Greylurker |
There was some mention earliler of a "Staggered Advancement" is that anything like the Monte Cook's WoD advancement?
(for those who don't know, that system broke each level into 4 groups; HD/BaB, Saves, Skills, Special abilities. After each game session instead of getting XP you just pick one of the 4 to advance in. Once you had all 4 you were officially up a level. So every game session you would see some improvement in your character and advancement wasn't tied to "how many things did you kill today")
Mark Seifter Designer |
2 people marked this as a favorite. |
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.
Yeah, as the one who added in the ability to use qinggong powers, I felt very happy with how they stack up in that way for the Unchained monk. It just fit perfectly.
Mark Seifter Designer |
2 people marked this as a favorite. |
To all my friends here who don't have the book, check out this week's blog here! I literally posted two of the scaling items for you, with art and all!
Alexander Augunas Contributor |
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! :)
Yeeeeeeeeees. Agathions are the BEST Good outsiders. I was thrilled to see them among the options; they're great both mechanically and thematically.
Robert Jordan |
Anyone with the pdf willing to share what the unchained monk gets to boost will saves for peace of mind purposes? Robert Jordan mentioned something about a "Diamond Mind" ability few pages back.
I mentioned it in a previous post but Diamond Mind lets the monk deal with fear, something the core monk can't do anything with besides make the save or fail it. Diamond Mind let's the monk spend 1 ki point as a swift action to suppress fear as per the Remove Fear spell. They can also spend 2 ki points to activate it even when frightened or panicked. Have to be level 6 monk to pick it.
gharlane |
So, a few questions here.
1. summoners. One of my settings uses summoners who have constructs, not extraplaner entities as their eidelons. Will that be difficult to import-- I rather like what I'm hearing about the unchained summoner given that the older version has always had balance issues.
2. The varient magic item rules-- can they be used for a setting where magic is very rare? Traditional PAthfinder assumes that as you level up you're also getting magic items, which isn't really fitting with the theme of an iceage/stone age setting.
Calth |
There was some mention earliler of a "Staggered Advancement" is that anything like the Monte Cook's WoD advancement?
(for those who don't know, that system broke each level into 4 groups; HD/BaB, Saves, Skills, Special abilities. After each game session instead of getting XP you just pick one of the 4 to advance in. Once you had all 4 you were officially up a level. So every game session you would see some improvement in your character and advancement wasn't tied to "how many things did you kill today")
There is a staggered advancement system, but it is still XP-based. Basically, at 25/50/75% of a level you get to choose to gain the BAB increase, 50% of the HP increase, or the saves increase. Skills are spilt at 50%/100%. At 100% you get the class abilities and 50% of the HP.
Calth |
So, a few questions here.
1. summoners. One of my settings uses summoners who have constructs, not extraplaner entities as their eidelons. Will that be difficult to import-- I rather like what I'm hearing about the unchained summoner given that the older version has always had balance issues.
2. The varient magic item rules-- can they be used for a setting where magic is very rare? Traditional PAthfinder assumes that as you level up you're also getting magic items, which isn't really fitting with the theme of an iceage/stone age setting.
1.) You should be able to house rule them pretty easily, especially constructs. At each level, grant the eidolon some of the abilities granted by the construct subtype, or an evolution point(that's a fairly common filler boost).
2.)The Automatic system actually has a suggestion for 0 magic item play. The chart goes to level 22, and you get the benefits of your level+2.
xavier c |
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.
So how does this work with the gods and stuff?
Chemlak |
Lanitril wrote:So how does this work with the gods and stuff?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.
Weird question.
Say, for example, I was a paladin of Iomedae - I've got to have loyalty to Good (as a paladin), and I'd probably choose Iomedae as my second, and for my third beef stew. Or yo momma. Or clean socks. Or something else that's worth being loyal to.
David knott 242 |
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 .
Eidolon ability scores are still determined by base form.
Oh -- Aquatic was left out.
David knott 242 |
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?
All skills are broken into two categories -- background skills and adventuring skills. Everybody gets two extra skill points per level, but those skill points can only be spent on background skills.
David knott 242 |
Is there anything specific to the sorcerer in all this Tome of Chewy Wholesome Goodness?
And is there a variant rage like in Unearthed Arcana?
SM
The revised barbarian class has rage work differently. It would not be too difficult to port that new rage mechanism over to bloodragers and other characters with rage-like abilities.
David knott 242 |
The rogue is all improvements. Weapon finesse at 1st level, then Dex to damage with three weapons (chosen at 3rd, 11th, and 19th levels). Many rogue talents are redefined (mostly upgrades, but I must admit that I only skimmed them). At 4th level a rogue gains Debilitating Injury, which lets him inflict penalties on targets he successfully sneak attacks. Trap sense is expanded to danger sense, and he gains skill unlock abilities every 5 levels.
Barachiel Shina |
Barachiel Shina wrote:How does Stamina Pool recharge? Per encounter or daily?For each uninterrupted minute out of combat and as long as you don't have any Condition effects/penalties on you, you'll gain 1 point/minute.
Oh good, that actually makes it really good. I was worried it was 1/day.
Two of my players are happy enough to finally make Fighters again.
Robert Jordan |
Proficiency feats do not have any stamina uses. The combat tricks section starts by saying nearly every combat feat has an associated combat trick except for weapon and proficiency feats nor do feats that expand upon the stamina and combat trick system.
Alexander Augunas Contributor |
So the Unchained Monk is no different than the Qinggong Monk, since that archetype actually gets a Ki power at 4th and every 2 levels thereafter also. So my question is, are any of the Qinggong monk Ki powers on the Unchained Monk's list? Or can they can on the list as well?
You don't need to bold your post. People will answer you if you're patient.
The Unchained Monk is VERY different from the qinggong monk; as a matter of fact, one (and only one) of the Unchained Monk's ki powers basically says: pick a quiggong monk archetype power for yourself. Everything else is either an existing monk class feature made ki power (like quivering palm or abundant step) or an all-new power unique to the new class.
Shisumo |
Here's 7th level Unchained!Merisiel, adapted from the NPC Codex:
Merisiel
Elf rogue 7
CN Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +12
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DEFENSE
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AC 23, touch 17, flat-footed 17
(+5 armor, +1 deflection, +5 Dex, +1 dodge, +1 shield)
hp 56 (7d8+21)
Fort +4, Ref +11, Will +3; +2 vs. enchantments
Defensive Abilities danger sense +2, evasion, uncanny dodge; Immune sleep
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OFFENSE
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Speed 30 ft.
Melee +1 keen rapier +11 (1d6+6/15–20)
Ranged dagger +10 (1d4+2/19–20)
Special Attacks debilitating injury, finesse training (rapier), sneak attack +4d6
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STATISTICS
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Str 15, Dex 20, Con 12, Int 10, Wis 10, Cha 12
Base Atk +5; CMB +7; CMD 24
Feats Dodge, Improved Initiative, Mobility, Quick Draw, Toughness, Weapon Finesse
Skills Acrobatics +20, Bluff +11, Climb +12, Disable Device +17, Knowledge (local) +10, Perception +12 (+14 vs traps or ambushes), Sleight of Hand +15, Stealth +15
Languages Common, Elven
SQ elven magic, rogue talents (bleeding attack +4, combat trick, fast stealth), rogue's edge (Acrobatics), trapfinding +3, weapon familiarity
Combat Gear potion of cure serious wounds, potion of invisibility, acid, alchemist’s fire, tanglefoot bag; Other Gear +2 studded leather, masterwork buckler, +1 keen rapier, daggers (12), belt of incredible dexterity +2, boots of elvenkind, cloak of resistance +1, ring of protection +1, universal solvent, backpack, hooded lantern, masterwork thieves’ tools, oil (5), silk rope (50 ft.), 16 gp
Not a lot of differences in the statblock, but she did pick up an extra feat, +3 damage with her rapier, and an easier time using Acrobatics to get into flank. Assuming she gets the flank, she also got the ability to drop her target's AC by 4 for herself and 2 for her flank partner, just by doing a regular sneak attack.
David knott 242 |
1 person marked this as a favorite. |
Deflect Arrows lets you spend 5 stamina points to deflect an arrow while flat-footed.
Critical Focus lets you spend stamina points under certain conditions to roll a second confirmation roll for even more damage.
I did not see a Critical Bleeding feat mentioned in that section.
Another point of interest -- a fighter using this system can take Combat Expertise and other feats that have an Int 13 requirement without having an intelligence score that high, but he must have at least one unspent stamina point to use any such feats that he has.
Barachiel Shina |
Barachiel Shina wrote:So the Unchained Monk is no different than the Qinggong Monk, since that archetype actually gets a Ki power at 4th and every 2 levels thereafter also. So my question is, are any of the Qinggong monk Ki powers on the Unchained Monk's list? Or can they can on the list as well?You don't need to bold your post. People will answer you if you're patient.
The Unchained Monk is VERY different from the qinggong monk; as a matter of fact, one (and only one) of the Unchained Monk's ki powers basically says: pick a quiggong monk archetype power for yourself. Everything else is either an existing monk class feature made ki power (like quivering palm or abundant step) or an all-new power unique to the new class.
I want to differentiate between me asking a question and me commenting.
Barachiel Shina |
Very Important Question!
What... is the Stamina option for Crane Style/Crane Wing?
If it's something like "You can spend 5 points from your Fatigue pool to automatically block 1 attack that would hit you when you activate Crane Wing" then someone is going to get a pie in the face.
For Crane Wing I can see it doing something like allowing you to block a melee attack when attacked flat-footed. Or maybe receive the +2 AC bonus to all opponents for 1 round instead of against just one opponent. Guess we'll see.
Calth |
Very Important Question!
What... is the Stamina option for Crane Style/Crane Wing?
If it's something like "You can spend 5 points from your Fatigue pool to automatically block 1 attack that would hit you when you activate Crane Wing" then someone is going to get a pie in the face.
Crane style lets you burn stamina (upto 3) to get a 1 for 1 dodge boost against a single attack as an immediate action.
Crane Wing lets you spend 5 stamina to designate a second foe for your +2 dodge bonus to AC.
David knott 242 |
Very Important Question!
What... is the Stamina option for Crane Style/Crane Wing?
If it's something like "You can spend 5 points from your Fatigue pool to automatically block 1 attack that would hit you when you activate Crane Wing" then someone is going to get a pie in the face.
Then no one should get a pie to the face.
Crane Style lets you spend stamina points to increase the dodge bonus to AC from that feat.
Crane Wing lets you spend stamina points to activate that feat against a second opponent.
Neither feat says anything about automatic blocking.
DM Sothal |
Have to say, I really like this book of options.
Not everything is going to work for me and my gaming group, but I'm going to make the following changes to the games I'm GMing:
-Unchained classes will replace the Core classes as follows:
--Unchained Monk with Ki points based on his full level
--Unchained Rogue with the Skill Unlocks pretty much only being a rogue stick. (Others may gain the feat to Unlocks but the unlocks will happen 2 ranks later for non-rogues)
--Unchained Barbarian as written in the book
--Unchained Summoner as written in the book
--Unchained Fighter with the free Stamina Pool feat and the Stamina Pool size chainged to ((BAB+Fighter level)/2)+CON
Also Fighters will gain 5 points instead of 3 with the bonus Stamina feat
-Background skills
-Diseases and poisons
Some other things I might try out once here and there (like the Wound thresholds and one of the bigsixless systems), but I guess they wont stick.
Lanitril |
I sorta feel like, when I implement Stamina, I'm gonna give a way to get bonus stamina, and once again, it will help Fighters more than anybody else, still without rewriting Fighter. Basically, your Stamina increases by 1 for every Combat Feat you have compatible with the Stamina system. I'd also increase Extra Stamina to 5 though, but for everybody. Idk. Still mulling it over.
Also, I think I'm gonna give Stamina to everybody for free, rather than feat buy in, or Fighter getting it free and everybody else has to feat buy in.
Barachiel Shina |
I am giving it to Fighters only. Fighters NEED their own unique stick. Everyone should not be dipping into his "cookie jar." Fighters should be the best at Fighting and the idea that a Fighter should get more "oomph" from Combat Feats and NO ONE ELSE is a great start.
If other classes want a taste they should get Fighter levels.
This is why I am making it Fighter Level + Con modifier only. If you make it BAB + Con then you have people taking a 1 level Fighter dip. Give the Fighter something people will want to commit more levels to or even go full 20.
Allowing others to take advantage of the Stamina system once again takes away from the Fighter.
Obbu |
I am giving it to Fighters only. Fighters NEED their own unique stick. Everyone should not be dipping into his "cookie jar." Fighters should be the best at Fighting and the idea that a Fighter should get more "oomph" from Combat Feats and NO ONE ELSE is a great start.
If other classes want a taste they should get Fighter levels.
This is why I am making it Fighter Level + Con modifier only. If you make it BAB + Con then you have people taking a 1 level Fighter dip. Give the Fighter something people will want to commit more levels to or even go full 20.
Allowing others to take advantage of the Stamina system once again takes away from the Fighter.
While I get where you are coming from: the other multiclassing options in the book seem to be aimed at making off-classing less painless, rather than more.
Fighters tend to be the only 'feat glutted' class, in my experience: and even they can run out: so i don't see any problem as yet.
The 'burn a feat to unlock' seems fine to me, as a first reaction: But I guess the only way to find out is to play.