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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Can anyone tell me when VMC alchemist gets certain things? And/or witch?


Avadriel wrote:
The skill tricks are unlocked with 5,10,15, or 20 ranks in a skill, and most of the actual useful options require 15 or more ranks. A lot of the low level powers give you options that most gms hand wave anyway to not matter anyway. And for almost all of these extra options, one of the classes you listed will already be able to replicate that affect either through normal class features, or just by virtue of having spells. I think some of the options it grants are nice, but over all, these feature is too weak to help most rogue builds until you hit at least level 15 (exception is sniping, if you are willing to attack only once per round, a halfling sniper can have no penalty to their stealth check while sniping as early as level 5.

This is fair criticism. I just finished a level 18 campaign, so I was mainly looking at the higher level stuff. I do think there is some snazzy stuff available, but a lot of of it only comes available at 10 or 15 ranks.


Eltacolibre wrote:
Rhedyn wrote:

One of the central issues of the CRB rogue was just how difficult it was to actually get a sneak attack. But that was only a severe issue because landing sneak attacks had mediocre payoff.

It sounds like this new rogue has actual strengths to it that may make it worth-while.

I am concerned that the debuffs do not benefit allies (aside from maybe a minus 2 to AC). It seems like you will still only be able to pull off one sneak attack per round, if you are lucky. If the debuffs do not apply to allies, and the damage stays mediocre, then you will still have problems being a worthwhile team member.

VMC may give neat tricks, but that does little for a pure rogue. Rogues are rather feat starved anyways if they are trying to sneak attack consistently.

Someone in another thread did mention something that I found very interesting, now rogue can sneak attack targets with any form of concealment, except total concealment. Of course, while not a major boost (Some home games did ignore that concealment rule) if you are used to play with people who follows the rules most of the time, it should help a bit.

That actually helps a lot. I was getting tired of literal tissue paper being able to make a foe sneak attack immune without a feat tax.


MKV93 wrote:
Can anyone tell me when VMC alchemist gets certain things? And/or witch?

3rd level you get a competence bonus = to 1/2 character level on Craft Alchemy and can use that skill to identify potions.

7th level you can make bombs that do damage as an alchemist of your character level and you get INT mod + 1/2 character level number of bombs/day.

11th level the Mutagen class feature

15th you get poison use & swift poisoning abilities

19th you are immune to poison


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Eltacolibre wrote:
Rhedyn wrote:

One of the central issues of the CRB rogue was just how difficult it was to actually get a sneak attack. But that was only a severe issue because landing sneak attacks had mediocre payoff.

It sounds like this new rogue has actual strengths to it that may make it worth-while.

I am concerned that the debuffs do not benefit allies (aside from maybe a minus 2 to AC). It seems like you will still only be able to pull off one sneak attack per round, if you are lucky. If the debuffs do not apply to allies, and the damage stays mediocre, then you will still have problems being a worthwhile team member.

VMC may give neat tricks, but that does little for a pure rogue. Rogues are rather feat starved anyways if they are trying to sneak attack consistently.

Someone in another thread did mention something that I found very interesting, now rogue can sneak attack targets with any form of concealment, except total concealment. Of course, while not a major boost (Some home games did ignore that concealment rule) if you are used to play with people who follows the rules most of the time, it should help a bit.

I'd wait on this. Someone in this thread pointed out that the the recent Concealment FAQ implies the Unchained Rogue can sneak attack targets under partial concealment. However, in reading the Unchained Rogue, they don't have any ability that allows them to sneak attack a target under partial concealment. It's certainly intended to (based off the FAQ), but the wording for it isn't there.

It's a technicality to be sure, but without the wording from the FAQ, we wouldn't know about the intention at all. I don't know the wording myself, but the other posted said that, based off what's printed, you wouldn't draw the idea that the Unchained Rogue can sneak attack targets under partial concealment.


Kudaku wrote:
This is fair criticism. I just finished a level 18 campaign, so I was mainly looking at the higher level stuff. I do think there is some snazzy stuff available, but a lot of of it only comes available at 10 or 15 ranks.

hmmmm. If the rogue auto gets them with skill ranks, then that actually makes their 8+ int skill ranks worth something.

Liberty's Edge

Tels wrote:
Eltacolibre wrote:
Rhedyn wrote:

One of the central issues of the CRB rogue was just how difficult it was to actually get a sneak attack. But that was only a severe issue because landing sneak attacks had mediocre payoff.

It sounds like this new rogue has actual strengths to it that may make it worth-while.

I am concerned that the debuffs do not benefit allies (aside from maybe a minus 2 to AC). It seems like you will still only be able to pull off one sneak attack per round, if you are lucky. If the debuffs do not apply to allies, and the damage stays mediocre, then you will still have problems being a worthwhile team member.

VMC may give neat tricks, but that does little for a pure rogue. Rogues are rather feat starved anyways if they are trying to sneak attack consistently.

Someone in another thread did mention something that I found very interesting, now rogue can sneak attack targets with any form of concealment, except total concealment. Of course, while not a major boost (Some home games did ignore that concealment rule) if you are used to play with people who follows the rules most of the time, it should help a bit.
I'd wait on this. Someone in this thread pointed out that the the recent Concealment FAQ implies the Unchained Rogue can sneak attack targets under partial concealment. However, in reading the Unchained Rogue, they don't have any ability that allows them to sneak attack a target under partial concealment. It's certainly intended to (based off the FAQ), but the wording for it isn't there.

The wording is there. They call out total concealment specifically as preventing sneak attack; regular old "concealment" doesn't make the cut anymore.


Rhedyn wrote:
Kudaku wrote:
This is fair criticism. I just finished a level 18 campaign, so I was mainly looking at the higher level stuff. I do think there is some snazzy stuff available, but a lot of of it only comes available at 10 or 15 ranks.

hmmmm. If the rogue auto gets them with skill ranks, then that actually makes their 8+ int skill ranks worth something.

to clarify, the rogue does not automatically get them with skill ranks, they also have to have chosen the skill in question as one of their "rogue edge" skills, of which they get one at level 5,10,15, and 20, and an advanced talent that gives them 2 more. only the skills chosen benefit from the skill unlocks, and what you get for each chosen skill progresses based on how many ranks of the skill you have.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
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.

Thing is... dodge bonuses stack with anything. Making that change is another boost.


Shisumo wrote:
Tels wrote:
Eltacolibre wrote:
Rhedyn wrote:

One of the central issues of the CRB rogue was just how difficult it was to actually get a sneak attack. But that was only a severe issue because landing sneak attacks had mediocre payoff.

It sounds like this new rogue has actual strengths to it that may make it worth-while.

I am concerned that the debuffs do not benefit allies (aside from maybe a minus 2 to AC). It seems like you will still only be able to pull off one sneak attack per round, if you are lucky. If the debuffs do not apply to allies, and the damage stays mediocre, then you will still have problems being a worthwhile team member.

VMC may give neat tricks, but that does little for a pure rogue. Rogues are rather feat starved anyways if they are trying to sneak attack consistently.

Someone in another thread did mention something that I found very interesting, now rogue can sneak attack targets with any form of concealment, except total concealment. Of course, while not a major boost (Some home games did ignore that concealment rule) if you are used to play with people who follows the rules most of the time, it should help a bit.
I'd wait on this. Someone in this thread pointed out that the the recent Concealment FAQ implies the Unchained Rogue can sneak attack targets under partial concealment. However, in reading the Unchained Rogue, they don't have any ability that allows them to sneak attack a target under partial concealment. It's certainly intended to (based off the FAQ), but the wording for it isn't there.
The wording is there. They call out total concealment specifically as preventing sneak attack; regular old "concealment" doesn't make the cut anymore.

Yes, and that is the issue, because according to the faq, you have to have an ability that specifically says you can, not merely one that does not say you can't; that was the basis for swashbuckler's precise strike being stopped by partial concealment even though the ability itself does not mention being hindered by concealment.

Liberty's Edge

The FAQ also specifically notes the unchained rogue can sneak attack through concealment, so I'm not sure what your point is.


Shisumo wrote:
Tels wrote:
Eltacolibre wrote:
Rhedyn wrote:

One of the central issues of the CRB rogue was just how difficult it was to actually get a sneak attack. But that was only a severe issue because landing sneak attacks had mediocre payoff.

It sounds like this new rogue has actual strengths to it that may make it worth-while.

I am concerned that the debuffs do not benefit allies (aside from maybe a minus 2 to AC). It seems like you will still only be able to pull off one sneak attack per round, if you are lucky. If the debuffs do not apply to allies, and the damage stays mediocre, then you will still have problems being a worthwhile team member.

VMC may give neat tricks, but that does little for a pure rogue. Rogues are rather feat starved anyways if they are trying to sneak attack consistently.

Someone in another thread did mention something that I found very interesting, now rogue can sneak attack targets with any form of concealment, except total concealment. Of course, while not a major boost (Some home games did ignore that concealment rule) if you are used to play with people who follows the rules most of the time, it should help a bit.
I'd wait on this. Someone in this thread pointed out that the the recent Concealment FAQ implies the Unchained Rogue can sneak attack targets under partial concealment. However, in reading the Unchained Rogue, they don't have any ability that allows them to sneak attack a target under partial concealment. It's certainly intended to (based off the FAQ), but the wording for it isn't there.
The wording is there. They call out total concealment specifically as preventing sneak attack; regular old "concealment" doesn't make the cut anymore.

Like I said, it's a technicality, but the general rule is 'Concealment stops precision damage' and the Unchained Rogue does not specifically state that the Unchained Rogue can sneak attack targets benefiting from partial concealment.

Based off the FAQ, it's certainly intended to do so, but the nit-picky wording doesn't back it up. Remember, Pathfinder is a permissive system, if it doesn't give you permission to do so, then the assumed rule (when there is a rule) is that you can't and the Unchained Rogue, apparently, isn't given permission. Not technically, anyway.

I should reiterate, I don't know the official wording, so I can't truly decide what it does or does not. I'm merely restating what someone else posted.


Andrew Betts wrote:
Matrix Dragon wrote:
I think I am going to houserule that players can give up feats at a faster rate in order to gain abilities from their VMC picks. I really dislike the fact that you don't really gain the the things that make you feel like a member of these classes until like... level 15 or 19 in a lot of cases. The campaign is basically over at that point.
Well really going faster than this you might as well just run a gestalt game.

Not really. Gestalts get a lot more than 5 abilities from their second class, and they don't have to give up feats for it.


Shisumo wrote:
The FAQ also specifically notes the unchained rogue can sneak attack through concealment, so I'm not sure what your point is.

ah, but that is the issue, the FAQ does not say the unchained rogue can, it says that to attack a target with partial concealment and still benefit from precision damage, you need to have an ability or feat that specifically says you can, and it calls out the unchained rogue as an example of a class with such an ability.

FAQ wrote:


Yes, in general concealment does negate all kinds of precision damage, unless you have a special ability that particularly says otherwise like the Shadow Strike feat or the Unchained rogue’s sneak attack.

Unfortunately, it is a bad example since it lacks such a feature, this makes it questionable as to whether or not that FAQ allows the unchained rogue to sneak attack a target with 20% concealment.

Grand Lodge

4 people marked this as a favorite.

This print run needs to sell out fast so I can pick up a second printing copy.


I'd like to know what the background skills are. There are additional skills filling out background stuff, no?

Scarab Sages

4 people marked this as a favorite.

*cries over a 30min, 1200 word review that was eaten by the preview button*


*cries over the fact that he doesn't have access to his pdf yet*

Lol, I have a feeling that the fact half of my subscriptions for last month got delayed into this shipment has put me somewhere near the end of the list.


*cries*


Albatoonoe wrote:
I'd like to know what the background skills are. There are additional skills filling out background stuff, no?

Correct. One new and a bunch of existing skills are grouped as Background skills. Each character gets an extra two skill ranks each level which he can only put into these skills, which can be used to represent hobbies, professional backgrounds etc.

For example Frank the fighter used to be a shepherd and has a fascination with magic tricks. On level 1 he gets an extra two skill ranks for background skills, so he puts 1 rank in Handle Animal and 1 rank in Sleight of Hand.

Liberty's Edge

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Avadriel wrote:
Shisumo wrote:
The FAQ also specifically notes the unchained rogue can sneak attack through concealment, so I'm not sure what your point is.

ah, but that is the issue, the FAQ does not say the unchained rogue can, it says that to attack a target with partial concealment and still benefit from precision damage, you need to have an ability or feat that specifically says you can, and it calls out the unchained rogue as an example of a class with such an ability.

FAQ wrote:


Yes, in general concealment does negate all kinds of precision damage, unless you have a special ability that particularly says otherwise like the Shadow Strike feat or the Unchained rogue’s sneak attack.
Unfortunately, it is a bad example since it lacks such a feature, this makes it questionable as to whether or not that FAQ allows the unchained rogue to sneak attack a target with 20% concealment.

This strikes me as sophistry of a most exacting kind.

1) Anyone who has access to the FAQ can clearly read the intention in the example. There shouldn't be any confusion on this point, because if you know there's a broad rule about concealment and precision damage you should also know that the Unchained rogue's version of sneak attack is an exception, as it is cited as such in the very same FAQ (which I have helpfully bolded above).

2) The only way to argue that the Unchained rogue "lacks such a feature" is if you willfully presume that the sentence, "A rogue cannot sneak attack while striking a creature with total concealment," is completely and 100% repetitive and lacks any meaningful content whatsoever. To do otherwise is to admit that the specification of "total" concealment specifically excludes lesser versions and therefore it does, in fact, have the necessary specificity to void the FAQ's general rule.


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Some of the feats in the stamina section begin with wording like:

"You can select this feat even if you don't meet the ability score prerequisite (XXXX). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool."

I am not clear on what this is intending. Does it mean that you can spend stamina to use (as an example) combat expertise even though you don't have combat expertise as a regular feat?


I have read the unchained rogue section and a simple parsing conveyed the intent that only total concealment prevents sneak attacks.

Liberty's Edge

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Alan_Beven wrote:

Some of the feats in the stamina section begin with wording like:

"You can select this feat even if you don't meet the ability score prerequisite (XXXX). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool."

I am not clear on what this is intending. Does it mean that you can spend stamina to use (as an example) combat expertise even though you don't have combat expertise as a regular feat?

No, it means that, if you have a stamina pool, you can take the feat without meeting the prereq - but if you do, you have to keep a stamina point in reserve to actually use it. Run out of stamina and you lose access to the feat until your stamina recovers.


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archmagi1 wrote:
*cries over a 30min, 1200 word review that was eaten by the preview button*

As a general rule before posting or previewing.

ctrl+a
ctrl+c (repeat until you feel comfortable)
Do the thing.

This has saved countless post of mine


Tels wrote:
Shisumo wrote:
Tels wrote:
Eltacolibre wrote:
Rhedyn wrote:

One of the central issues of the CRB rogue was just how difficult it was to actually get a sneak attack. But that was only a severe issue because landing sneak attacks had mediocre payoff.

It sounds like this new rogue has actual strengths to it that may make it worth-while.

I am concerned that the debuffs do not benefit allies (aside from maybe a minus 2 to AC). It seems like you will still only be able to pull off one sneak attack per round, if you are lucky. If the debuffs do not apply to allies, and the damage stays mediocre, then you will still have problems being a worthwhile team member.

VMC may give neat tricks, but that does little for a pure rogue. Rogues are rather feat starved anyways if they are trying to sneak attack consistently.

Someone in another thread did mention something that I found very interesting, now rogue can sneak attack targets with any form of concealment, except total concealment. Of course, while not a major boost (Some home games did ignore that concealment rule) if you are used to play with people who follows the rules most of the time, it should help a bit.
I'd wait on this. Someone in this thread pointed out that the the recent Concealment FAQ implies the Unchained Rogue can sneak attack targets under partial concealment. However, in reading the Unchained Rogue, they don't have any ability that allows them to sneak attack a target under partial concealment. It's certainly intended to (based off the FAQ), but the wording for it isn't there.
The wording is there. They call out total concealment specifically as preventing sneak attack; regular old "concealment" doesn't make the cut anymore.

Like I said, it's a technicality, but the general rule is 'Concealment stops precision damage' and the Unchained Rogue does not specifically state that the Unchained Rogue can sneak attack targets benefiting from partial concealment.

Based off the...

CRB rogue sneak attack said wrote:


The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

The unchained rogue has nearly the same sentence, there´s one word difference. That word is pretty important, because it changes everything. Arguing with RAW there is not an option, because RAW it stands right there what cannot be done. Everything else can be done.

And this is backed up by the FAQ.


Shisumo wrote:
Avadriel wrote:
Shisumo wrote:
The FAQ also specifically notes the unchained rogue can sneak attack through concealment, so I'm not sure what your point is.

ah, but that is the issue, the FAQ does not say the unchained rogue can, it says that to attack a target with partial concealment and still benefit from precision damage, you need to have an ability or feat that specifically says you can, and it calls out the unchained rogue as an example of a class with such an ability.

FAQ wrote:


Yes, in general concealment does negate all kinds of precision damage, unless you have a special ability that particularly says otherwise like the Shadow Strike feat or the Unchained rogue’s sneak attack.
Unfortunately, it is a bad example since it lacks such a feature, this makes it questionable as to whether or not that FAQ allows the unchained rogue to sneak attack a target with 20% concealment.

This strikes me as sophistry of a most exacting kind.

1) Anyone who has access to the FAQ can clearly read the intention in the example. There shouldn't be any confusion on this point, because if you know there's a broad rule about concealment and precision damage you should also know that the Unchained rogue's version of sneak attack is an exception, as it is cited as such in the very same FAQ (which I have helpfully bolded above).

2) The only way to argue that the Unchained rogue "lacks such a feature" is if you willfully presume that the sentence, "A rogue cannot sneak attack while striking a creature with total concealment," is completely and 100% repetitive and lacks any meaningful content whatsoever. To do otherwise is to admit that the specification of "total" concealment specifically excludes lesser versions and therefore it does, in fact, have the necessary specificity to void the FAQ's general rule.

Technically, the line you quoted (is that the text from Unchained Rogue?) is correct, but it deosn't mean that the Rogue can sneak attack targets under partial concealment.

It's possible to gain access to things without being inclusive of those before it. For example, a Ranger could select Double Slice, Two-Weapon Defense and Greater Two-Weapon Fighting as bonus feats, but he doesn't have Two-weapon Fighting or Improved Two-Weapon Fighting.

Assuming your quoted text is true, then it's true the Unchained Rogue cannot attack those under total concealment. However, it's also just as viable true, based off the text, that the Unchained Rogue cannot attack those under partial concealment.

The general rule states that those benefiting from concealment are immune to precision damage. Nothing in the Unchained Rogue, (as far as I'm aware or has been quoted), specifically overrides the general rule. Only the FAQ gives any indication that otherwise.


Shisumo wrote:
Avadriel wrote:
Shisumo wrote:
The FAQ also specifically notes the unchained rogue can sneak attack through concealment, so I'm not sure what your point is.

ah, but that is the issue, the FAQ does not say the unchained rogue can, it says that to attack a target with partial concealment and still benefit from precision damage, you need to have an ability or feat that specifically says you can, and it calls out the unchained rogue as an example of a class with such an ability.

FAQ wrote:


Yes, in general concealment does negate all kinds of precision damage, unless you have a special ability that particularly says otherwise like the Shadow Strike feat or the Unchained rogue’s sneak attack.
Unfortunately, it is a bad example since it lacks such a feature, this makes it questionable as to whether or not that FAQ allows the unchained rogue to sneak attack a target with 20% concealment.

This strikes me as sophistry of a most exacting kind.

1) Anyone who has access to the FAQ can clearly read the intention in the example. There shouldn't be any confusion on this point, because if you know there's a broad rule about concealment and precision damage you should also know that the Unchained rogue's version of sneak attack is an exception, as it is cited as such in the very same FAQ (which I have helpfully bolded above).

2) The only way to argue that the Unchained rogue "lacks such a feature" is if you willfully presume that the sentence, "A rogue cannot sneak attack while striking a creature with total concealment," is completely and 100% repetitive and lacks any meaningful content whatsoever. To do otherwise is to admit that the specification of "total" concealment specifically excludes lesser versions and therefore it does, in fact, have the necessary specificity to void the FAQ's general rule.

There is an alternative interpretation you have not I think considered.

There is a clear discrepancy between what the FAQ says the unchained rogue can do, and what the unchained rogue says it can do.

I think we can agree that from the FAQ and wording change, its clear the unchained rogue is supposed to be able to sneak attack a target with partial concealment. The issue is, Paizo seems to frequently and consistently have communication issues between contributors, developers, and the people who write FAQs. This is an issue lots of game companies seem to have but with Paizo's seeming separation of responsibility it is more extreme.

precision damage with concealment was a frequently asked question, and rogues being unable to sneak attack in a dim ally was a major complaint about rogues, that was supposedly being addressed in unchained.

I think the people who wrote the FAQ asked if unchained rogues could sneak attack targets with partial concealment, and were told yes. They assumed this meant an ability like the shadow strike feat. As it turned out, all it meant was a slight wording change.

So the FAQ was written with the expectation it would not apply to unchained rogues, but had wording that unfortunately failed to exempt them, this means to me at least, until they change the FAQ, unchained rogues are affected by a unintended nerf due to a minor communication error.

I hope the error will be corrected quickly, but as is, I can resign my rogues to wearing a goz mask and carrying an ioun torch.


Shisumo wrote:
Alan_Beven wrote:

Some of the feats in the stamina section begin with wording like:

"You can select this feat even if you don't meet the ability score prerequisite (XXXX). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool."

I am not clear on what this is intending. Does it mean that you can spend stamina to use (as an example) combat expertise even though you don't have combat expertise as a regular feat?

No, it means that, if you have a stamina pool, you can take the feat without meeting the prereq - but if you do, you have to keep a stamina point in reserve to actually use it. Run out of stamina and you lose access to the feat until your stamina recovers.

So long story short this is a way of getting combat expertise while having an intelligence lower than 13?


Hayato Ken wrote:

The unchained rogue has nearly the same sentence, there´s one word difference. That word is pretty important, because it changes everything. Arguing with RAW there is not an option, because RAW it stands right there what cannot be done. Everything else can be done.

And this is backed up by the FAQ.

The rules are there to tell us what we can do not what we cannot do. Because, otherwise, the rules don't tell me I can't breathe fire from my mouth for being a level 1 human commoner. Pathfinder is a permissive system, if the system doesn't give you the permission to do something, then you can't do it.


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archmagi1 wrote:
*cries over a 30min, 1200 word review that was eaten by the preview button*

https://chrome.google.com/webstore/detail/lazarus-form-recovery/loljledaigp hbcpfhfmgopdkppkifgno?hl=en

https://addons.mozilla.org/en-us/firefox/addon/lazarus-form-recovery/

Lazarus - never write a long forum post without it.

Grand Lodge

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Avadriel wrote:
So the FAQ was written with the expectation it would not apply to unchained rogues, but had wording that unfortunately failed to exempt them, this means to me at least, until they change the FAQ, unchained rogues are affected by a unintended nerf due to a minor communication error.

And anyone who comes to my table expecting the Unchained Rogue to be denied sneak attack against targets with concealment is going to be bludgeoned with the CRB.


TriOmegaZero wrote:
Avadriel wrote:
So the FAQ was written with the expectation it would not apply to unchained rogues, but had wording that unfortunately failed to exempt them, this means to me at least, until they change the FAQ, unchained rogues are affected by a unintended nerf due to a minor communication error.
And anyone who comes to my table expecting the Unchained Rogue to be denied sneak attack against targets with concealment is going to be bludgeoned with the CRB.

But if I'm in a dim light, I don't have to worry about it being sneak attack :P

However, I totally agree. I know what the intention is, and I would run it with the intention; doesn't mean I won't keep arguing what the RAW states.

Shadow Lodge

Tels wrote:

But if I'm in a dim light, I don't have to worry about it being sneak attack :P

However, I totally agree. I know what the intention is, and I would run it with the intention; doesn't mean I won't keep arguing what the RAW states.

Don't worry, I have Smite Player not Sneak Attack.

I do agree that strict reading of the rules plays out like you say. Hence why I don't strictly read the rules.


Can someone post the progression of the Oracle VMC. I have a sorcerer who might be very interested in certain Charisma based revelations or just easily accessing Divine Protection.


Oracle

spoiler:

1st Oracle's Curse(1/2 oracle level)
1st Oracle Mystery
3rd Revelation(limited list)
7th Orison
11th Curse Focus(+5 oracle level)
15th Improved Revelation(gains another revelation)
19th Greater Revelation(gains a third revelation)


Thanks for that. Can you post the revelation limitations?


You would be surprised how i can sneak attack you with the CRB even in deeper darkness. And i´m neither tiefling nor devil.

What i quoted was just the CRB rogue, not the unchained rogue.


It's not that limited some list all 10 revelations while some have 8 or 9 instead.


Would it be correct to assume that none of the Cha-to-AC revelations are available?


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Tels wrote:


However, I totally agree. I know what the intention is, and I would run it with the intention; doesn't mean I won't keep arguing what the RAW states.

It doesn't say that.

They've said it doesn't mean that.

And you're still running with it even KNOWING that.

That is just annoying. Please stop. You give people making rules arguments a bad name.

Shadow Lodge

Ok, I want to point something out that really bothers me about the variant multiclassing rules, nowhere in the rules is it mentioned if you count as the class for the purposes of feats, for example, Versatile Channeler requires cleric (or necromancer wizard) and the rules have no mention of a variant cleric fulfilling that requirement.


So how many people here are giving the Fighter the boost it needs by doing the following:

Only Fighters can access Stamina Pool
Stamina Pool equals Fighter Level + Con modifier

Cause that's how I am gonna do it.


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Tels wrote:


However, I totally agree. I know what the intention is, and I would run it with the intention; doesn't mean I won't keep arguing what the RAW states.
BigNorseWolf wrote:


It doesn't say that.

The raw doesn't say it? Actually it does, since the FAQ requires an ability that explicitly allows it, and the Unchained rogue's sneak attack does not explicitly do so, though it seems clear it was meant to.

BigNorseWolf wrote:


They've said it doesn't mean that.

who said what? I am honestly not sure what you are trying to emphasize here, could you restate your point with fewer indefinite pronouns?

BigNorseWolf wrote:


And you're still running with it even KNOWING that.

This is the part of your post that confused me the most, from your first comment, I thought you were arguing that unchained rogues can sneak attack targets with partial concealment explicitly within the rules, but from this line of your post it seems you are objecting to Tels allowing sneak attack against targets with partial concealment, so which is your stance?

BigNorseWolf wrote:


That is just annoying. Please stop. You give people making rules arguments a bad name.

I am still unclear what your stance on this arguement is after reading your post several times.

Silver Crusade

Barachiel Shina wrote:

So how many people here are giving the Fighter the boost it needs by doing the following:

Only Fighters can access Stamina Pool
Stamina Pool equals Fighter Level + Con modifier

Cause that's how I am gonna do it.

You might want to wait a little longer until more people actually have the book or their pdf, before suggestion house ruling the optional rules...

Also I am not sure that power is the prime Fighter problem ..


Eigengrau wrote:
MKV93 wrote:
Can anyone tell me when VMC alchemist gets certain things? And/or witch?

3rd level you get a competence bonus = to 1/2 character level on Craft Alchemy and can use that skill to identify potions.

7th level you can make bombs that do damage as an alchemist of your character level and you get INT mod + 1/2 character level number of bombs/day.

11th level the Mutagen class feature

15th you get poison use & swift poisoning abilities

19th you are immune to poison

Thanks. Could you give me the witch VMC breakdown? I'd appreciate it


Sebastian Hirsch wrote:
Barachiel Shina wrote:

So how many people here are giving the Fighter the boost it needs by doing the following:

Only Fighters can access Stamina Pool
Stamina Pool equals Fighter Level + Con modifier

Cause that's how I am gonna do it.

You might want to wait a little longer until more people actually have the book or their pdf, before suggestion house ruling the optional rules...

Also I am not sure that power is the prime Fighter problem ..

Wait a little longer?!? A little longer!?! It's two whole weeks away! Fourteen eternities! I can't stand it! I'm going to go bury myself in the snow so that I can wait this out in suspended animation. Butters, revive me on the 29th!.

Designer

5 people marked this as a favorite.

@Rogue and concealment—Given the scalar implicature in the class description, since implicatures are not direct logical statements, there might have been a bit of wiggle room (although ignoring implicatures can lead to situations like "No, I was telling the truth when I said I didn't eat the cake you had in the fridge for your mother's birthday because I ate both that cake and your ice cream." and the like, so it's not best practice most times), but the FAQ makes it clear. It just came before the book this time.

Designer

archmagi1 wrote:
*cries over a 30min, 1200 word review that was eaten by the preview button*

Noooooo. I hate that the most and obsessively copy my text as I work on things. Sounds like you are loving the book though, at least! hopefully


Pathfinder Starfinder Society Subscriber
ZanThrax wrote:
Would it be correct to assume that none of the Cha-to-AC revelations are available?

Yes, that would be correct -- neither of the Cha-to-AC revelations from the hardbacks are in the lists of level multiclass revelations.

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