Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)

4.60/5 (based on 15 ratings)
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
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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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Silver Crusade

Pathfinder Adventure Path Subscriber
Vic Wertz wrote:
Maloo wrote:
The last book before the next edition?

We'll be announcing the next book in the RPG line at Gen Con. (Gasp! Could it really be it a new edition?)

** spoiler omitted **

Pathfinder Next is a great name ;)

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
Vic Wertz wrote:
Maloo wrote:
The last book before the next edition?

We'll be announcing the next book in the RPG line at Gen Con. (Gasp! Could it really be it a new edition?)

** spoiler omitted **

Commence nerdrage!

Designer

6 people marked this as a favorite.
Vic Wertz wrote:
Maloo wrote:
The last book before the next edition?

We'll be announcing the next book in the RPG line at Gen Con. (Gasp! Could it really be it a new edition?)

** spoiler omitted **

But in actuality, the coolest part of the new soon-to-be-announced book is--

Coolest Part:
Explosive runes.


Mark Seifter wrote:
Vic Wertz wrote:
Maloo wrote:
The last book before the next edition?

We'll be announcing the next book in the RPG line at Gen Con. (Gasp! Could it really be it a new edition?)

** spoiler omitted **

But in actuality, the coolest part of the new soon-to-be-announced book is--

** spoiler omitted **

*SIGH*

They try so hard to pull pranks and yet have trouble with the originality.

My hope is that the book finally does us proper justice and gives options for gremlin magic! Our powers are in woeful need of enhancement!

Suggestions:
You have just been cursed with Permanent Pugwampi Unluck!

See? That's original! >:)


Ooh, spell components to enhance spells ^_^


8 people marked this as a favorite.

You are releasing a Pathfinder version of Unearthed Arcana, you say? SHUT UP AND TAKE MY MONEY.


4 people marked this as a favorite.

Cantrips Suggestion: Please include some cantrips that can be use as a replacement for a light crossbow. It will be nice to have a low level wizard that can use only magic instead of mundane weapons.

PD: I like the idea of pathfinder unchained. I hope it also includes rules to make the game simpler for those who want a streamlined gameplay.


Pathfinder Adventure Path Subscriber

There are already such cantrips? Acid splash etc? Damage seems to be quite similar as you probably hit a touch attack more often than normal AC.


3 people marked this as a favorite.

I'm super curious about what will be done with the new summoner.

A suggestion that will probably be hated by some, but it's not as if the old options wouldn't still be available:
1. Drop Eidolons and create lists of Summon Companions drawn from all over the bestiaries. These could still be considered Eidolons for the purposes of spells and effects. Summon Companions would be much like Animal Companions, but summonable/dismissable and not limited to animals.
2. Drop Summon Monster Sp and replace with multiple available Summon Companions, but you can only have one Summon Companion summoned at a time, and you must draw from only your own lists of known Summon Companions.

So at first level, you may know two SCs, such as a celestial pony and a celestial eagle. But at higher levels you would get more interesting SCs such as beholders or dragons.

Adding to and modifying lists of Summon Companions could be a big part of adding future archetypes for a summoner of this design. You do lose the customization of the current design, but it hugely streamlines the class, and you would supposedly still have the old class available for customization.


I'd love to help playtest this product, and some kind of preview at the kind of changes we should expect!


I have been thinking about this book for a while and I have to admit the thing I am most interested in seeing is; What "Sacred Cows" did the designers wish to ignore. I mean yes some are touched on, but what pet peeves did they address what did they, as the designers, want to explore. I think it will be fun to see things from their point of view.


So the way I'm reading the description this is a means to introduce alternative systems like 'Wounds and Vigor' to handle parts of the game that are sacred cows in a different way. I presume that like Wounds and Vigor this will not be a part of PFS. I also presume that this will be an opt-in book like the Strategy Guide because of that. Things I think might be in the book (want in the book) are;

1) Alternative to iterative attacks. I've seen this talked about in a Reddit AMA two years ago saying that it was one of the changes that couldn't be made but wanted.

2) Class revisions on martials not exactly 'fixing' them but basing them on a 'fixing' mechanic. I think I saw talk about a point based combat system with rumor that it would function like Stamina/Fatigue in other games where it restores after a short rest. In my head this would function as a mixture of Psionic power points and Book of 9 Swords maneuvers. May be revised based on taking away iterative attacks or whatever alternate combat system arises.

3) A ton of rage. Whether people like the alternate rules or hate them According to the James Jacobs AMA they aren't 'fixing' Pathfinder so people will either rage that they AREN'T making those changes if they like them or they printing a book full of changes their players can whine about including if they don't like it.

4) New Magic. Probably not new core spells or anything like that but something simple and universal akin to spellpoints or words of power.

5) More encompassing Monster Templates? It was the first thing I thought of when I saw 'math lite monster creation. Have a CR template, put it on a creature type template and add some abilities. If that's the case would it work for players?

I'm having a hard time conceiving of magic items that have little to do with numerical bonuses, mostly because those seem so importantly ingrained into the game. Maybe there's a system that makes it irrelevant or mechanically inferior. Iterative attacks being replaced would probably do it but I wonder what else is going on there. I cant wait for some spoilers/playtest on this.


Itterative attacks are bad on two fronts.
1) They require a full round action and so hurt mobility. Which hurts martials.
2) They slow down play by requiring so many rolls.

I'd prefer if you simply received a bonus to damage based on your BAB. It'd be nice if BAB offered some boost to AC as well but that's probably never happening.


I'd like to point out that full-BAB on the monk unleashed is nice and all, but *I* don't feel particularly strongly for it. Instead I'd like to see a big (big, BIG) list of monk talents to take every even level, akin to rogue talents and rage powers.

Designer

5 people marked this as a favorite.
LoreKeeper wrote:

I'd like to point out that full-BAB on the monk unleashed is nice and all, but *I* don't feel particularly strongly for it. Instead I'd like to see a big (big, BIG) list of monk talents to take every even level, akin to rogue talents and rage powers.

Who said you can't have both full BAB and customized talents?

Shadow Lodge

1 person marked this as a favorite.

Internet wisdom.

Designer

7 people marked this as a favorite.
TOZ wrote:
Internet wisdom.

Thanks for the military intelligence.


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mark Seifter wrote:
TOZ wrote:
Internet wisdom.
Thanks for the military intelligence.

Are either of those related to political charisma?


1 person marked this as a favorite.
Mark Seifter wrote:
LoreKeeper wrote:

I'd like to point out that full-BAB on the monk unleashed is nice and all, but *I* don't feel particularly strongly for it. Instead I'd like to see a big (big, BIG) list of monk talents to take every even level, akin to rogue talents and rage powers.

Who said you can't have both full BAB and customized talents?

Oh certainly, why not? What I'm trying to say is that I think that monk talents are more important than full BAB. Full BAB is just something relevant to martials in general, but monk talents could be something that define the monk class in general (and characters in specific).

Pretty much every Player Companion that gets published now has a smattering of new rogue talents, special bardic masterpieces, alchemical insights, and so forth. But only once in a long while something for monks crops up (off-hand I can only think of meditation feats; and those are really for everybody - the monk merely has a slightly easier time accessing them). As a monk player I'm pretty much always jealous of (most) other classes when I read through a Player Companion.

Monk talents, are essentially what the qinggong archetype tries to retro-fit onto the existing monk chassis. Given the constraints it manages quite well - but written into the class from the ground up it would be far more relevant.


1 person marked this as a favorite.
Mark Seifter wrote:
TOZ wrote:
Internet wisdom.
Thanks for the military intelligence.

I'll get a state worker on it.


I just posted about this in another thread; Think its possible that the new martial resource mechanic ties in non-magic 'per day' abilities?

Also related, do you think the resource pool is going to be daily like ki, situationally replenish able like grit, or per encounter/short rest replenish?

Grand Lodge

All the fighter needs is a grit/ panache pool that allows them accomplish martial badassery without handing it out to every other class. A deed that allows a fighter to move x feet and still full attack, etc. I see my own fighter unleashed coming now that ACG is out.

SM

Grand Lodge

1 person marked this as a favorite.

While we are mucking about with the system can we get a way to remove iterative attacks? I liked how Star Wars SAGA made iterative attacks feats so the ability to gain more attacks was there but required investment to gain. I like how Trailblazer made iterative attacks improved as you gained them. I'd roll the two together and make them 3 feats that grant an extra attack with all attacks taking a penalty that lessens with each feat. I wonder if getting rid of TWF and just having an "Extra Attack" feat that granted one extra attack with a flat penalty to all attacks would work. You can already use any weapon that you are wielding and unarmed strikes as a part of a full attack sequence anyway. Why the unnecessary complication?

SM


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Just a note: I'm relatively positive that Jason B. stated there will be no playtest for this book. Can't remember if it was earlier in this thread or in a different one, but I've noticed a couple people getting excited about playtesting . . . might want to just look forward to the book next Spring! Playtesting isn't going to happen for this one!

Contributor

Sub-Creator wrote:
Just a note: I'm relatively positive that Jason B. stated there will be no playtest for this book. Can't remember if it was earlier in this thread or in a different one, but I've noticed a couple people getting excited about playtesting . . . might want to just look forward to the book next Spring! Playtesting isn't going to happen for this one!

Playtesting is, however, going to be happening for Occult Adventures. Maybe that's what you've seen/heard people getting excited about?


Wow. No playtesting sounds really dangerous. That book is likely to end up with so much errata and imbalance.


2 people marked this as a favorite.
Melkiador wrote:
Wow. No playtesting sounds really dangerous. That book is likely to end up with so much errata and imbalance.

Just because they aren't having an open playtest for Paizo customers doesn't mean it isn't being/hasn't been playtested.

Designer

3 people marked this as a favorite.
Cthulhudrew wrote:
Melkiador wrote:
Wow. No playtesting sounds really dangerous. That book is likely to end up with so much errata and imbalance.
Just because they aren't having an open playtest for Paizo customers doesn't mean it isn't being/hasn't been playtested.

In fact, these alternate base classes have the most extensive open playtest of all--years of public play!


Alexander Augunas wrote:
Sub-Creator wrote:
Just a note: I'm relatively positive that Jason B. stated there will be no playtest for this book. Can't remember if it was earlier in this thread or in a different one, but I've noticed a couple people getting excited about playtesting . . . might want to just look forward to the book next Spring! Playtesting isn't going to happen for this one!
Playtesting is, however, going to be happening for Occult Adventures. Maybe that's what you've seen/heard people getting excited about?

Probably, somehow in my head I thought this was coming out next year in August so I probably got my news scrambled.

In retrospect it makes sense, why public playtest a bunch of mechanics that are considered alternate rules. Its practically published house rules that might get further house ruled. Its not like new classes that outright have a bearing on every piece of product printed from then on.

Contributor

Malwing wrote:
In retrospect it makes sense, why public playtest a bunch of mechanics that are considered alternate rules. Its practically published house rules that might get further house ruled. Its not like new classes that outright have a bearing on every piece of product printed from then on.

I think its more like what Mark said. People have been complaining about different aspects of the Rogue, Summoner, and Monk for years now. The developers have had a minimum of four years to talk about how they would fix these classes.

We also don't know how extensive the changes will be. For example, will the "unchained" classes even get a full class write-up as they did in their original products, or will it work like a paragraph or two explaining how to "fix" the problems with these classes.

It is very difficult to speculate anything when we have almost no information to go on, which is both a blessing and a curse. On one hand, it will be difficult for people to say that the designers didn't deliver on their vision of a promise (as was seen with Slashing Grace) if the developers make only general promises. On the other hand, I suspect that the Paizo Department of Expectation Management is going to have to work overtime to prevent people's brains from swelling up with grandiose dreams of total class reconstruction.


Mark Seifter wrote:
Cthulhudrew wrote:
Melkiador wrote:
Wow. No playtesting sounds really dangerous. That book is likely to end up with so much errata and imbalance.
Just because they aren't having an open playtest for Paizo customers doesn't mean it isn't being/hasn't been playtested.
In fact, these alternate base classes have the most extensive open playtest of all--years of public play!

That would really depend on how different from standard the new classes are. Which really puts this book in a tough place. It is trapped between "You didn't change enough" and "You changed too much". I'm sure this book will hear both complaints when it releases.

At the least, I suspect the new monk and summoner will be different enough from standard to make prior experience with them fairly meaningless.


Melkiador wrote:
At the least, I suspect the new monk and summoner will be different enough from standard to make prior experience with them fairly meaningless.

Or they could build off of prior experience by taking what they learned about from the different archetypes and incorporate that into the core classes, at which point, prior experience is still very much relevant. We really have no way of knowing how it will go.

Silver Crusade

8 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Let's be frank - you have on this forum people complaining that 3.5 Cleric was weak, people complaining that Swashbuckler is OP and people who change sneak attack to be usable only once per round because OHMYGODALLTHOSEDICEOFDAMAGEHAXBLIZZNERFPLZ.

So, you'll ALWAYS have somebody unhappy :)


Mark Seifter wrote:
Cthulhudrew wrote:
Melkiador wrote:
Wow. No playtesting sounds really dangerous. That book is likely to end up with so much errata and imbalance.
Just because they aren't having an open playtest for Paizo customers doesn't mean it isn't being/hasn't been playtested.
In fact, these alternate base classes have the most extensive open playtest of all--years of public play!

Good to hear. As long as you guys tighten your editing, it sounds like it'll be fun.


Please please please have a magic system similar to the one in 3E's Epic Level Handbook. The Words of Power are a nice attempt, but they can't be used to recreate every spell in the core rules.


They announced the next hardcover book. Occult Adventures, with covering of "Psychic Magic"...instead of simply collaborating with Dreamscarred Press. I don't quite get it, why would I want Psychic Magic, isn't that simply done with the Cerebremancer prestige class? That's another topic.

Back on UNCHAINED.

I saw mention of a REVISED Summoner? Does that mean you'll revise all the feats and archetypes for the revised summoner? What about those of us that don't believe the class is broken and are fine with it the way it is?

Webstore Gninja Minion

1 person marked this as a favorite.
Barachiel Shina wrote:

They announced the next hardcover book. Occult Adventures, with covering of "Psychic Magic"...instead of simply collaborating with Dreamscarred Press. I don't quite get it, why would I want Psychic Magic, isn't that simply done with the Cerebremancer prestige class? That's another topic.

It is indeed another topic. But they are two interpretations for a similar topic, and they can both exist in the game system. :)

Liberty's Edge

1 person marked this as a favorite.
Barachiel Shina wrote:

They announced the next hardcover book. Occult Adventures, with covering of "Psychic Magic"...instead of simply collaborating with Dreamscarred Press. I don't quite get it, why would I want Psychic Magic, isn't that simply done with the Cerebremancer prestige class? That's another topic.

Back on UNCHAINED.

I saw mention of a REVISED Summoner? Does that mean you'll revise all the feats and archetypes for the revised summoner? What about those of us that don't believe the class is broken and are fine with it the way it is?

Then continue using the original Summoner.


sunshadow21 wrote:
Melkiador wrote:
At the least, I suspect the new monk and summoner will be different enough from standard to make prior experience with them fairly meaningless.
Or they could build off of prior experience by taking what they learned about from the different archetypes and incorporate that into the core classes, at which point, prior experience is still very much relevant.

I doubt that being that there are only a few summoner archetypes deemed balanced enough for pfs. And none of those are very interesting.


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Know Direction recorded the Pathfinder RPG Rules Q&A, which contains some really interesting spoilers about what's (probably) in the upcoming Pathfinder Unchained - the video can be found here.

While the whole Q&A is very interesting and well worth a listen, the Unchained stuff starts here, and is also mentioned in the Question Round towards the end of the clip.

Some of the highlights:

+2 Skill Points for everyone!

Barbarians get temporary hit points from rage! (no more dying the second you drop into the negatives)

New mundane Crafting System!

Fatigue resource management system for martials!

Eidolon themes!


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Monk gets full BAB and it sounds like they take the Qinggong Monk and make it the base class as he can 'choose' his abilities as he levels up.

Contributor

Kudaku wrote:


+2 Skill Points for everyone!

... crap.

And I just wrote this huge article for Guidance next week about why they (Paizo) should give everyone +4 skill points.

It mostly boils down to keeping parity between Hit Points and Skill Points, plus 4 extra skill points reduces the High (Rogue) / Low (Fighter) ratio to 2:1 instead of the monstrous 4:1 ratio that we currently have.


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Alexander Augunas wrote:
Kudaku wrote:


+2 Skill Points for everyone!

... crap.

And I just wrote this huge article for Guidance next week about why they (Paizo) should give everyone +4 skill points.

It mostly boils down to keeping parity between Hit Points and Skill Points, plus 4 extra skill points reduces the High (Rogue) / Low (Fighter) ratio to 2:1 instead of the monstrous 4:1 ratio that we currently have.

It looks like the two extra skill points may have some limitations. Jason talked about a two-tier skill system where classes get the normal amount of "adventuring skills" and then two extra per level to put into 'other' skills like Linguistics, Craft and a new skill called "lore".

Lore seems to be a super specific knowledge skill - the example used is a fighter who has a disconcerting level of familiarity with owlbears.


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More highlights from the podcast:

Rogues get Danger Sense instead of Trap Sense (and it is much more awesome!)- gives bonus on Perception checks to avoid being surprised in addition to regular Trap Sense.

Sounds like they are going to make efforts to explain where/how changes will exist so that it will be easier to drop the reworked classes in place of current ones (ie, Danger Sense functions in all ways as Trap Sense for archetypes, etc.)

2 tiers of skills- Adventuring skills and other skills (craft, etc.) for which you can use your extra skill points. Background skills (like Knowledge, but very specific).

"Totally messing with the Action Economy."

(Felt that line needed a specific callout. lol)

Rogue gets new conditions to inflict on people (like hamper- cuts speed in half for a round and can't take 5 foot steps); bonus on attack rolls by weakening defenses of foes.

Redoing Rogue and Barbarian talents.

Barbarian- making "math" of rage less complicated. Keeping Raging Swim, but now just gives a swim speed.

Summoner- must pick an Outsider type when first get eidolon. Choice you make will flavor its abilities and evolutions.

Lots of other systems as well:

Can burn your fatigue pool to do new things (what you can do is determined by your feat selection; ex. do even more damage with Power Attack by making yourself more tire). Fighters- with more feats- will benefit the most. Martial characters get biggest fatigue pools (it is based off BAB and Con mod). Need a feat to buy into the system (though if you like it, just let martials have it).

Revised magic item system- items are more story based, unlock powers as you level, as opposed to getting bonuses all up front.

Monster creation system- to help make it less fiddly with the numbers and direct you in a better way to get the monster you want; less time consuming.


I've got mixed feelings about this book. While I love that it sounds like they will finally be giving more martial focused characters some love, I worry about the summoner. The summoner was one of my favorite classes in the game because of how versatile it was. It actively encouraged players to have fun and get creative with their character, and offered a lot of roleplay material. My greatest concern is that with this book, it will get nerfed into oblivion and have it's most fun feature gutted because of public outcry. I honestly don't get why people find the summoner so overpowered to begin with. It's certainly powerful and is hard to screw up, but I've never seen a game come even close to being broken by one, and this includes experience with running a summoner in a pvp game.

Hopefully, my concerns will be for naught, and it turns out the summoners inclusion in unchained means that it will simply be revised and streamlined rather than clocked over the head with the nerfbat and gutted because of concerns over pouncing eidolon beatsticks. For as much love as I have for the class it's spell list, while strong, is a tad bit bland. very few good choices for abilities often leads to pretty much every summoner having the same spell list. Fingers crossed!


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One last post before I'm off to bed for the night,

I'd just like to ask people to hit that Like button on Know Direction's clip - it's really awesome that they're putting in the time and effort to bring these recordings to those of us who can't attend the panels! : D

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

It's the summoner I always wanted!

<3

For those of you who like the summoner as is, You already have it, I want a summoner with specific outsider types!


The way it sounded is that they are more interested in two things: establishing more balance for the eidolon, and giving it more of a place in the cosmology of the world rather than just being a tabula rasa that the player crafts as he sees fit.

It almost seems like while- yes, your specific outsider type will flavor the abilities you can select- you will still be able to customize your eidolon within those limits. So not the completely open-ended customization that exists now, but still a lot of options.


Kudaku wrote:

One last post before I'm off to bed for the night,

I'd just like to ask people to hit that Like button on Know Direction's clip - it's really awesome that they're putting in the time and effort to bring these recordings to those of us who can't attend the panels! : D

Couldn't agree more. And the quality of them is very good, too. There are a few points where the sound is hard to make out (mostly when panelists are talking over/with one another- understandably), but the video and sound quality are excellent!


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Yeah, looking over the vid, I'm actually holding a lot of hope for the summoner. I do like the prospect of eidolon subtypes, and it sounds like they are keeping with the idea of a customizable ally. Adding limitations onto the evolutions you can take seems fair, I just hope that all of the eidolon subtypes are equally powerful. It would be interesting, however, to see different outsider types be better at certain roles. Perhaps an azata eidolon would have more powers focused on supporting their team members or having magical abilities, to reflect the fighting styles of lillend and bralani azatas, where a demon eidolon would be better at channeling it's abyssal fury to shatter anything foolish enough to get in it's path. Most eidolons I've seen in play have been pouncing harbingers of death, but that's because almost all of the evolutions are focused on increasing combat capability. I'm actually really looking forward to seeing how they will change how an eidolon evolves, since I really like the idea of things like SLAs and special abilities onto my eidolon, but as it stands, the evolutions to do so either don't exist, cost WAY too much, or are far too weak to justify taking (seriously, 3 evolution points to pick up a 1/day 0 level and a 1/day 1st level spell off of an incredibly restricted list is far too high of a price for such a weak ability).

I think my position officially shifted from cautious to legitimately excited.

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