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

Other Resources: This product is also available on the following platforms:

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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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Contributor

Dragon78 wrote:

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?

Spoiler:

1. Yes, most eidolons that gain resistance from their outsider form, eventually gain immunities to the same energy type. Devils, for example, become immune to poison at level 8. There is also an immunity evolution available.

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. :)

Designer

4 people marked this as a favorite.
donato wrote:
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. ;)


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'?

Dark Archive

Mark Seifter wrote:
donato wrote:
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. ;)

I am ok with innate badassery!

Grand Lodge

Kevin Mack wrote:
for things like sneak attack do you get just a single 1d6 of it or the full progression?

I'm guessing somewhere in between given the mentioned progressions of other abilities.


Any chance we can see any of the Combat Tricks for the Two-Weapon-Fighting line of feats?

Please and thank you.

Contributor

Kevin Mack wrote:
for things like sneak attack do you get just a single 1d6 of it or the full progression?

Spoiler:

Sneak attack caps at 4d6 at level 19.

Renchard wrote:

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?

Spoiler:

1. It appears to be the same.

2. The intro states that everything should still work with all archetypes, except for the monk.


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?


Never mind, PDF GET.

Dark Archive

Lanitril wrote:
Never mind, PDF GET.

I would love to know the answer to your question.

Contributor

Matrix Dragon wrote:
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'?

Spoiler:

Class features granted by the system are the same class feature as the original class, including having the same name. From my reading, they should work to qualify for feats, etc.

Lanitril wrote:

Any chance we can see any of the Combat Tricks for the Two-Weapon-Fighting line of feats?

Please and thank you.

Spoiler:

Two-Weapon Fighting allows you to spend reduce the TWF penalty by 1 for every 2 stamina you use. This lasts until the start of your next turn. Improved Two-Weapon Fighting allows you to make a second attack using your off-hand during an AOO.

Grand Lodge

donato wrote:
Kevin Mack wrote:
for things like sneak attack do you get just a single 1d6 of it or the full progression?
** spoiler omitted **

Spoiler:
Called it. Still, that's not what I want the rogue VMC for anyway, so no problem. :D

3 people marked this as a favorite.
TriOmegaZero wrote:
donato wrote:
Kevin Mack wrote:
for things like sneak attack do you get just a single 1d6 of it or the full progression?
** spoiler omitted **
** spoiler omitted **

You want it for the sweet sweet lipstick color, right?

Contributor

Barachiel Shina wrote:

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?

Spoiler:

Rogue gains access the Skill Unlock system. At level 5, they gain the Signature Skill feat which "unlocks" further abilities for a skill at 5, 10, 15, and 20 ranks. An unlocked disguise, for example, will allow you to create a disguise in 1d3 minutes, remove penalties for disguising your gender, race, & age category, and eventually create a disguise as a standard action.

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.


I think I broke my eyeballs by staring at my email and this store page too long.


Hmm no samurai VMC. But I think fighter VMC is gonna be a popular choice for several of my characters since it grants everything I like about fighters.


donato wrote:
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?


donato wrote:
Barachiel Shina wrote:

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?

** spoiler omitted **

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?


Ugh, I just go the email notification, but I don't have the PDF. I am perturbed.


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?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
donato wrote:
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. ;)

So if I'm remembering correctly, Stephen was technically correct, in that there's not an option for bigsixless play...

Designer

Chemlak wrote:
Mark Seifter wrote:
donato wrote:
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. ;)
So if I'm remembering correctly, Stephen was technically correct, in that there's not an option for bigsixless play...

But yet, the scalar implicature was causing people to be upset, no?


Dredcor wrote:
Ugh, I just go the email notification, but I don't have the PDF. I am perturbed.

I would fall out of my chair. Hoping I get mine soon though, the wait is painful.

Contributor

John Lynch 106 wrote:
donato wrote:
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?

Spoiler:

The ability is written as such: "(He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects)." It looks to me that TWF is in with the monk!

atheral wrote:
donato wrote:
Barachiel Shina wrote:

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?

** spoiler omitted **
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?

Spoiler:

Stealth does not have any kind of rework. The unlocked stealth reduces sniping and moving quickly penalties. It also allows you to deny your opponent's Dexterity bonus for a whole round, rather than just one attack.

Dragon78 wrote:

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?

Spoiler:

1. Most swift and immediate actions appear to cost 1 act. Free actions remain the same. TWF seems to grant you an additional attack when doing an attack action. Improved and Greater TWF grant further attacks. This system is pretty vast (takes up 8 pages), so don't expect me to give very detailed answers on this. Too much to read in this great book!

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.


Here's something I've been fiddling with lately: Is there one or more alternate approaches to magic item crafting?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
Chemlak wrote:
Mark Seifter wrote:
donato wrote:
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. ;)
So if I'm remembering correctly, Stephen was technically correct, in that there's not an option for bigsixless play...
But yet, the scalar implicature was causing people to be upset, no?

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.


Thanks donato!

Contributor

Kudaku wrote:
Here's something I've been fiddling with lately: Is there one or more alternate approaches to magic item crafting?

Spoiler:

There is a system called Dynamic Magic Item Creation. I haven't delved into it too much, but the idea seems to be spreading item crafting across multiple characters. It is cheaper for groups, rather than the individual and also requires the group to work together making multiple checks, rather than a single Spellcraft check.

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.


Thanks for the info donato:)


donato wrote:
Kudaku wrote:
Here's something I've been fiddling with lately: Is there one or more alternate approaches to magic item crafting?
** spoiler omitted **

Thanks!


Kennesty wrote:
Dredcor wrote:
Ugh, I just go the email notification, but I don't have the PDF. I am perturbed.
I would fall out of my chair. Hoping I get mine soon though, the wait is painful.

They are coming fast, my PDF has fallen into my hands!


Was hoping for an update on the variant stealth rules, but the unlock perks sound cool anyway. Thanks for the info.

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.


Ughh, I play in our campaign tonight in about 5hrs. Still waiting on my pdf... It'd be great to have on hand for some stuff when we level up tonight.

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.


Mark Seifter wrote:
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!


donato wrote:


2)How is the new Monk, Rouge, and Summoner? Any changes you really like?

undetailed rogue spoiler:
The new rogue is indeed an improvement on the old rogue, but I am slightly concerned that the points that were improved were areas the rogue didn't need as much help on.

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.

Designer

Avadriel wrote:
donato wrote:


2)How is the new Monk, Rouge, and Summoner? Any changes you really like?

** spoiler omitted **

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.


Starfinder Charter Superscriber
donato wrote:

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.

Dark Archive

How is the art in this one? lot of new art in it?


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Mark Seifter wrote:
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?


Mark Seifter wrote:


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.

Contributor

The art is great, like always. There is a piece for the monk and the brawler that I'm particularly fond of.

Designer

Avadriel wrote:
Mark Seifter wrote:


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.

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.


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Just got my PDF!

Here is the Table of Contents:

Spoiler:
INTRODUCTION, p. 4

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


Hnng, I would love to be able to buy the PDF now :<

Can't afford the hardcover shipping to belgium or I'd have bought it just to get the pdf...

Why do you torment us non-usians so?


Kevin Mack wrote:
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.


The unchained summoner has haste as a 3rd-level spell! :)


oh hi abundant step at 8th level!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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?

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