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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Anyone willing to brief us on the simplified casting system?


Barachiel Shina wrote:

That really sucks. That won't stop Fighter dips if I make Fighter only.

I will change it to Fighter Level + Con modifier

That could be a really good point.

Avadriel wrote:
its worth mentioning that one of the style strikes a monk can gain gives him an additional attack at a -5, with the two downsides that he must make a punch, and the extra attack does non lethal damage.

I'm sure there's lots of options to provide all sorts of abilities that help complement/supplement the flurry of blows. It'll largely remain a matter of the opportunity cost for them vs what resource you have to give up to use them (free action with conditions, swift action, spend a ki point, etc). I've got a fairly optimised CRB+APG+UM+UCombat monk (although it does use a quarterstaff to qualify for perfect strike) that, by way of drunken ki and Qin-Gong-Jin, has some interesting always-on and encounter-level powers (that is probably more than a bit rules abusive because we don't use the intoxication/alcoholism rules in PFS). So I'll be interested how a straight Unchained monk compares to that.

For Variant Multiclassing I'll be interested to have a very close look at that. I'll be interested to see what the ramifications would be for converting the VMC to a feat chain instead that has your level as a pre-requisite. You still have to get the lower level abilities to get the higher level abilities. But it does let you stop "VMC"ing midway through if you so desire.

Mark Seifter wrote:
There's a few reasons, but the most relevant for you aspiring Unchainers here (who I'm hoping will be taking these rules and hacking them to be different and a perfect fit for your own group

I do find this to be a very interestingly timed release in conjunction with these forum posts by Mark. Among it's fans, D&D 5th edition is considered the "do it yourself" edition as the math is so simple (and the guidance in the DMG fairly comprehensive) that it's quite easy to do (also the lack of new content in the foreseeable future is necessitating it amongst some segments of it's fanbase). Of course 4th ed's math was even simpler, but the philosophy behind 4th edition was very much RAW in the community.

In my corner of the Pathfinder community it's always been "by the book" with houserules limited to banning the completely broken stuff, houseruling the salvagable stuff and giving slight bumps to the very weak but very flavourful stuff (this was done sparingly). Pathfinder Unchained (and Mark's posts) seem to be espousing a "do it yourself" philosophy and encouraging fans to houserule/homebrew large swathes of content. Maybe my corner has been the exception and this attitude has always been prevalent in the larger Pathfinder community. But if it hasn't, I'll be very interested to see if Pathfinfder Unchained introduces a paradigm shift for the larger community and we see a lot more groups looking to "make the rules their own" now that some more guidance is getting introduced by way of this book.


*Reads Dabbler's review"

*Cries*

The Unchained Monk was basically the only reason I was considering purchasing this book. From what I can see, none of the core problems were fixed, and in some ways the class was actually WEAKENED.

WRYYYYYYYYYYYYYY


I actually really think that the "minor" improvement from "Style Strike" and Flying Kick are gamechangers. Like. Whoa. The Monk has accomplished what it wanted to do in the first place. Also, while this isn't the best fix, if you're a monk, try to get the Automatic Bonus Progression to replace the big six. It would help a lot with all the issues talked about in their review, I tend to think.

Paizo Employee Publisher, Chief Creative Officer

3 people marked this as a favorite.

Let's keep things on topic, folks.


2 people marked this as a favorite.

There is a heck a lot more stuff worth it in this book other then a single class:)


I read somewhere that there are replacement rules for the Big 6. Can anybody give a little insight there?

Silver Crusade

pennywit wrote:
I read somewhere that there are replacement rules for the Big 6. Can anybody give a little insight there?

There's considerable detail and discussion offered up thread. Sounds like there are 3 different systems for simplifying equipment.

(1) Scaling magic items. E.g. sword gets better as you level.

(2) Combo item system so that e.g. any cloak will add on resistance if you pay extra (not exactly clear on this one)

(3) Big 6less option. Gain bonuses as your character levels (e.g. +1 resistance to all saves at lvl 3), cut WBL in half. I believe it was said that you get some bonus every level after 3, some are specified and you have flexibility in assigning others. Sounds like there's some weirdness with special enchantments on weapons and how they interact, but there was some good discussion of it upthread and Mark's promised to post (after the 29th) a slightly altered system for managing that weirdness that had to be cut for the sake of space.

EDIT. If you start <here> you'll see it. Also, the next preview blog (maybe today?) will discuss at least scaling weapons, maybe more.


I have yet to see even one feat using the stamina system. Can someone post a common feats stamina ability.

1. Power attack
2. Vital Strike
3. Cleave
4. Improved Sunder

Any of these would be great.


I know we should not copy things straight out of the book, so here's two (simplified) examples

for Cleave: you can spend 4 stamina points to negate the –2 penalty to Armor Class

As for Power Attack: spending 2 stamina points makes you gain the benefits and hindrances only until the end of your turn.

[edit]added point costs


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Rynjin wrote:

*Reads Dabbler's review"

*Cries*

The Unchained Monk was basically the only reason I was considering purchasing this book. From what I can see, none of the core problems were fixed, and in some ways the class was actually WEAKENED.

WRYYYYYYYYYYYYYY

I read the review - agree with his concerns over the monk - however disagree on his conclusion of the changes. I think they look awesome and can't wait to playtest them.

Some of the ki powers are game changers from a read through..


DM Sothal wrote:

I know we should not copy things straight out of the book, so here's two (simplified) examples

for Cleave: you can spend stamina points to negate the –2 penalty to Armor Class

As for Power Attack: spending stamina points makes you gain the benefits and hindrances only until the end of your turn.

Thanks! I was trying to gauge the power level of the stamina abilities.


For that you probably need to know the stamina point costs...

I'll edit them in.


DM Sothal wrote:

I know we should not copy things straight out of the book, so here's two (simplified) examples

for Cleave: you can spend 4 stamina points to negate the –2 penalty to Armor Class

As for Power Attack: spending 2 stamina points makes you gain the benefits and hindrances only until the end of your turn.

[edit]added point costs

These do not seem all that good.


Rhedyn wrote:
DM Sothal wrote:

I know we should not copy things straight out of the book, so here's two (simplified) examples

for Cleave: you can spend 4 stamina points to negate the –2 penalty to Armor Class

As for Power Attack: spending 2 stamina points makes you gain the benefits and hindrances only until the end of your turn.

[edit]added point costs

These do not seem all that good.

I have to agree. I was expecting a bit more. I was assuming they each cost 1 point. Now that I see they're 2 and 4 these got even weaker to me. I am slightly disappointed.

My next question. Is there anything like the trailblazer itterative attack replacement.

ie: replacing the -5 for every 5 with -2/-2, -1/-1 , 0/0


I'm not sure I understand your question.

There is an option to replace several iterative attack rolls with one roll at your full BAB, that determines how often you hit and thus determines the damage (from glancing blow [a miss by 5 or less] doing very little damage; to all attacks that had a chance to hit have hit)

It sure speeds up play, but it also does make that one roll more important to roll high, else you 'lost' all your attacks.


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Dragon78 wrote:
There is a heck a lot more stuff worth it in this book other then a single class:)

Agreed. A two star review based off a few pages is akin to giving the book a poor score because you didn't like the cover or a few pieces of art.

One can be concerned or even upset about some of the changes, but giving the book as a whole a poor review over one area is misleading. For those who haven't seen the book and are just getting bits and pieces in the thread, wait until you have it in your hands or it goes up in the PRD/SRD/Archives before discounting the whole.


Rhedyn wrote:
DM Sothal wrote:

I know we should not copy things straight out of the book, so here's two (simplified) examples

for Cleave: you can spend 4 stamina points to negate the –2 penalty to Armor Class

As for Power Attack: spending 2 stamina points makes you gain the benefits and hindrances only until the end of your turn.

[edit]added point costs

These do not seem all that good.

A really quick look over all the pages of combat tricks tells me that the average rate of stamina points per combat trick is 2. (Don't count on this being accurate. No maths has been performed to come to this conclusion).

Most have costs of 1,2,4 or 5 stamina points, though I did notice at least one combat trick working as long as you have at least one stamina point left.

And I just noticed one combat trick costing 10 stamina points.

...

There are 22 pages of combat tricks.


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Just subbed to get this product, very excited.

Pressed the ship as soon as possible button, and paid 20 bucks extra for shipping, mainly to get the PDF today: but it's not in my downloads.

Does this usually take a while to go through?


Obbu wrote:

Just subbed to get this product, very excited.

Pressed the ship as soon as possible button, and paid 20 bucks extra for shipping, mainly to get the PDF today: but it's not in my downloads.

Does this usually take a while to go through?

Yeah, you will have to wait for the physical book to ship to gain access to the pdf. The shipping speed has nothing to do with it.


DM Sothal wrote:
Obbu wrote:

Just subbed to get this product, very excited.

Pressed the ship as soon as possible button, and paid 20 bucks extra for shipping, mainly to get the PDF today: but it's not in my downloads.

Does this usually take a while to go through?

Yeah, you will have to wait for the physical book to ship to gain access to the pdf. The shipping speed has nothing to do with it.

That's a shame: as getting the PDF was the primary reason I subscribed.

Oh well - such is life.

I'll just continue to wrestle with this epic thread for tidbits of information.


Rhedyn wrote:
DM Sothal wrote:

I know we should not copy things straight out of the book, so here's two (simplified) examples

for Cleave: you can spend 4 stamina points to negate the –2 penalty to Armor Class

As for Power Attack: spending 2 stamina points makes you gain the benefits and hindrances only until the end of your turn.

[edit]added point costs

These do not seem all that good.

Well, Power Atack is very good. It really doesn't need to be made better. Stamina is, at the very least, providing low-Int fighters a way to access maneuver fears tied to Int. Some of the others, like Combat Reflexes mentioned earlier, looked like a nice balance of "useful feat" and "useful option".

Anyone want to post their favorite stamina option?


I think the Combat Tricks are interesting, but they're primarily small tweaks and minor bonuses rather than the sweeping changes some people have been hoping for. For example they allow the fighter to qualify for Improved Disarm/Trip etc feats without having the right ability score, which is a nice quality of life change.

That said, there are some outliers, for better or worse. After a brief skim I think these are some of the better ones:

You can spend 10 stamina points to treat your initiative as a natural 20 if you have Improved Initiative. Handy for the inevitable Fighter v Wizard threads.

You can spend 5 stamina points to use Pummeling Style as a standard action, allowing an unarmed fighter to do a Pummeling mini-Pounce as early as level 1.

You can spend 5 stamina points to use the Snake Style parry with an attack of opportunity instead of an immediate action, allowing you to parry multiple attacks.

Then on the low end of the spectrum, I found this:
You can use Weapon Focus with a weapon you do not have Weapon Focus by spending 2 stamina each round. Similar options exist for Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization. I kind of wish they'd have been a little more aggressive here, since I personally dislike the fighter who's chained to a specific weapon and heavily penalized if he picks up something else. As it stands, a 12th level fighter with Weapon Focus, Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization can expect to have 15-20 Stamina, and would need to spend 8 stamina each round if he wanted to use a different weapon and benefit from those feats. That seems a little on the high end.


so how bout some one spoil the stamina options for the style feats, pretty please? :p


Nice! I'd also love to hear people's favorite low-cost option- something you can use several times in a fight.


There's 22 pages dealing with all the Stamina and Combat tricks you get from feats. There's a lot of stuff that offers little boosts you may find needed at particular times.

Spring Attack is pretty cool for getting it to work as a standard action. Combat Expertise also handy for dumping INT. Whirlwind Attack lets you spend Stamina to gain the rest of your bonus attacks you'd normally get from feats/class/spells along with the W.Attack ones.


QuidEst wrote:
Nice! I'd also love to hear people's favorite low-cost option- something you can use several times in a fight.

Hm... I like Arcane Armor Training. By spending 1 stamina point, you can activate Arcane Armor Mastery as a free action rather than a swift action. It's a small change, but it opens up Quickened Spells and the various Bard and Magus abilities that rely on Swift actions.


Kudaku wrote:
QuidEst wrote:
Nice! I'd also love to hear people's favorite low-cost option- something you can use several times in a fight.
Hm... I like Arcane Armor Training. By spending 1 stamina point, you can activate Arcane Armor Mastery as a free action rather than a swift action. It's a small change, but it opens up Quickened Spells and the various Bard and Magus abilities that rely on Swift actions.

That is very good news for Eldritch Knights! Their capstone ability, Spell Critical, requires a swift action, and the conflict with Arcane Armor Training/Mastery has always been an issue.


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I'd like to see a Pathfinder Unchained GM Screen with the Gameplay rules (Revised Action Economy, Wound Thresholds, Diseases and Poisons, etc) and some spiffy new Wayne Reynolds art (of course!).


Speaking of the combat trick system, I just noticed something interesting.

The Slashing Grace combat trick allows you to select another light or one-handed slashing weapon and treat it as the chosen weapon for Slashing Grace for the cost of 2 stamina points.

As it stands right now a light slashing weapon isn't a legal weapon option for Slashing Grace. I wonder if this could be a hint towards the upcoming errata of the ACG?

Silver Crusade

Kudaku wrote:

Speaking of the combat trick system, I just noticed something interesting.

The Slashing Grace combat trick allows you to select another light or one-handed slashing weapon and treat it as the chosen weapon for Slashing Grace for the cost of 2 stamina points.

As it stands right now a light slashing weapon isn't a legal weapon option for Slashing Grace. I wonder if this could be a hint towards the upcoming errata of the ACG?

The key there would be "another light or one-handed", yes?

Good news if true! (And good eye spotting that!)


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Rynjin wrote:

*Reads Dabbler's review"

*Cries*

The Unchained Monk was basically the only reason I was considering purchasing this book. From what I can see, none of the core problems were fixed, and in some ways the class was actually WEAKENED.

WRYYYYYYYYYYYYYY

I also read his review of the Unchained Monk and I'm dissatisfied with his arguments. Some background info: I followed his musings about the Vanilla Monk class semi-religiously a while ago and I thought he made very good points back then. But as I read his review, what it felt like reading was "I don't like this Monk because it's not the Monk I wanted". This isn't a jab at him, Dabbler's a cool guy who doesn't afraid of anything, I just think his review is lacking.

Paizo hires some pretty smart people- I sincerely doubt they would have shipped a weaker version of the Monk knowing how poorly the vanilla Monk performs.

Grand Lodge

I'm having trouble understanding the natural attack rules under removing iterative attacks. Can anyone ELI5?


JamesCooke wrote:
Rynjin wrote:

*Reads Dabbler's review"

*Cries*

The Unchained Monk was basically the only reason I was considering purchasing this book. From what I can see, none of the core problems were fixed, and in some ways the class was actually WEAKENED.

WRYYYYYYYYYYYYYY

I also read his review of the Unchained Monk and I'm dissatisfied with his arguments. Some background info: I followed his musings about the Vanilla Monk class semi-religiously a while ago and I thought he made very good points back then. But as I read his review, what it felt like reading was "I don't like this Monk because it's not the Monk I wanted". This isn't a jab at him, Dabbler's a cool guy who doesn't afraid of anything, I just think his review is lacking.

Paizo hires some pretty smart people- I sincerely doubt they would have shipped a weaker version of the Monk knowing how poorly the vanilla Monk performs.

The will save was nerfed? Well consider me opt-ed out. The monk they describe is just a ki heavy brawler.

I guess unchained is all about shattering sacred cows, but that doesn't mean I have to like the changes.


The weapon finesse stamina entry seems a bit strange... it reduces your to hit penalty for using a shield :o

It almost looks like it should belong to another combat feat.


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

The weapon finesse stamina entry seems a bit strange... it reduces your to hit penalty for using a shield :o

It almost looks like it should belong to another combat feat.

Nope! Weapon Finesse does not play well with shields. An often forgotten part of it is that you subtract the ACP of your shield from your to-hit rolls. A Mithril Shield usually fixes that, though.

Liberty's Edge

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I find the idea that changing one save from good to poor renders the entire class concept moot to be fascinating.

Grand Lodge

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Adventure Path Charter Subscriber

Based solely on the discussion, you'd guess this book was 80% Monk, 10% variant multicalssing, and 10% who cares because Monk.

There is a lot of stuff in here. A lot of really good stuff.

-Skeld


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Shisumo wrote:
I find the idea that changing one save from good to poor renders the entire class concept moot to be fascinating.

Such a phenomenon is usually accompanied by cheese and the world's smallest violin.


I have a skills query:

What is the grouping skills option?

RPG Superstar 2015 Top 8

Obbu wrote:
DM Sothal wrote:
Obbu wrote:

Just subbed to get this product, very excited.

Pressed the ship as soon as possible button, and paid 20 bucks extra for shipping, mainly to get the PDF today: but it's not in my downloads.

Does this usually take a while to go through?

Yeah, you will have to wait for the physical book to ship to gain access to the pdf. The shipping speed has nothing to do with it.

That's a shame: as getting the PDF was the primary reason I subscribed.

Oh well - such is life.

I'll just continue to wrestle with this epic thread for tidbits of information.

A clarification: you get the .pdf the day it leaves the warehouse and you receive a shipment notification. So it's not about when you receive the hard copy (they can't guess that), it's when they send the hard copy (if you paid for fast shipping, it'll still arrive faster from the time you get the shipping notice). If you haven't gotten your shipping notice yet, you should soon.


Protoman wrote:
Shisumo wrote:
I find the idea that changing one save from good to poor renders the entire class concept moot to be fascinating.
Such a phenomenon is usually accompanied by cheese and the world's smallest violin.

eh. Saves are ridiculously important as core central mechanics of a class.

It would be like the fighter going from full BAB to 3/4ths BAB.

Dark Archive

I hope I get my shipping notice soon :)

Would love to look at the PDF.

Grand Lodge

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Adventure Path Charter Subscriber
knightnday wrote:
Dragon78 wrote:
There is a heck a lot more stuff worth it in this book other then a single class:)

Agreed. A two star review based off a few pages is akin to giving the book a poor score because you didn't like the cover or a few pieces of art.

One can be concerned or even upset about some of the changes, but giving the book as a whole a poor review over one area is misleading. For those who haven't seen the book and are just getting bits and pieces in the thread, wait until you have it in your hands or it goes up in the PRD/SRD/Archives before discounting the whole.

Right. The Monk class revision is 6 pages. That review is effectively a review of 6 pages out of a 256-page book.

-Skeld


Xethik wrote:
Jinete wrote:

The weapon finesse stamina entry seems a bit strange... it reduces your to hit penalty for using a shield :o

It almost looks like it should belong to another combat feat.

Nope! Weapon Finesse does not play well with shields. An often forgotten part of it is that you subtract the ACP of your shield from your to-hit rolls. A Mithril Shield usually fixes that, though.

I know about the ACP but I'm trying to think of ways for this trick to be actually useful. So far all I can think of is using a tower shield and still be able to attack. I was hoping for something less situational than this.

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