by a greater restoration spell, wish or miracle, which only moves the character up the track 1 step, to stage 4. They cannot recover on their own. This is the ending stage.


Myrryr wrote:
Bellona wrote:
Has anyone converted Ghoul Fever, Vorel's Phage, or Blood Veil to their Unchained versions?

I was actually thinking of changing Blood Veil a bit, yeah. It's primary goal is

** spoiler omitted **...

Blood Veil:
Correct me if I'm wrong, but the killing of the people was also a necessary ingredient for the ritual Illeosa was trying to perform.

Tels wrote:
Myrryr wrote:
Bellona wrote:
Has anyone converted Ghoul Fever, Vorel's Phage, or Blood Veil to their Unchained versions?

I was actually thinking of changing Blood Veil a bit, yeah. It's primary goal is

** spoiler omitted **...
** spoiler omitted **

Spoiler:
I believe it was, but this change hardly makes it difficult and in fact allows you to just have them walk on in to your ritualistic sacrifice room heh.

Read the rogue talents of the unchained rogue. Seriously underwhelmed. I had been led to think that the restrictions on daily uses of most talents would be gone. In fact, almost all of them are still there. Very sad. Thought I'd be able to get rid of several pages of house rules, now I'll seriously have to consider keeping them.

Edit: They even cut the best rogue talents, such as Hard Minded. Giving with one hand and taking away with the other. I'll not pass judgement on the unchained rogue at 2 am, but still underwhelmed so far.


Insain Dragoon wrote:
Can anyone find a way for Barbs to enter stances as a swift action or as part of entering Rage?

Not seen any of this. And the implication is that when you leave a rage, your rage power stances drop and have to be restarted as a new move action in the new rage. Serious cut for rage cyclers. I don't have a problem with this, but others might have.

Also, the beast totem powers have not been cut back. :( I really thought that would be a given.


Charlie Brooks wrote:
... it seems that a game could feature two types of monks - the standard monk that can be used with archetypes and the Unchained monk for those who don't want to use an archetype.

This is how it used to be back in 1E, when there were one monk in the player's handbook and another in Dragon magazine (later published in some book IIR). We had both in the same campaign back then. The original monk was worse at most things, but WAY faster!


Bellona wrote:
... So, an Unchained Barbarian 2+ keeps her Dex bonus to AC even if subjected to Hold Person, while an Unchained Rogue 4+ keeps her Dex bonus to AC even if attacked by an invisible foe.

I believe a barbarian held by Hold Person is still helpless, so immobilized must be referring to something other than paralysis. I couldn't think of anything like that tough. Perhaps immobilized now means unable to move around? Or this is just a brain fart?


Starfox wrote:

Read the rogue talents of the unchained rogue. Seriously underwhelmed. I had been led to think that the restrictions on daily uses of most talents would be gone. In fact, almost all of them are still there. Very sad. Thought I'd be able to get rid of several pages of house rules, now I'll seriously have to consider keeping them.

Edit: They even cut the best rogue talents, such as Hard Minded. Giving with one hand and taking away with the other. I'll not pass judgement on the unchained rogue at 2 am, but still underwhelmed so far.

Ummm...talents not in the book can still be used. What's stopping Unchained Rogue from taking Hard Minded exactly?


Barachiel Shina wrote:
Starfox wrote:

Read the rogue talents of the unchained rogue. Seriously underwhelmed. I had been led to think that the restrictions on daily uses of most talents would be gone. In fact, almost all of them are still there. Very sad. Thought I'd be able to get rid of several pages of house rules, now I'll seriously have to consider keeping them.

Edit: They even cut the best rogue talents, such as Hard Minded. Giving with one hand and taking away with the other. I'll not pass judgement on the unchained rogue at 2 am, but still underwhelmed so far.

Ummm...talents not in the book can still be used. What's stopping Unchained Rogue from taking Hard Minded exactly?

I think it will probably have to do with the PFS blog saying that they can only access the rogue talents this book.

Liberty's Edge

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That's an issue for PFS and that blog, not the class itself.


Barachiel Shina wrote:
Ummm...talents not in the book can still be used. What's stopping Unchained Rogue from taking Hard Minded exactly?

There's a list of rogue powers that remain unchanged (and thus ok to use). This list does not include Hard Minded, nor is that ability converted. Presumably it is not a part of the unchained rogue's palette.

OK, hard minded was a bit overpowered. I can see that they want to harmonize talents in power. But they harmonized towards the upper middle, not towards the top. Which is sad because rogue talents were (and still are) weak. They have gone form having a few good and many bad ones to all being mediocre. They really don't make up for the bard's spells or the investigator's extracts. Perhaps along with the skill edges, they will? About to start reading edges now.


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Looking at Skill Edges. For the level you get them, they are all pretty weaksauce, again not a replacement for bard or investigator spells/extracts. Some particular notables:

Overall, the penalties are too harsh. A skill you could have any chance to fail at becomes impossible with the outlined penalties. This makes the edges only usable in trivial situations. Trivial situations are just that, trivial, and you generally don't need any edges there.

Acrobatics 5: Substitute Acrobatics check -10 or CMD. These are both values that improve up to 1/level. Is the penalty really supposed to be there?

In other acrobatics abilities, you use your skill check -10 to replace a saving throw. As saves increase 1/2 levels at best, this is potentially useful at high levels.

Bluff: Retry penalties are reduced unless you fail by 5 or more. The chance to fail by 4 or less is always 20%. This is some help to a rogue who originally had a very good chance of success, but wont help much at all on the hard stuff.

Craft 20: You can make some magic items using the normal Craft rules. Since there is no Craft feat or rule, this by RAW refers to the Craft skill rules, the one where the cost is 1/3 of the item's final worth rather than the 1/2 from craft magic item feats. However, this is hardly usable as progress in item creation would be so very slow. I suppose RAI is to use the item crafting feat rules.

Diplomacy: Actually useful.

Disable Device: "when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol)." Is this a situation that would ever come up? If you spot a trap, you presumably know how not to trigger it.

Intimidate: Actually quite powerful.

Knowledge: Useful, bonuses a bit on the weak side. Do you get an edge with all knowledge skills if you pick this? If not, basically useless.

My feelings now is that these edges should be available to all who have the skill as a class skill, and that the rogue ability and feat offers advantages with them; Rogues get to add their level to the skill ranks to see what abilities they can use, while both the rogue class ability and the feat reduce all penalties by your number of skill ranks. I have always run a skill-intense game where skills have high utility, and this will not be a huge change for my games.


Pathfinder Starfinder Society Subscriber

Let's see:

Acrobatics: CMD scales with level only for full BAB classes. Of course, a Rogue only falls 5 points behind over 20 levels, so I am not sure what combination would make this useful -- maybe low strength, maxed out Acrobatic ranks, and skill boosting feats and magic items in the right combination?

Disable Device: Failing a Disable Device by 5 or more sets off the trap. Also, you could get useful information if you are able to study the symbol on a trap that would otherwise be set off by you just looking at it.


David knott 242 wrote:

Let's see:

Disable Device: Failing a Disable Device by 5 or more sets off the trap. [...]

I thought so too, until I read "If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it."


Pathfinder Starfinder Society Subscriber
Starfox wrote:
David knott 242 wrote:

Let's see:

Disable Device: Failing a Disable Device by 5 or more sets off the trap. [...]

I thought so too, until I read "If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it."

Yeah, that's weird -- the last two sentences in the 10 skill rank section for Disable Device appear to contradict each other -- that, or the ability is useful only in a highly detailed scenario where you can get useful information by playing around with a trap without actually attempting to disable it.


Been reading about the variant combat system. My head hurts. :-)


I don't understand how the alternate Craft skill rules help make item creation process any faster.

One of my player's 13th-level Fighter with +15 to his Craft (weaponsmithing) for his Adamantine Greatsword has to beat DC 25, which he can Take 10 on daily. Meaning he is only making 8gp worth of the sword per day.

3,350gp/8gp means he still is taking over a year and change to craft his sword. How is this any faster than before?

EDIT: Unless the rules mean you need to reach the GP cost of the 1/4 price and not the full price? In that case he can finish the sword in 104 days, which is 3 months and change...faster than a year but not as fast as I would normally expect.

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