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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Liberty's Edge

1 person marked this as a favorite.
Tels wrote:
Shisumo wrote:
It's also worth noting that Dabbler's analysis of some of the monk elements is questionable at best. For example, calling the new flurry "better against high AC opponents and worse against low AC" is just flat-out wrong from level 1-7 and 11-14. It's arguable the rest of the time (an extra attack at -7 doesn't impress me much), but the math doesn't support his statement even slightly over literally 11 out of a character's total 20 levels.
The Core Monk's flurry generated more attack rolls than the Unchained Monk

...from level 8-10 and 15-20. That's it. 1-7 and 11-14, the Unchained monk has equal numbers of attacks (arguably more at level 3) at higher bonuses, so it is superior in every way. Dabbler did his math wrong, and it's coloring not only his conclusions but others' as well.


Trying to answer some of the non-monk questions posted.

First, with regards to the barbarian.:

I would say the new rage is somewhat weaker (2-hand damage and fort saves vs the benefit of temp hps). Some of it can be patched though, make the new rage grant bonuses to fort saves and str checks and its pretty much a wash. The new rage powers are very strong though, at least some of them. A whole new class of rage powers are added, that act similarly to monk stances: only one active, take a move action to activate. But they provide huge buffs. The first, accurate stance, gives +1 + 1/4 level competence bonus to attack. So yeah, reckless abandon without lowering AC. That stacks with reckless abandon.

Next, simplified spell casting.:

This is one system I would never use. Basically, all prepared casters can be pseudo-spontaneous with their lower level (Highest level -3) spells. You get a very small pool of spell slots you can use to cast any spell of those levels that you normally could prepare. You can use one of these pool slots for any level of spell that's in your pool (any outside your 3 highest castable spell levels). But the pool is very small as I said: You get about one slot for every spell level that's in your pool (for some reason 9th level casters don't get a slot for 6th level spells) + 1/4th you casting ability mod, i.e. topping out at 7 or 8. (If you have a class ability that grants specific spell slots, you still get those but they aren't really part of the general pool.)

Automatic Bonus Progression:

This is the first of the Big Six replacements, and the one I generally prefer, aside from the discussion I had with Mark earlier in the thread. Instead of basically being forced to buy the big 6, and lose the corresponding magic item slots, you instead gain automatic bonuses at levels 3 and higher, at the cost of half your WBL (GMs hand out half as much treasure). The chart doesn't follow a boost X at Y level and every Z levels thereafter. Instead it actually takes half your WBL, and buys the boosts out of that pool at standard cost, as far as I can tell. Every character ends up with +5 resistance to saving throws, +5 deflection to AC, +5 enhancement to natural armor, +6/4/2 or +4/4/4 enhancement to physical and mental stats, +5 armor (or +4/+3 armor and shield), and +5 weapon (+4/+3 two weapons) at level 18. Levels 19 and 20 provide 3 and 5 "legendary boosts" which can be used to do things like statbooks(+1 inherent to a stat), boost your armor/weapons, or boost your stat increasers.

Innate Item Bonuses:

This is another Big Six replacement, but instead of folding the math into the background, it folds them into other magic items. First, the belt and body magic item slots are combined, along with the head and headband slots. Then, whenever you buy a magic item for one of the Big Six slots, you look at its price, look in a chart for which innate bonus it corresponds too, and then increase the item price by the cost of the innate bonus. For example, say you want to buy a magic necklace that's 3000 gp. That corresponds to an innate boost to natural armor. Since a +1 boost to NA is 2000 gp, and a +2 is 8000 gp, this necklace grants an innate boost of +1. (Basically the innate bonus is always the highest bonus that is less than or equal to the magic items normal price.) You then add the cost of the innate bonus(2000 gp in this case) to the necklaces price, making at total of 5000 gp.

As the book says, this system only really works with higher than standard WBL, as to get higher versions of the Big Six you have to buy very expensive items.(To compare with the automatic system, you would have to buy items corresponding to your entire level 20 WBL to get items that grant the bonuses the automatic system gives at level 18.) Also, any nice items in those slots that are cheap have their values really reduced since they really aren't viable at higher levels. This system might be a bit better for casters, since they don't have to buy weapons/armor they don't need (which the automatic system effectively does). But overall, I prefer automatic system as its generally more flexible.


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Rhedyn wrote:
Tels wrote:
Especially when Pathfinder Society and it's "NO HOUSE RULES!" policy is such a predominant force in the gaming community, it only further reinforces the idea that house rules are bad and that if you use them, you are bad too.

>implying that PFS isn't just organized house-rules.

Most of what PFS does wouldn't fly at a lot of tables.

Doesn't matter. PFS is a huge part of Pathfinder, whether or not it's a bunch of house rules doesn't matter because it is published by Paizo and PFS' aim is to limit table variation, house rules and changes beyond what PFS already incorporates.


Really looking forward to seeing the Unchained monk.

Also, thank you guys for considering some of the "number shiftiness" in designs, and working to streamline it out.

From what's being said, I'm curious about the barbarian. That is, I've some concern on how Unchained barb will work with future content--and will it require adjusting old content, and if so, how much?

Grand Lodge

I'm curious if anyone has an opinion on the action system and removal of iterative attacks? I like getting away from the "stand and full attack" gameplay that happens level 6+, but I'm a terrible judge of concepts.

Silver Crusade

Rhedyn wrote:
Tels wrote:
Especially when Pathfinder Society and it's "NO HOUSE RULES!" policy is such a predominant force in the gaming community, it only further reinforces the idea that house rules are bad and that if you use them, you are bad too.

>implying that PFS isn't just organized house-rules.

Most of what PFS does wouldn't fly at a lot of tables.

I agree, PFS allows way more material and classes than the vast majority of home games.

Not allowing "house rules" and having to run the scenarios as written, is actually there to protect the players from killer GMs and to protect other players from getting marginalized or subjected to certain behaviors.

And I personally know of no PFS GM who doesn't have a home game with house rules.


For some non-monk stuff, anybody care to spoil some of the Eidolon outsider unique abilities?

Liberty's Edge

Some Other Guy wrote:
I'm curious if anyone has an opinion on the action system and removal of iterative attacks? I like getting away from the "stand and full attack" gameplay that happens level 6+, but I'm a terrible judge of concepts.

What I found interesting about it - assuming you're talking about the "acts" system and not the one-roll system - is that, rather than removing iterative attacks, it actually made them accessible from level 1, if I'm reading it right. (I admit I might not have been. I skimmed that section a lot more than some of the others, and I might need correction.)

Designer

Shisumo wrote:
Tels wrote:
Shisumo wrote:
It's also worth noting that Dabbler's analysis of some of the monk elements is questionable at best. For example, calling the new flurry "better against high AC opponents and worse against low AC" is just flat-out wrong from level 1-7 and 11-14. It's arguable the rest of the time (an extra attack at -7 doesn't impress me much), but the math doesn't support his statement even slightly over literally 11 out of a character's total 20 levels.
The Core Monk's flurry generated more attack rolls than the Unchained Monk

...from level 8-10 and 15-20. That's it. 1-7 and 11-14, the Unchained monk has equal numbers of attacks (arguably more at level 3) at higher bonuses, so it is superior in every way. Dabbler did his math wrong, and it's coloring not only his conclusions but others' as well.

And don't forget that it always has equal or more attacks when using elbow smash, even at 8-10 and 15-20.


Some Other Guy wrote:
I'm curious if anyone has an opinion on the action system and removal of iterative attacks? I like getting away from the "stand and full attack" gameplay that happens level 6+, but I'm a terrible judge of concepts.

I wasn't a huge fan of the action system, but I didn't do a really in-depth study of it. It doesn't really simplify anything, if anything I think its more complex, rather its just different. Its similar to some other systems in that instead of a set of action types, you get an action pool, and every action has a cost that pay from your pool each round. I mean, if you like it, use it, but it's not something I would push my group to use.

Also, not a huge fan of the iterative removal. Its basically a means of reducing the number of dice rolls needed for martials, but I mostly play Pathfinder through Roll20 so that's not an issue for me. Its mathematically equivalent, but much more variance. Basically, you make a single attack roll and use it for every attack you make that turn. (The actually system is for every 5 you beat the targets AC you get another hit, but that's equivalent). So if you roll a 20, great, you hit with every attack. If you roll a 1, you lost your entire turn. Over the long run, you do the same damage, but Id rather roll the dice than deal with this.

There is a system which I like as a concept for allowing more mobile martials. Basically, you can move as part of a full-attack at the cost of attack roll penalties for every 5 ft beyond the first 5. I would look at incorporating this for sure.


QuidEst wrote:
For some non-monk stuff, anybody care to spoil some of the Eidolon outsider unique abilities?

Theres about 5 pages of subtypes, so its a little hard to list them all, but basically every eidolon type gains a lot of the inherent abilities of the subtypes. Good outsiders get DR/evil, if the subtype has energy/condition immunities you pick up some of them, special move modes, etc. But I will list the capstones for each.

Capstones:

Agathions: At will detect thoughts
Angel: Protective aura ability
Archon: Self-only greater teleport at-will
Azata: Energy form
Daemon: Devour souls of dying creatures for profane bonuses
Demons: Constant true sight
Devils: Regeneration 5
Div: Same as Archon
Elemental: Depends on type, whirlwind for air, earth master for earth, burn ability for fire, drench and vortex abilities for water
Inevitable: Immune to paralysis/sleep/stun/fort save requiring effects
Protean: Constant freedom of movement and protean shape change ability
Psychopomp: Actually at 16 is the last unique ability, at will invisibility as a SLA (self only)


Mark Seifter wrote:
Malwing wrote:

To the talk about the Monk, I don't have the book yet but in a scenario where we have a book that is nothing but house rules to the point where some of them don't necessarily need to work along side each other I don't see the difficulty in just adding a good Will save. I won't likely because it sounds like there are enough save related powers that can be picked up but its easy to do. Or better yet, why not just make ki scale by level rather than 1/2 level. We have a new pool of points that apparently can be fighter only, fighter gets it for free, free for everyone or everyone can access it via feat, if that pool is so modular whats to stop the GM from just giving Monks Ki at first level and frontloading a lot more ki? We have an entire book that says 'change the game, or don't, whatever you want' but we're too scared to change something in said book that is as simple as moving a number?

Also if a book full of house rules are on the table, why not third party? Legendary Games Way of Ki solved a lot of core monk problems and even then I allowed Ki to for monks to go up by level than 1/2 level because I have three other classes that get ki early and I wanted Ki to be Monk's schtick.

Making ki scale by full level and start at level 1 sounds like a cool option! Though it might attract too many dips...Hey, maybe we can create an ad-hoc super-ki Unchained archetype. Maybe in exchange for the extra ki, it gains flurry at the level where you would normally gain ki. However, it gains ki powers every single level (!) and loses style strikes and maybe one more thing.

Actually what I may wind up doing is what I already do.

I use Way of Ki which has a feat that grants a one point ki pool and an ability to work with. I give it to Monk for free at first level and at level 4 when he does gain a ki pool it simply turns into the Extra Ki feat. I also houserule that Ki feats grant grant 1 bonus ki point this grants 3 bonus ki points. Alternatively with Unchained Monks out I'll probably just grant the ki pool at 1 point per level and then at 4th level (the enlightenment level) it becomes 1 per level+Wis. Either way Way of Ki has a feat that allows you to mess with your Will saves using ki points so I have no interest in the will save argument.


Secret Wizard wrote:

Please someone kindly relate to me the Stamina Powers of:

Monkey Style
Dodge
Mobility
Spring Attack
Combat Expertise
Horse Master
Stunning Fist

Because curiosity.

Sorry so slow

Spoiler:

Monkey Style – Use 2 stamina points when using this style to stand up as a Swift without having to make Acrobatics check.

Dodge – When you move up to your speed, you can spend stamina pts up to your dex bonus; gain an increase to the dodge bonus of half the stamina points you spent.

Mobility – Dodge bonus to AC from Dodge feat combat trick is doubled against AoO provoked by movement; if you don’t have Dodge you can still use the combat trick.

Spring Attack – Spend 5 stamina points to use this as a standard instead of full-round action.

Combat Expertise – Don’t have to meet the intelligence prereq, but only gain benefits as long as you have 1 point in stamina pool. If you spend points to up your attack roll with Combat Stamina benefit you can ignore the CE penalty equal to the number of points you spent.

Horse Master – Spent 5 stamina points to give mount HP equal to your level for one minute.

Stunning Fist – Spend 5 stamina points and you can declare you used Stunning Fist after you’ve hit with unarmed strike.


Calth wrote:
QuidEst wrote:
For some non-monk stuff, anybody care to spoil some of the Eidolon outsider unique abilities?

Theres about 5 pages of subtypes, so its a little hard to list them all, but basically every eidolon type gains a lot of the inherent abilities of the subtypes. Good outsiders get DR/evil, if the subtype has energy/condition immunities you pick up some of them, special move modes, etc. But I will list the capstones for each.

** spoiler omitted **

Ooh, cool! Thanks. Wish Protean got its shape change earlier, but I'm glad it does get it.


I've heard it referenced, but could someone specify what exactly elbow smash and flying kick are/do? Thanks

Scarab Sages

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

RE: Action Economy

My quick take on it is that it normalizes the number of attacks for the whole table. Even the low end mook can now move and attack twice. Or even attack, move, then attack again. And the high end martial is limited to three attacks if they standstill. (no five foot step)

So the level 16+ full BAB fighter loses one iterative attack.

Overall, I would still want to tweak it a bit, like maybe adding an ability/feat to take a 5-foot step as part of simple attack. And change vital strike and haste.

Liberty's Edge

MKV93 wrote:
I've heard it referenced, but could someone specify what exactly elbow smash and flying kick are/do? Thanks

Elbow smash and flying kick are two of the new "style strikes," gained 1/4 levels starting at 5th. You can use one style strike per flurry (and only during a flurry) until 15th level, where you can use two per flurry but only one per attack.

Elbow smash lets you add another attack at -5 to your full attack bonus if you hit with the first attack, but the extra attack only deals nonlethal damage.

Flying kick lets you move a distance equal to the bonus from your fast movement ability (so 10 ft at 5th, 20 at 6th, etc.) before making an attack during your flurry, giving you a kind of mini-pounce.


It's an old horse, but is there anything in there for supporting 4 skill points/level as a minimum? Or what's this I'm hearing about background skills?


Calth wrote:

Trying to answer some of the non-monk questions posted.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

On the Barbarian and Reckless abandon, Reckless Abandon is a stance rage power to so won't stack as you can only have 1 stance active at time.


What are Dazing Assault and Stunning Assault's stamina? Does Broken Wing Gambit have one?


Andrew Harasty wrote:

RE: Action Economy

My quick take on it is that it normalizes the number of attacks for the whole table. Even the low end mook can now move and attack twice. Or even attack, move, then attack again. And the high end martial is limited to three attacks if they standstill. (no five foot step)

So the level 16+ full BAB fighter loses one iterative attack.

Overall, I would still want to tweak it a bit, like maybe adding an ability/feat to take a 5-foot step as part of simple attack. And change vital strike and haste.

One thing that made me wonder; is there anything that compensates for the loss of damage at late levels or mitigates the large amount of damage at early levels in that system?


Shisumo wrote:
MKV93 wrote:
I've heard it referenced, but could someone specify what exactly elbow smash and flying kick are/do? Thanks

Elbow smash and flying kick are two of the new "style strikes," gained 1/4 levels starting at 5th. You can use one style strike per flurry (and only during a flurry) until 15th level, where you can use two per flurry but only one per attack.

Elbow smash lets you add another attack at -5 to your full attack bonus if you hit with the first attack, but the extra attack only deals nonlethal damage.

Flying kick lets you move a distance equal to the bonus from your fast movement ability (so 10 ft at 5th, 20 at 6th, etc.) before making an attack during your flurry, giving you a kind of mini-pounce.

Thank you! They kept being referenced and I was confused. They sound sweet!

Scarab Sages

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Sebastian Hirsch wrote:
Rhedyn wrote:
Tels wrote:
Especially when Pathfinder Society and it's "NO HOUSE RULES!" policy is such a predominant force in the gaming community, it only further reinforces the idea that house rules are bad and that if you use them, you are bad too.

>implying that PFS isn't just organized house-rules.

Most of what PFS does wouldn't fly at a lot of tables.

I agree, PFS allows way more material and classes than the vast majority of home games.

Not allowing "house rules" and having to run the scenarios as written, is actually there to protect the players from killer GMs and to protect other players from getting marginalized or subjected to certain behaviors.

And I personally know of no PFS GM who doesn't have a home game with house rules.

The ones I've played with typically have looser home game rules than PFS (more races, feats, items, drawbacks), but maybe stricter on the background/roleplay/item availability.

One reason I know that keeps PFS rules popular for people who play both PFS and Home games is it means not having to remember another set of rules.
Another good reason is that for the most part the rules are well thought out and work well over a really large number of tables and thus have a bit of a proven track record of avoiding unexpected consequences.
Another less good reason is that it doesn't require codification of your own house rules.
Soapbox on Codification:
Lets be honest, all house rules should be written down and easily available to players. I don't mind bumping a roll up or down or railroading, but GMs who change the rules constantly limiting what players can do/abilities work/etc without letting the players know are GMs most people don't want to play with.


Malwing wrote:
Andrew Harasty wrote:

RE: Action Economy

My quick take on it is that it normalizes the number of attacks for the whole table. Even the low end mook can now move and attack twice. Or even attack, move, then attack again. And the high end martial is limited to three attacks if they standstill. (no five foot step)

So the level 16+ full BAB fighter loses one iterative attack.

Overall, I would still want to tweak it a bit, like maybe adding an ability/feat to take a 5-foot step as part of simple attack. And change vital strike and haste.

One thing that made me wonder; is there anything that compensates for the loss of damage at late levels or mitigates the large amount of damage at early levels in that system?

Not that I have noticed, but its not much of a damage loss at high levels unless you were either a pounce build or a natural attack build, since it gives everyone the ability to move and attack twice, if you have two weapon fighting or flurry of blows, it also allows you to make additional attacks, so two weapon fighters and flurry users benefit, though the new monk flurry benefits less based on the way attack penalties are applied.

As such, the system is a massive dpr gain at low level for martials, and a loss of standing still but a gain for moving dpr at high levels.

Casters on the other hand lose out, I believe it is impossible to move, cast a spell, and spend a swift action in the revised action economy system.


This is why I tend to keep my houserules to less than one page and will likely add simple things or introduce options from third party products than change things dramatically. I've been in games where there were pages of house rules that practically made it a new game and that was not fun, not just because of the loss of system mastery but they actively took away a lot of options to make way for a new paradigm I was unfamiliar with.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Malwing wrote:
Andrew Harasty wrote:

RE: Action Economy

My quick take on it is that it normalizes the number of attacks for the whole table. Even the low end mook can now move and attack twice. Or even attack, move, then attack again. And the high end martial is limited to three attacks if they standstill. (no five foot step)

So the level 16+ full BAB fighter loses one iterative attack.

Overall, I would still want to tweak it a bit, like maybe adding an ability/feat to take a 5-foot step as part of simple attack. And change vital strike and haste.

One thing that made me wonder; is there anything that compensates for the loss of damage at late levels or mitigates the large amount of damage at early levels in that system?

My initial gut feeling is that the early level "extra attack" is mitigated by the lack of bonuses you have. They just won't hit that often. Also at lower levels, your martial character will most likely be dropping things in one hit anyway.

How many mooks you put in a combat is always a balancing act.

As for late levels, you would need to figure out how best to deal with the Vital Strike feat chain (should it be a one act or two act action). TWF/Flurry gives you extra attacks on your first attack action. Then improved gives you the extra attack on the second, and so on. So you could do something similar with the Vital Strike chain.

The balancing factor is that the NPCs are just as limited as the PCs. So less damage to the PCs as well as less damage to the NPCs at the higher levels. This means Clerics can do other thing than heal :)

IMO, I see the new system limiting the "rocket tag" of higher level play.


deuxhero wrote:
What are Dazing Assault and Stunning Assault's stamina? Does Broken Wing Gambit have one?

Spoiler:

Dazing Assault -- After hitting with a melee attack, may spend 5 stamina points to attempt to daze opponent as if using this feat.

Stunning Assault -- Spend 2 stamina points to end effects of feat at the end of your turn instead of start of next turn.

Broken Wing Gambit -- When opponent with the +2 on attack rolls from this feat attacks you, you may spend 5 stamina points to have the attack provoke an AoO from you as well.


Broken Wing Gambit is pretty neat, though the other two are pretty meh (one of the strongest parts of those feats is they work on an AoO).

What's the Stamina ability of Shadow Strike (the feat tax to be able to shank someone in a dark ally)?

Designer

It depends on how you want to use your AoO, though. This way you can also trip on AoOs without the penalty. Tripping a pouncing foe outside where they can reach me is one of my favorite things to do.


Shadow Strike- spend 5 points when you hit someone with full concealment to do precision damage anyways

Not going into the specific wording, less somebody say that doesn't work either.


deuxhero wrote:

Broken Wing Gambit is pretty neat, though the other two are pretty meh (one of the strongest parts of those feats is they work on an AoO).

What's the Stamina ability of Shadow Strike (the feat tax to be able to shank someone in a dark ally)?

Spoiler:

Shadow Strike -- Spend 5 stamina points when you hit someone in total concealment to deal precision damage to them.


Ckorik 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 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..

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.

Maybe you guys are right, maybe you're wrong. But I still have to wait until the 29th to get it anyway, so I may as well wait for another week after that.

Mark Seifter 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

From what I can see of the review, the only thing he rated as negative was the Will save progression, which I think you had already seen earlier in the thread (not positive). So it depends on whether your conclusion would be that the class is weaker than before if it has low Will save, even if gained lots of options for ki, significant accuracy boosts (in addition to the full BAB, one thing I think no one mentioned yet explicitly is that flurry doesn't give a -2 on attack rolls, which is pretty huge), and freebie powers like flying kick.

Based on your posts, I can't be sure, but I seem to remember that you were generally of the opinion that monks had more than enough defenses, and what they were really missing was a combination of offense (particularly mobile offense) and utility. If that's the case, you may reach a different conclusion than Dabbler did. If not? Just add back in the strong Will saves in your games. If Dabbler did that, based on his point-by-point, I don't see what he would even dislike about the monk; everything seemed to come down to the Will save.

The impression I get from Dabbler's review and others' posts is that the changes were overall minor. The main things that jump out at me:

1.) The Will save is worse. Not a huge deal, but I don't see why it needed to be changed either.

2.) There are a lot of Ki Powers. Neat.

3.) The size of the Ki Pool ha not grown from its current minuscule state. Bad.

4.) Many of the "always on" abilities are now options...that ALSO require Ki to activate. Atrocious.

5.) The abilities are largely the same, just shuffled around. The Monk still has Stunning Fist, and Evasion, and Still Mind as immutable parts of the class. As someone who HATES Stunning Fist (I have played 6 or 7 Monks, and on the ones that had it have used it at every opportunity. It has worked THREE TIMES) I was hoping that it would be optional (Even "Choose Stunning Fist, Elemental Fist, Punishing Kick, etc. at 1st would have been nice), or at least get a boost in power.

6.) The MADness is not addressed in the slightest. This is a BIG one. The Monk still requires a high Dex AND Wis to have an AC that isn't complete garbage, and I personally don't like Dex based Monks very much. I like my Monks able to benchpress a truck, thanks.

That's what I've gotten just from reading the thread. It hasn't really made me excited for the final product. It seems less "Unchained" and more "Slightly tweaked, at best".


voska66 wrote:
Calth wrote:

Trying to answer some of the non-monk questions posted.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

On the Barbarian and Reckless abandon, Reckless Abandon is a stance rage power to so won't stack as you can only have 1 stance active at time.

Ah, yeah, for some reason I didn't equate that reckless stance = reckless abandon. So yep, they don't stack.


dose the summoner's eidolons subtype determine its base stats ( str , dex etc ...) if so are all of them set at a Int.7 ? Do the sub types come with predetermined attacks and damage or weapons ? Can you still determine what the eidolon looks like or is its appearance predetermined ? Thanks for any info .


Okay, so looking at the list of outsider types, I'm really surprised the Kyton isn't included, but the Div is. Dev team, please make more. YOU MUST.

Designer

Albatoonoe wrote:
Okay, so looking at the list of outsider types, I'm really surprised the Kyton isn't included, but the Div is. Dev team, please make more. YOU MUST.

Originally div, agathion, and psychopomp weren't on there, but I managed to get them added for you (I will say it was super close between divs and kytons for who would take the evil slot in the extras, since qlippoths and demodands and a few others didn't seem like good candidates). For now, consider those to be cool extras! :)

Grand Lodge

Andrew Harasty wrote:
Malwing wrote:
Andrew Harasty wrote:

RE: Action Economy

My quick take on it is that it normalizes the number of attacks for the whole table. Even the low end mook can now move and attack twice. Or even attack, move, then attack again. And the high end martial is limited to three attacks if they standstill. (no five foot step)

So the level 16+ full BAB fighter loses one iterative attack.

Overall, I would still want to tweak it a bit, like maybe adding an ability/feat to take a 5-foot step as part of simple attack. And change vital strike and haste.

One thing that made me wonder; is there anything that compensates for the loss of damage at late levels or mitigates the large amount of damage at early levels in that system?

My initial gut feeling is that the early level "extra attack" is mitigated by the lack of bonuses you have. They just won't hit that often. Also at lower levels, your martial character will most likely be dropping things in one hit anyway.

How many mooks you put in a combat is always a balancing act.

As for late levels, you would need to figure out how best to deal with the Vital Strike feat chain (should it be a one act or two act action). TWF/Flurry gives you extra attacks on your first attack action. Then improved gives you the extra attack on the second, and so on. So you could do something similar with the Vital Strike chain.

The balancing factor is that the NPCs are just as limited as the PCs. So less damage to the PCs as well as less damage to the NPCs at the higher levels. This means Clerics can do other thing than heal :)

IMO, I see the new system limiting the "rocket tag" of higher level play.

I think this proposed system is easier to modify, if you wanted to. For instance, you could easily limit the number of attack actions per turn to your BAB limit, etc.


Elandral wrote:
dose the summoner's eidolons subtype determine its base stats ( str , dex etc ...) if so are all of them set at a Int.7 ? Do the sub types come with predetermined attacks and damage or weapons ? Can you still determine what the eidolon looks like or is its appearance predetermined ? Thanks for any info .

No/Kinda. You still have the same base forms, but some outsider types can only be certain base forms. If you're in a home game, talk to your Gm about it. Maybe you can still have whatever form with whatever outsider type. Protean has only Serpentine form. I feel that's probably meant to nerf it, if Protean is meant to be closer to the Tentacle Monster with multiple butts that sometimes run rampant.

Yes about the INT, which I think is kinda weird.

Edit: Yes about the attacks. But you can still add on.

You still determine what they look like.

Sorry I'm backtracking on a few things. This is my first super hard look at it.


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Mark Seifter wrote:
Albatoonoe wrote:
Okay, so looking at the list of outsider types, I'm really surprised the Kyton isn't included, but the Div is. Dev team, please make more. YOU MUST.
Originally div, agathion, and psychopomp weren't on there, but I managed to get them added for you (I will say it was super close between divs and kytons for who would take the evil slot in the extras, since qlippoths and demodands and a few others didn't seem like good candidates). For now, consider those to be cool extras! :)

Well, I can dig that. I'm really glad the Psychopomp made the list, at least.

As for the future of this book, I'm hoping we some more touching upon its rules. Unchained sections in future hardcovers. The fact that in a few months we'll have new classes and feats, I'm hoping we get some coverage for this stuff.

Considering how Mythic and downtime has continued to received support well after release, I do have some hope. I'm still a bit anxious about it, though.


Mark Seifter wrote:
Albatoonoe wrote:
Okay, so looking at the list of outsider types, I'm really surprised the Kyton isn't included, but the Div is. Dev team, please make more. YOU MUST.
Originally div, agathion, and psychopomp weren't on there, but I managed to get them added for you (I will say it was super close between divs and kytons for who would take the evil slot in the extras, since qlippoths and demodands and a few others didn't seem like good candidates). For now, consider those to be cool extras! :)

Thanks, Paizo-folk! I was indeed pleasantly surprised to get those!

Liberty's Edge

My biggest disappointment with the new summoner is that I can't really make a primal dragon mount anymore. :/


1 person marked this as a favorite.
Shisumo wrote:
My biggest disappointment with the new summoner is that I can't really make a primal dragon mount anymore. :/

Why not? Just pick elemental, right?

Designer

QuidEst wrote:
Shisumo wrote:
My biggest disappointment with the new summoner is that I can't really make a primal dragon mount anymore. :/
Why not? Just pick elemental, right?

Beat me to it! I agree and approve.

Sovereign Court

So what about that simple monster creation, does it look interesting? Less time spent on writing down monster stats is always good in my book.

Designer

Rynjin wrote:

Maybe you guys are right, maybe you're wrong. But I still have to wait until the 29th to get it anyway.

Yup. Until then, I will say this:

Quote:
4.) Many of the "always on" abilities are now options...that ALSO require Ki to activate. Atrocious.

Two abilities, in total, are options costing ki to activate. I am pretty convinced that in a party where your allies cast spells on you often in time crunches such as during combat, Diamond Soul is actually stronger for being opt-in, so that really leaves only Diamond Body. Not really "many." As you suggested, you won't be able to see how it all comes together until you check it out yourself!


what are all the loyalties that replace alignment?


Mark Seifter wrote:
Rynjin wrote:

Maybe you guys are right, maybe you're wrong. But I still have to wait until the 29th to get it anyway.

Yup. Until then, I will say this:

Quote:
4.) Many of the "always on" abilities are now options...that ALSO require Ki to activate. Atrocious.
Two abilities, in total, are options costing ki to activate. I am pretty convinced that in a party where your allies cast spells on you often in time crunches such as during combat, Diamond Soul is actually stronger for being opt-in, so that really leaves only Diamond Body. Not really "many." As you suggested, you won't be able to see how it all comes together until you check it out yourself!

Ah, that sounds much better. I retract that bit entirely. Especially if Diamond Body lasts for hours, or 10 minutes/level.

Still, Ki Leech is a definite must, moreso than it was already. Assuming that's still an option.


xavier c wrote:
what are all the loyalties that replace alignment?

It's just whatever you're loyal to. So as opposed to something like Good, you can instead be loyal to the concept of defending people, that way if the only way to defend someone is to do something evil, you're still defending them.

Designer

Rynjin wrote:
Mark Seifter wrote:
Rynjin wrote:

Maybe you guys are right, maybe you're wrong. But I still have to wait until the 29th to get it anyway.

Yup. Until then, I will say this:

Quote:
4.) Many of the "always on" abilities are now options...that ALSO require Ki to activate. Atrocious.
Two abilities, in total, are options costing ki to activate. I am pretty convinced that in a party where your allies cast spells on you often in time crunches such as during combat, Diamond Soul is actually stronger for being opt-in, so that really leaves only Diamond Body. Not really "many." As you suggested, you won't be able to see how it all comes together until you check it out yourself!
Ah, that sounds much better. I retract that bit entirely. Especially if Diamond Body lasts for hours, or 10 minutes/level.

In my games, I'm going to be buffing diamond body a little bit more, as-is (I've been considering options like making it an immediate action so you can tempt enemies into poisoning you instead of just passing on the monk), but still some of the other options are so good, I think it won't be chosen that often anyways (abundant step is a good one at the same level, and by the time you get higher, you might be looking at out of combat options like ki visions or a better standard action backup option that doesn't cost you any ki like one touch); certainly for players who always traded away diamond body to the qinggong archetype, I am sure they will not select it in the Unchained monk, since qinggong powers is an option.


Diamond Body was always my Ki Leech trade-out, so I feel that.

I think one sneaky thing Dabbler might not have noticed about the Unchained Monk (that I just thought of myself) is that you don't hit that asinine "I get to trade out a power the level BEFORE I get a new level of power to trade" wall, which is nice.

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