donato Contributor |
1)Do any of the Eidolons gain immunities through levels or as evolutions?
2)Do the Eidolons start with any resistances, immunities, or other defenses.
3)Any changes to the Summoner's spell list worth mentioning?
2. Resistances and immunities are inherent to the outsider form. Evasion and devotion are available to all eidolons via leveling.
3. Black tentacles is now a 4th level spell. :)
Mark Seifter Designer |
4 people marked this as a favorite. |
Yrtalien wrote:Have you seen anything that wasn't previewed that you found especially cool? Other than the dropping iterative attacks (which sounds awesome)!** spoiler omitted **
And now, you can see that there is not one but two systems for removing the Big Six, depending on whether you want the characters to be innately badass or still want the power in items. ;)
brad2411 |
donato wrote:And now, you can see that there is not one but two systems for removing the Big Six, depending on whether you want the characters to be innately badass or still want the power in items. ;)Yrtalien wrote:Have you seen anything that wasn't previewed that you found especially cool? Other than the dropping iterative attacks (which sounds awesome)!** spoiler omitted **
I am ok with innate badassery!
donato Contributor |
for things like sneak attack do you get just a single 1d6 of it or the full progression?
1) Has there been any modification to the summon monster ability of the summoner?
2) Do the updated classes give any notes as to how they should interact with previously existing archetypes?
2. The intro states that everything should still work with all archetypes, except for the monk.
Barachiel Shina |
Everyone keeps asking these multiclass variants. I still wanna know more about the classes
So what more can you tell us about Rogue? You say it uses the new skill stuff? So in order to use the Unchained Rogue do you have to use the new skill system? What is the skill system in it? What is the Unchained Rogue missing that te Core Rogue has?
How does the Unchained Monk's flurry of blows work now?
donato Contributor |
Just curious, for the VMC stuff... if a character gains something like a magus arcana or witch hex via the multiclass does the character then qualify for feats like 'Extra Arcana' and 'Extra Hex'?
Any chance we can see any of the Combat Tricks for the Two-Weapon-Fighting line of feats?
Please and thank you.
donato Contributor |
Everyone keeps asking these multiclass variants. I still wanna know more about the classes
So what more can you tell us about Rogue? You say it uses the new skill stuff? So in order to use the Unchained Rogue do you have to use the new skill system? What is the skill system in it? What is the Unchained Rogue missing that te Core Rogue has?
How does the Unchained Monk's flurry of blows work now?
The Skill Unlock system is inherently tied to the Unchained rogue, but is available to be implemented table-wide.
Unchained rogue does not seem to be missing anything. It only gains abilities from unchained.
As for the monk, the new flurry is plenty exciting and a lot simpler. As you know, monk now has full BAB, allowing extra attacks by default. When flurrying, the monk makes one more attack at their full BAB with no penalties of any kind. At 11th level, he makes a second additional attack in the same manner.
John Lynch 106 |
Barachiel Shina wrote:How does the Unchained Monk's flurry of blows work now?** spoiler omitted **
The Core Rulebook monk's flurry of blows seemed to be designed to be incompatible with two weapon fighting (sort of giving it to you, but not really).Can a monk TWF with the unchained version of flurry of blows?
atheral |
Barachiel Shina wrote:** spoiler omitted **Everyone keeps asking these multiclass variants. I still wanna know more about the classes
So what more can you tell us about Rogue? You say it uses the new skill stuff? So in order to use the Unchained Rogue do you have to use the new skill system? What is the skill system in it? What is the Unchained Rogue missing that te Core Rogue has?
How does the Unchained Monk's flurry of blows work now?
The "skill unlocks" sounds awesome, out of curiosity any new changes/rework to Stealth or is there a chance we could hear what the "unlocks" of that skill is?
Dragon78 |
1)For the new action economy system how do they do abilities that are immediate, swift, free, monster attacks, and two-weapon fighting?
2)How exactly does the new monk work, do you choose your abilities or do you choose a path that grants a list of set abilities?
3)Does the enhancement bonus to weapons and armor(gained through level) stack with actual magical weapons/armor for the "Bigsixless" option?
Chemlak |
1 person marked this as a favorite. |
donato wrote:And now, you can see that there is not one but two systems for removing the Big Six, depending on whether you want the characters to be innately badass or still want the power in items. ;)Yrtalien wrote:Have you seen anything that wasn't previewed that you found especially cool? Other than the dropping iterative attacks (which sounds awesome)!** spoiler omitted **
So if I'm remembering correctly, Stephen was technically correct, in that there's not an option for bigsixless play...
Mark Seifter Designer |
Mark Seifter wrote:So if I'm remembering correctly, Stephen was technically correct, in that there's not an option for bigsixless play...donato wrote:And now, you can see that there is not one but two systems for removing the Big Six, depending on whether you want the characters to be innately badass or still want the power in items. ;)Yrtalien wrote:Have you seen anything that wasn't previewed that you found especially cool? Other than the dropping iterative attacks (which sounds awesome)!** spoiler omitted **
But yet, the scalar implicature was causing people to be upset, no?
donato Contributor |
donato wrote:The Core Rulebook monk's flurry of blows seemed to be designed to be incompatible with two weapon fighting (sort of giving it to you, but not really).Can a monk TWF with the unchained version of flurry of blows?Barachiel Shina wrote:How does the Unchained Monk's flurry of blows work now?** spoiler omitted **
donato wrote:The "skill unlocks" sounds awesome, out of curiosity any new changes/rework to Stealth or is there a chance we could hear what the "unlocks" of that skill is?Barachiel Shina wrote:** spoiler omitted **Everyone keeps asking these multiclass variants. I still wanna know more about the classes
So what more can you tell us about Rogue? You say it uses the new skill stuff? So in order to use the Unchained Rogue do you have to use the new skill system? What is the skill system in it? What is the Unchained Rogue missing that te Core Rogue has?
How does the Unchained Monk's flurry of blows work now?
1)For the new action economy system how do they do abilities that are immediate, swift, free, monster attacks, and two-weapon fighting?
2)How exactly does the new monk work, do you choose your abilities or do you choose a path that grants a list of set abilities?
3)Does the enhancement bonus to weapons and armor(gained through level) stack with actual magical weapons/armor for the "Bigsixless" option?
2. Monk ki powers are like rogue talents or ninja tricks. You gain one at 4th level and every 2 levels afterwards.
3. Your inherent enhancements to armor and weapons are the only +1—+5 available. You can enhance weapons further, but you cannot buy a +1 sword. You can inherently grant a sword +1 and then pay to add flaming to it, like a standard magic weapon.
Chemlak |
Chemlak wrote:But yet, the scalar implicature was causing people to be upset, no?Mark Seifter wrote:So if I'm remembering correctly, Stephen was technically correct, in that there's not an option for bigsixless play...donato wrote:And now, you can see that there is not one but two systems for removing the Big Six, depending on whether you want the characters to be innately badass or still want the power in items. ;)Yrtalien wrote:Have you seen anything that wasn't previewed that you found especially cool? Other than the dropping iterative attacks (which sounds awesome)!** spoiler omitted **
See, this is why I get nervous about talking to Mark, him use big words.
Fortunately, I'm good at context. The only appropriate answer to that question, to avoid ambiguity in the response (caused by the negative nature of the question) is thus:
Correct.
And now there is much rejoicing.
donato Contributor |
Here's something I've been fiddling with lately: Is there one or more alternate approaches to magic item crafting?
There is also a system called Esoteric Material Components. This system adds materials and components to increase the investment required for casting. The more powerful an item, the more components are required to create it and of course, the rarer the component is.
donato Contributor |
Here's one thing I want to note for this book. The comparisons to Unearthed Arcana are spot on. There are multiple systems that will modify the same thing, but that does not mean they are all compatible. There are two skill grouping systems which stand independent, to name one incompatibility. If you try to implement every change to combat available, you will make the game extremely difficult.
However, do make sure to enjoy what you find and keep in mind that nothing is mandatory. Add what you like, keep what works. This book offers so much, but it's on you and your group to find what the perfect options are for your table.
This book is meant to be a nice smorgasbord with a variety of options to choose from, not a trough that you toss everything into and assume you will enjoy.
If I had to harbor a guess in regards to PFS, the unchained barbarian, monk, and rogue will be optional, but the summoner will be mandatory. They will probably also allow Skill Unlocks, but my guess is nothing else will make it into organized play. This is a book for the home table. You and your GM will love cherry picking what's right for your game, but don't expect it to change the landscape of PFS.
Mark Seifter Designer |
By the way everyone, I want to advise/caution that while the posters who have their book here are being very gracious in answering all of your questions, they have had little time with the book as of yet, and they may not have answered correctly. In my own skimming, I have noticed two incorrect answers so far. So I guess what I'm saying is: take the answers with a grain of salt.
knightnday |
By the way everyone, I want to advise/caution that while the posters who have their book here are being very gracious in answering all of your questions, they have had little time with the book as of yet, and they may not have answered correctly. In my own skimming, I have noticed two incorrect answers so far. So I guess what I'm saying is: take the answers with a grain of salt.
This is very true. Just flipping through the book, there are all sorts of changes that I'm going back over, looking for the Core book to compare and then rereading again. There is so much on every page that you'll want to pour over and consider. donato is very right with his comment about the number of options; you may not want all of them at the same time and/or they will clash. Still, amazing so far!
Avadriel |
2)How is the new Monk, Rouge, and Summoner? Any changes you really like?
The rogue got some help in combat, but with the exception of some changed talents, these changes only help the rogue if they are already able to sneak attack, and I don't know many people that say a rogue needed to be better if they were actually getting sneak attacks.
Rogues got some minor improvements on skills, with new ways to use certain skills, but for the most part, the particularly useful benefits of this system require 15 or 20 skill ranks to be useful. The number of pathfinder games that I have been in that hit level 15 or above, I can count on the captain hooks special hand.
There was an faq on Friday that said rogues gained the ability to sneak attack targets with concealment but not total concealment. That ability does not exist, they just changed the wording on sneak attack to say that a rogue cannot sneak attack a target with total concealment, but does not say they can sneak attack targets with partial concealment, per Mark Seifter's assertion that the precision damage and concealment FAQ applies to swashbuckler's precise strike, it should also apply to the unchained rogue.
I do like the significant improvements made to some rogue talents. They dramatically improved a number of talents, but I will only spoil one;
Lingering poison: The rogue can apply poison to a weapon so that it persists for a number of attacks equal to the rogues dexterity modifier, applying the poison this way is a full round action. Poisons used with this grant a +2 bonus on the save against poison. This works very well with the new poison system, which by the way is positively lethal and horrifyingly dangerous.
Mark Seifter Designer |
Shadrayl of the Mountain |
Here's one thing I want to note for this book. The comparisons to Unearthed Arcana are spot on. There are multiple systems that will modify the same thing, but that does not mean they are all compatible. There are two skill grouping systems which stand independent, to name one incompatibility. If you try to implement every change to combat available, you will make the game extremely difficult.
However, do make sure to enjoy what you find and keep in mind that nothing is mandatory. Add what you like, keep what works. This book offers so much, but it's on you and your group to find what the perfect options are for your table.
This book is meant to be a nice smorgasbord with a variety of options to choose from, not a trough that you toss everything into and assume you will enjoy.
If I had to harbor a guess in regards to PFS, the unchained barbarian, monk, and rogue will be optional, but the summoner will be mandatory. They will probably also allow Skill Unlocks, but my guess is nothing else will make it into organized play. This is a book for the home table. You and your GM will love cherry picking what's right for your game, but don't expect it to change the landscape of PFS.
I'm really hoping PFS allows Fighters to use Stamina. That would make my Fighter fun to play again.
Cheapy |
3 people marked this as a favorite. |
By the way everyone, I want to advise/caution that while the posters who have their book here are being very gracious in answering all of your questions, they have had little time with the book as of yet, and they may not have answered correctly. In my own skimming, I have noticed two incorrect answers so far. So I guess what I'm saying is: take the answers with a grain of salt.
Black tentacles is actually a summoner cantrip, and the unchained rogue actually gets four times their Dexterity bonus to damage, right?
Avadriel |
Glad you love the horrifying and delicious new poison and disease system. That was a late addition of mine! Poison is worth the money now for sure, if you use it.
I must admit that I have some trepidation on needing miracle or wish to revive someone who died to poison, regardless of how low level the poison is, that just seems a bit...extreme? everything else about it I liked though.
donato Contributor |
Mark Seifter Designer |
Mark Seifter wrote:I must admit that I have some trepidation on needing miracle or wish to revive someone who died to poison, regardless of how low level the poison is, that just seems a bit...extreme? everything else about it I liked though.
Glad you love the horrifying and delicious new poison and disease system. That was a late addition of mine! Poison is worth the money now for sure, if you use it.
Resurrection magic is meant to be one of the "more powerful spells" mentioned, if the end state is death. But by not saying exactly which one, that allows the GM to decide how big of such a spell is needed. With variants, flexibility is the key.
The Rot Grub |
1 person marked this as a favorite. |
Just got my PDF!
Here is the Table of Contents:
CHAPTER 1: CLASSES, p. 6
Barbarian, p. 8
Monk, p. 14
Rogue, p. 20
Summoner, p. 25
Fractional Base Bonuses, p. 40
Staggered Advancement, p. 42
CHAPTER 2: SKILLS AND OPTIONS, p. 44
Background Skills, p. 46
Consolidated Skills, p. 54
Grouped Skills, p. 70
Alternate Crafting and Profession Rules, p. 72
Skill Unlocks, p. 82
Variant Multiclassing, p. 88
CHAPTER 3: GAMEPLAY, p. 92
Alignment, p. 95
Removing Alignment, p. 100
Revised Action Economy, p. 102
Removing Iterative Attacks, p. 110
Stamina and Combat Tricks, p. 112
Wound Thresholds, p. 136
Diseases and Poisons, p. 138
CHAPTER 4: MAGIC, p. 142
Simplified Spellcasting, p. 144
Spell Alterations, p. 146
Esoteric Material Components, p. 150
Automatic Bonus Progression, p. 156
Innate Item Bonuses, p. 158
Scaling Items, p. 160
Synamic Magic Item Creation, p. 180
CHAPTER 5: MONSTERS, p. 192
Simple Monster Creation, p. 194
Step 1: Array, p. 196
Step 2: Creature Type or Class Graft, p. 204
Step 3: Subtype Graft, p. 214
Step 4: Template Graft, p. 216
Step 5: Size Graft, p. 217
Step 6: Spells, p. 218
Step 7: Monster Options, p. 228
Step 8: Skills, p. 240
Step 9: Damage, p. 241
Monster Creation Examples, p. 242
INDEX, p. 254
knightnday |
How is the art in this one? lot of new art in it?
The art is all very nice, with a good mix of the iconics throughout the book as well as other beings (I especially liked the flumph!). The art all appears to be new as far as I can tell, though in my initial flip-through I may have missed a repeat from somewhere.
magnuskn |
So, in the system where PC's get awesome without any big six at all, is there some downward adjustment to WBL? Because otherwise, it'd be a radical power boost to player characters.
Also, do PC's get innate deflection bonuses? Or is that particular kind of bonus transformed into something like a dodge bonus?