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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Contributor

magnuskn wrote:

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?

Spoiler:

WBL is decreased to half the normal amount. The characters gain deflection bonuses to AC, eventually reaching a +5.


magnuskn wrote:

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?

Yes and yes. What I'm interested/confused on is how would one do the scaling items and still do the innate bonuses from the big six? I guess I'll have to look at it more when I'm less tired.

That, and I gotta figure out why so many Combat Tricks say you can select this feat without needing to meet the ability score prerequisites. Like, if you have enough stamina, you can just have the feat? That goes a long way to make some of those feats useful, since they're mostly maneuvers like improved and greater steal, but it seems like an awful lot to just give us. Maybe I'm reading it wrong?

RPG Superstar 2012 Top 32

*is devouring this book, but shakes hand at the sky* Dang it, why do I have to work today?!


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thank you to donate and Lanitril for the quick answers. Just halving WBL is something I could have thought of a few years ago, but I had to make it complicated for myself. :p

I'd seriously consider replacing that deflection bonus with a dodge bonus. PC's are awesome, but getting innate deflector shields seems a bit silly.


Asking for a friend of mine:

If I subscribe to the Pathfinder Roleplaying Game series today, will I get an early PDF?

I think the spoilers I've been sending him from this thread finally pushed him over the ledge. :D


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

What are the limitations (if any) of the rogue's Dex to damage and free Weapon Finesse?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

magnuskn wrote:

Thank you to donate and Lanitril for the quick answers. Just halving WBL is something I could have thought of a few years ago, but I had to make it complicated for myself. :p

I'd seriously consider replacing that deflection bonus with a dodge bonus. PC's are awesome, but getting innate deflector shields seems a bit silly.

Otoh, it does represent stormtrooper marksmanship and plot armor. ;-)


If you replace it with Dodge then the low level spells that offer Deflection bonuses would become dramatically better. Shield of Faith in particular springs to mind.

I quite like the idea of a mechanical plot armor bonus myself. ;)

Grand Lodge

Hmm someone with an RPG Sub and AP Sub has gotten their PDF ... I can feel it getting closer.

Designer

Kudaku wrote:

If you replace it with Dodge then the low level spells that offer Deflection bonuses would become dramatically better. Shield of Faith in particular springs to mind.

I quite like the idea of a mechanical plot armor bonus myself. ;)

Indeed, that replacement would raise AC too much when combined with the scaling bonus from shield of faith. But Unchained is all about tinkering! So I fully endorse it if you want to make it a dodge bonus but then remove the ability for PCs to gain deflection bonuses, or something like that.


Xethik wrote:
What are the limitations (if any) of the rogue's Dex to damage and free Weapon Finesse?

dex to damage requires you to choose a weapon, and you only get it with that weapon, though you choose another weapon or two later.

Weapon finesse is just weapon finesse the feat.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Any new monsters?

Do we get new info on Aroden?

Are paladins of Asmodeus legal again?

Anything on Darklight Sisterhood?

Stats for gods, maybe?

I sure hope there are no robotz with lazors in there.

Beholders, finally?


Xethik wrote:
What are the limitations (if any) of the rogue's Dex to damage and free Weapon Finesse?

Finesse weapons only, of course, you can't use the Dex to damage any place you'd be denied Str to damage. Also, you can only select a weapon for Dex to damage at levels 3, 11, and 19.


Andrew Betts wrote:
Hmm someone with an RPG Sub and AP Sub has gotten their PDF ... I can feel it getting closer.

I wish I knew what the order was for subscription send-outs.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Kennesty wrote:
Andrew Betts wrote:
Hmm someone with an RPG Sub and AP Sub has gotten their PDF ... I can feel it getting closer.
I wish I knew what the order was for subscription send-outs.

I'm sure there's some rhyme or reason to it, but it varies. I've had orders go through straight away, and then the next one I'm middle of the pack, then early, then right at the end... just try to be patient.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:

Any new monsters?

Do we get new info on Aroden?

Are paladins of Asmodeus legal again?

Anything on Darklight Sisterhood?

Stats for gods, maybe?

I sure hope there are no robotz with lazors in there.

Beholders, finally?

This is Pathfinder Unchained, not Golarion Unchained. This won't have any campaign specific information in it.

Thanks for the Weapon Finesse fill-ins!


Did anything change for the Unchained Rogue to allow for ranged rogues to work?


Chemlak wrote:
Kennesty wrote:
Andrew Betts wrote:
Hmm someone with an RPG Sub and AP Sub has gotten their PDF ... I can feel it getting closer.
I wish I knew what the order was for subscription send-outs.
I'm sure there's some rhyme or reason to it, but it varies. I've had orders go through straight away, and then the next one I'm middle of the pack, then early, then right at the end... just try to be patient.

With most books it's fairly easy to be, I'm always excited for them but never like this... this is THE BOOK.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
Kudaku wrote:

If you replace it with Dodge then the low level spells that offer Deflection bonuses would become dramatically better. Shield of Faith in particular springs to mind.

I quite like the idea of a mechanical plot armor bonus myself. ;)

Indeed, that replacement would raise AC too much when combined with the scaling bonus from shield of faith. But Unchained is all about tinkering! So I fully endorse it if you want to make it a dodge bonus but then remove the ability for PCs to gain deflection bonuses, or something like that.

Making all deflection bonuses into dodge bonuses for this system would seem like the best idea for me, yes. :)

Grand Lodge

They've said in the past that the computer calculates what will be the most efficient order to that similar orders are all done at once. I've noticed most people that have said they had their PDFs were RPG only subscribers. And then recently one of them was RPG/AP Subscriber which is the same as me. Also if you added things to ship with your subscription its going to push you farther down the list because the order is more unique.

Now I don't work for Paizo but this is the way I've interpreted what has been said in the past.


interesting to note, the unchained monk needs to be lawful, the VM monk does not, although it won't gain ki strike lawful.


Andrew Betts wrote:

They've said in the past that the computer calculates what will be the most efficient order to that similar orders are all done at once. I've noticed most people that have said they had their PDFs were RPG only subscribers. And then recently one of them was RPG/AP Subscriber which is the same as me. Also if you added things to ship with your subscription its going to push you farther down the list because the order is more unique.

Now I don't work for Paizo but this is the way I've interpreted what has been said in the past.

I think that may be correct, but they also may do it regionally (US before doing Canada as it would explain why I didn't get mine with the RPG Subscriber's only.)

Dark Archive

So if I'm understanding right actual spell casting is one of the things thats not really obtainable in the new multiclass system?

Grand Lodge

Kevin Mack wrote:
So if I'm understanding right actual spell casting is one of the things thats not really obtainable in the new multiclass system?

That is the way I interpret it.

Designer

magnuskn wrote:
Mark Seifter wrote:
Kudaku wrote:

If you replace it with Dodge then the low level spells that offer Deflection bonuses would become dramatically better. Shield of Faith in particular springs to mind.

I quite like the idea of a mechanical plot armor bonus myself. ;)

Indeed, that replacement would raise AC too much when combined with the scaling bonus from shield of faith. But Unchained is all about tinkering! So I fully endorse it if you want to make it a dodge bonus but then remove the ability for PCs to gain deflection bonuses, or something like that.
Making all deflection bonuses into dodge bonuses for this system would seem like the best idea for me, yes. :)

Dodge bonuses typically stack, so that won't alleviate your problem. Your best bet is to make a new type of bonus called "Prowess" or something like that, which doesn't work when denied Dex bonus (since it represents using your awesome prowess and skill to block attacks) and then convert all deflection bonuses to that.


Andrew Betts wrote:
Kevin Mack wrote:
So if I'm understanding right actual spell casting is one of the things thats not really obtainable in the new multiclass system?
That is the way I interpret it.

The witch gives cantrips. At like, I think level 11. That's really the best it gets. Otherwise, it's just really awesome supernatural/spell like abilities in the form of domains and mysteries and such.

I really do wish it gave some spells though. Even just a few.


Here's my take on a "Scarred Witch Doctor" VM.

Gains mask instead of familiar, gains hexes like the witch VM (visually hex scars), but the first hex must be scarshield. Cantrips and hexes gained this way are constitution dependent.

I hope you like it :)

Paizo Employee Designer

5 people marked this as a favorite.
Gorbacz wrote:

Any new monsters?

Do we get new info on Aroden?

Are paladins of Asmodeus legal again?

Anything on Darklight Sisterhood?

Stats for gods, maybe?

I sure hope there are no robotz with lazors in there.

Beholders, finally?

Kind of

No

Kind of

No

No

Just flumphs

I have no eyedea what you're talking about.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

At what levels do Variant Multiclass Rogues give Sneak Attack at? If you could get 2d6 prior to level... say 10, that could be pretty nice for Arcane Trickster. It capping at 4d6 at level 19 doesn't bode well, though. I would say 1d6 by level 5 is doable for the 1-dip into Snakebite Striker, but I think I'd rather just go Snakebite 1/Unchained Rogue 1/Caster X/Arcane Trickster Y and get the trait to give 2 caster levels. Keep half of your precious feats.


donato wrote:
magnuskn wrote:

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?

** spoiler omitted **

Yes, it suggests lowering WBL by one-half. It also offers an option of eliminating WBL entirely to make a campaign world where magic items are exceedingly rare: PCs get inherent bonuses as if their level were 2 higher. :)


Xethik wrote:
At what levels do Variant Multiclass Rogues give Sneak Attack at?

7=1d6

11=2d6
15=3d6
19=4d6


Could you please tell me just one of the most gruesome informations to scare my players about the new lethal diseases'n'poisons? >:-)
Thank you!

Shadow Lodge

Pathfinder Rulebook Subscriber

So, I got my copy and it looks like there is nothing to stop a class from VMing with itself (unless I missed it?) which could make some archetypes more appealing :-)

Designer

1 person marked this as a favorite.
Lanitril wrote:


I really do wish it gave some spells though. Even just a few.

We think that the abilities you do gain are usually pretty awesome and worth the feats to realize your concept, but if you want to make your own version that gives spells, feel free! It's less flavorful, but could still be functional. A spell version of, say, wizard would probably grant something like 1 wizard cantrip at 3rd, casting as if you were a 1st level wizard with no school at 7th, casting as a 2nd level wizard at 11, 3rd level wizard at 15th, 4th level wizard at 19th, or something like that. Adjust power up or down to suit your tastes!


Pathfinder Adventure Path, Lost Omens Subscriber

If 3 rogues all hit the same target with sneak attack can they all apply different Debilitating Injuries or does only one apply. I assume in the instance of one applying only the most powerful applies, or whichever is the most recently applied.


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


I really do wish it gave some spells though. Even just a few.
We think that the abilities you do gain are usually pretty awesome and worth the feats to realize your concept, but if you want to make your own version that gives spells, feel free! It's less flavorful, but could still be functional. A spell version of, say, wizard would probably grant something like 1 wizard cantrip at 3rd, casting as if you were a 1st level wizard with no school at 7th, casting as a 2nd level wizard at 11, 3rd level wizard at 15th, 4th level wizard at 19th, or something like that. Adjust power up or down to suit your tastes!

Now that sounds pretty neato mosquito. I think I could get behind that kind of VMC. Might propose something like this to the rest of the table next time.

Heheh. Just trying to figure out what to VMC a Eldritch-Guardian/Mutation-Warrior/Martial-Master with. I like flavor and roleplaying for Bard, or a Wizard as proposed. Dat Barbarian looks mighty nice though. Gonna get my confusion-fu on with this one. Does anybody else not tell the other players what class they are sometimes? I think it adds to the fun.

Well thank you for all the Unchained spirit you're spreading around the board. :)

Paizo Employee Chief Technical Officer

Kennesty wrote:
Andrew Betts wrote:

They've said in the past that the computer calculates what will be the most efficient order to that similar orders are all done at once. I've noticed most people that have said they had their PDFs were RPG only subscribers. And then recently one of them was RPG/AP Subscriber which is the same as me. Also if you added things to ship with your subscription its going to push you farther down the list because the order is more unique.

Now I don't work for Paizo but this is the way I've interpreted what has been said in the past.

I think that may be correct, but they also may do it regionally (US before doing Canada as it would explain why I didn't get mine with the RPG Subscriber's only.)

It is so complicated as to be essentially unpredictable to those looking in. (I will say that alphabetization has no part in it, though!)


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


Dodge bonuses typically stack, so that won't alleviate your problem. Your best bet is to make a new type of bonus called "Prowess" or something like that, which doesn't work when denied Dex bonus (since it represents using your awesome prowess and skill to block attacks) and then convert all deflection bonuses to that.

Actually, that sounds like an even better idea. I hadn't thought far enough ahead that you could stack those converted deflection bonuses. Thanks, Mark!

The new bonus probably would be called "Awesomeness". ;)

Lantern Lodge Customer Service Manager

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

I just checked your account and it should be on your My Downloads page. Try control + f or apple + f and search the page for "unchained" to help find it.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
christos gurd wrote:
interesting to note, the unchained monk needs to be lawful, the VM monk does not, although it won't gain ki strike lawful.

I'm failing at my abbreviations at this moment, what is the VM Monk?

And I'm a bit sorry to see that the Unchained Monk still needs to be lawful. I had hoped for the possibility of an modular martial artist type Monk, who could be more in the vein of Jacky Chan characters. I guess it's back to the Brawler for those guys.

Paizo Employee Chief Technical Officer

1 person marked this as a favorite.
Kudaku wrote:

Asking for a friend of mine:

If I subscribe to the Pathfinder Roleplaying Game series today, will I get an early PDF?

I think the spoilers I've been sending him from this thread finally pushed him over the ledge. :D

If you subscribe and choose Unchained as your starting volume, you will get a free PDF when it ships. We can't *guarantee* that it will ship before the PDF becomes available for sale, but I'd say it's likely.

Silver Crusade

magnuskn wrote:
christos gurd wrote:
interesting to note, the unchained monk needs to be lawful, the VM monk does not, although it won't gain ki strike lawful.

I'm failing at my abbreviations at this moment, what is the VM Monk?

And I'm a bit sorry to see that the Unchained Monk still needs to be lawful. I had hoped for the possibility of an modular martial artist type Monk, who could be more in the vein of Jacky Chan characters.

Variant-Multiclassed.

Took me a while too. :-)

Grand Lodge

magnuskn wrote:

I'm failing at my abbreviations at this moment, what is the VM Monk?

And I'm a bit sorry to see that the Unchained Monk still needs to be lawful. I had hoped for the possibility of an modular martial artist type Monk, who could be more in the vein of Jacky Chan characters.

VM refers to the Variant Multiclassing. As to the alignment requirements, I think they wanted to leave that issue out of the base class and keep it in the alternate/no alignment options.


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

Ah, I see. Well, I'll have to wait for the book to gauge all the possibilities for myself. Thanks Joe and TOZ!


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LazarX wrote:

There will always be a Big Six, or Seven.

If you get rid of the standard Big Six and replace them with inherent bonuses, the optimizers will create a new Big Six to fill in the vacuum.

Untrue. If you remove the big 4 (because why to remove magic armors and weapons?) then every build would benefit more from different magic items instead of the same 4 for almost everyone.

Lantern Lodge Customer Service Manager

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Vic Wertz wrote:
Kennesty wrote:
Andrew Betts wrote:

They've said in the past that the computer calculates what will be the most efficient order to that similar orders are all done at once. I've noticed most people that have said they had their PDFs were RPG only subscribers. And then recently one of them was RPG/AP Subscriber which is the same as me. Also if you added things to ship with your subscription its going to push you farther down the list because the order is more unique.

Now I don't work for Paizo but this is the way I've interpreted what has been said in the past.

I think that may be correct, but they also may do it regionally (US before doing Canada as it would explain why I didn't get mine with the RPG Subscriber's only.)
It is so complicated as to be essentially unpredictable to those looking in. (I will say that alphabetization has no part in it, though!)

We also try to not penalize people for adding sidecart items since we do not want to discourage adding stuff to orders.

Contributor

Robert Jordan wrote:
If 3 rogues all hit the same target with sneak attack can they all apply different Debilitating Injuries or does only one apply. I assume in the instance of one applying only the most powerful applies, or whichever is the most recently applied.

The penalties don't stack with themselves and only one type of penalty can be applied at a given time. A new ability will override the old one.


I mostly like the automatic bonus progression, but it has one major flaw that I think makes it completely broken, the interaction between weapon/armor attunement and specialty abilities, unless I am reading it wrong.

System Details:
First, both armor and weapon attunements cap out at +5 for a single piece, or +4/+3 for dual piece(armor/shield, two weapons) at level 18. At level 19 and 20 you get 3 and 5 flexible boosts. One boost can boost your weapon attunement bonus by 1 or armor bonus by 2(or 1/1). There are also special boosts that set your base for two weapons(costs 2 boosts) or armor and shield to +5/+5.

Second, while you can't buy straight enhancement weapons/armor/shields, you can buy special ability versions. But these count against your attunement, which I think is horrible and broken. Basically, if you can manage to get a +10 armor and +10 weapon, but that's it, no other legendary boosts since that's your total of 8. If you want to dual wield, you are capped out at +8/+8. Sword and board gets you between 10 armor shield boosts and 2 weapon abilities and 4 armor shield abilities and 5 weapon abilities.

And worse, that's only at levels 19 and 20, if you want special abilities at lower levels you are eating into an incredibly limited attunement amount and spending extra gp out of a reduced WBL.

TL,DR: Throw out the paragraph about bought special abilities for magic weapons and armor counting against your attunement pool because its brokenly bad.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Vic Wertz wrote:


It is so complicated as to be essentially unpredictable to those looking in. (I will say that alphabetization has no part in it, though!)

I see... I guess it's time to change my name from Aaron Aardvark to my real name. :-/ It'll make credit card stuff easier at least!


What are the stamina abilities for the improved maneuver feats? I'm mostly interested in trip and grapple.

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