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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Which authors are going to be writing material for this book?

Dark Archive

Pathfinder Adventure, Adventure Path, Maps Subscriber
The Rot Grub wrote:

Some Rule Options I personally would like to see:

- Ability score bonuses to TWO or even THREE ability scores every four levels, to lessen the gap between MAD and SAD classes.
- Set aside the Big Six magic items and the Wealth By Level chart. Give inherent bonuses (or alternative 20-level progressions) for BAB, saves, and AC.
- Give martial characters a major bonus against fear effects. I've always found it weird that martial characters usually have low Will saves and are the most likely to run away from yeth hounds and the like.
- Give melee characters a way to stay equally effective while being mobile in combat. Right now, they're too dependent on standing still and doing Full Attacks, which can get boring. (I haven't seen the Book of Nine Swords, but popular options from there might be introduced as options.)
- Advice on how to simplify higher level play. This can include lessening the number of attacks characters can have. Maybe replace the +20/+15/+10/+5 progression with something akin to +18/+18. Limit each character to a set number of buff effects. (I don't like the potential for Scry and Fry.)
- Make multiclassing more viable by having a single BAB progression chart that goes up to 80: a level in a full BAB class gives you 4 "points," a level in a medium BAB class gives you 3 "points," a level in a low-BAB class gives you 2 "points."
- Make a lot more spells have 1-round or longer casting times or make them into rituals, especially for some higher-level spells. Personally, I like the idea from 1E that higher-level spells take longer to cast and require that the party protect the caster.
- Making two-weapon fighting and one-handed weapon fighting more viable. (Or maybe even give an initiative penalty to two-handed fighters.)

By the way, should we have a thread to talk about things we'd like to see in Pathfinder Unchained? I know the design team already has ideas of what to do, but I'd love to participate in and follow such a thread.

What you describe in your first 5 points sounds a lot like a request for D&D 4E... Perhaps you should look there to see if you like the results of carrying those steps through the system, or see alternative paths to take toward those goals?

Your 7th point is also a feature of 4E.

I don't anticipate this book introducing systems that push things along paths quite that similar to what produced that edition. I anticipate seeing Jason and Mark make crazy cool stuff in other ways....


I know that the current version of the summoner can be hard for new players and GMs to handle. However, I just hope that the new version of the Summoner won't lose quite all of its customization powers. To me, the ability to use the summoner class to create any companion for your character that you can imagine is what makes it special (and one of my favorate classes).

Scarab Sages

Matrix Dragon wrote:
I know that the current version of the summoner can be hard for new players and GMs to handle. However, I just hope that the new version of the Summoner won't lose quite all of its customization powers. To me, the ability to use the summoner class to create any companion for your character that you can imagine is what makes it special (and one of my favorate classes).

Agreed. Please don't kill the ability of the summoner to customize their eidolons.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

1 person marked this as a favorite.

Will there be small areas of the rules addressed in the book, or only large systems such as class revisions?

I'd like to see an unchained version of the spells simulacrum and reincarnation make the book.

If it fits with whatever may be in the book related to magic items I'd like to see the combination of rings of protection and cloaks of resistance, making them a single ring, and removing cloaks of resistance from the game, freeing up another slot for more cool items rather than just +x to saves.

Scarab Sages

Artanthos wrote:
Matrix Dragon wrote:
I know that the current version of the summoner can be hard for new players and GMs to handle. However, I just hope that the new version of the Summoner won't lose quite all of its customization powers. To me, the ability to use the summoner class to create any companion for your character that you can imagine is what makes it special (and one of my favorate classes).
Agreed. Please don't kill the ability of the summoner to customize their eidolons.

These are going to be new takes on the classes. Even if the "Unchained" Summoner doesn't have a customizable Eidolon, that isn't going to make the current Summoner suddenly cease to exist. They've been pretty clear that these aren't replacements, just alternate versions of the still perfectly valid core materials.


Jason Bulmahn wrote:

Hey there folks,

While it is way too early for me to be giving out specifics, I will mention a few points here...

1. The classes mentioned fall into a special category in my mind. That being: Classes I would do differently today than the way they were done years ago during their initial design phase. Its not that we dislike them, it is just that they do not quite live up to our current design philosophies here in the office. This is a chance for us to revisit them in a safe environment, while allowing all of you to play with the results.

2. There will be things for everyone in this book. Although we only mentioned four classes, that list might grow. In addition, there are a number of other systems and rules bits that will apply to a wide variety of characters, giving them new ways to play the game. I think, as we get closer and are able to share some additional details, folks are going to be very excited about these options.

3. Careful with the wish-listing. I'd prefer folks not set up false expectations for this book. Its going to have a lot of things no one expects, and probably in the end, be missing some things that you might think are a no-brainer. Lets just be careful about wishing for the sky. In the end, the pieces of this book will still need to work with a lot of the game, so that does put some limits on what we can do, even if we are tinkering with other big systems.

At any rate.. glad to see a lot of enthusiasm here. We are excited to be working on this awesome book.

Jason Bulmahn
Lead Designer

1) Wasn't this going to be a Spring release?

2) Are the "revised" classes be able to use unrevised archetypes, or will they get their own (or none at all)?

3) What will the revised classes be called? Like, "Revised Rogue", "Unchained Rogue", or just "Rogue"?


3 people marked this as a favorite.
Ssalarn wrote:
Artanthos wrote:
Matrix Dragon wrote:
I know that the current version of the summoner can be hard for new players and GMs to handle. However, I just hope that the new version of the Summoner won't lose quite all of its customization powers. To me, the ability to use the summoner class to create any companion for your character that you can imagine is what makes it special (and one of my favorate classes).
Agreed. Please don't kill the ability of the summoner to customize their eidolons.
These are going to be new takes on the classes. Even if the "Unchained" Summoner doesn't have a customizable Eidolon, that isn't going to make the current Summoner suddenly cease to exist. They've been pretty clear that these aren't replacements, just alternate versions of the still perfectly valid core materials.

Unfortunately GMs don't work that way. If you give a GM the option of the much maligned APG summoner and the PU summoner without the headache of the eidolon, most are going to go with the latter. It's like how Pathfinder is 3.5 compatible and lets you use your old books, but you'll be hard-pressed to find a GM that does allow 3.5 material.

Unless the new summoner is grossly worse or more overpowered than the original summoner, it's essentially going to replace the APG one in the minds of many a GM.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'd like to see how to play with no feats...and that's no small feat...yeah, I did.

But seriously, I went to my FLGS yesterday and there was a table of old guys sitting around and talking about the merits of that new game that just came out. They were sitting in front a massive wall full of Pathfinder material. It looked overwhelming - I went home and looked at my massive wall of Pathfinder material. It was overwhelming. I fear that Pathfinder might present a challenge for drawing in newbies (even old ones) because there is such an avalanche of potential stuff.

So, I hope Unchained contains rules for playing a simpler flavor of Pathfinder that might could be used as a gateway drug.


5 people marked this as a favorite.
Jason Bulmahn wrote:
Lets just be careful about wishing for the sky.

That's right, the dwarves wished for the sky and look at their broken sky citadels today. Broken sky citadels and hordes of orcs.

Designer

3 people marked this as a favorite.
Voadam wrote:
Jason Bulmahn wrote:
Lets just be careful about wishing for the sky.
That's right, the dwarves wished for the sky and look at their broken sky citadels today. Broken sky citadels and hordes of orcs.

Player to Efreet: "I wish for the sky!"

GM: Hmm...wasn't there a spell for that in the 3.5 Epic Level Handbook...


Jason Bulmahn wrote:

Hey there folks

*Snip*
2. There will be things for everyone in this book. Although we only mentioned four classes, that list might grow. In addition, there are a number of other systems and rules bits that will apply to a wide variety of characters, giving them new ways to play the game. I think, as we get closer and are able to share some additional details, folks are going to be very excited about these options.
*snip*
Jason Bulmahn
Lead Designer

You said that every class will be getting something. I just want to know one thing: Will the Ninja receive the same treatment the Rogue will receive? And to a lesser extent, if the Cavalier is touched upon in even a small way, will this be paralleled in the Samurai? I ask because the Ninja and the Samurai are the only 2 real alternate classes right now.


1 person marked this as a favorite.
Odraude wrote:
Ssalarn wrote:
Artanthos wrote:
Matrix Dragon wrote:
I know that the current version of the summoner can be hard for new players and GMs to handle. However, I just hope that the new version of the Summoner won't lose quite all of its customization powers. To me, the ability to use the summoner class to create any companion for your character that you can imagine is what makes it special (and one of my favorate classes).
Agreed. Please don't kill the ability of the summoner to customize their eidolons.
These are going to be new takes on the classes. Even if the "Unchained" Summoner doesn't have a customizable Eidolon, that isn't going to make the current Summoner suddenly cease to exist. They've been pretty clear that these aren't replacements, just alternate versions of the still perfectly valid core materials.

Unfortunately GMs don't work that way. If you give a GM the option of the much maligned APG summoner and the PU summoner without the headache of the eidolon, most are going to go with the latter. It's like how Pathfinder is 3.5 compatible and lets you use your old books, but you'll be hard-pressed to find a GM that does allow 3.5 material.

Unless the new summoner is grossly worse or more overpowered than the original summoner, it's essentially going to replace the APG one in the minds of many a GM.

This is exactly what I'm worried about. Especially if the new summoner ends up being completely diffierent from the old summoner class.


5 people marked this as a favorite.
Odraude wrote:
It's like how Pathfinder is 3.5 compatible and lets you use your old books, but you'll be hard-pressed to find a GM that does allow 3.5 material.

Wow, I'm a rarity. What do I win?

Grand Lodge

4 people marked this as a favorite.
Odraude wrote:
Unless the new summoner is grossly worse or more overpowered than the original summoner, it's essentially going to replace the APG one in the minds of many a GM.

Those GMs only grudgingly allow the summoner as it is, if at all. They are not worth considering in this case.


12 people marked this as a favorite.

A favorite and an E cookie.

In my area all 3.5 material is banned. 3PP stuff is starting to become legal due to me using it in my games. I be pimping out DreamScarred yo!

Grand Lodge

10 people marked this as a favorite.
Insain Dragoon wrote:
In my area all 3.5 material is banned. 3PP stuff is starting to become legal due to me using it in my games. I be pimping out DreamScarred yo!

You're doing the gods work son.


MMMm coooookieeee

Scarab Sages

TriOmegaZero wrote:
Odraude wrote:
Unless the new summoner is grossly worse or more overpowered than the original summoner, it's essentially going to replace the APG one in the minds of many a GM.
Those GMs only grudgingly allow the summoner as it is, if at all. They are not worth considering in this case.

My worry is PFS. If they nerf eidolons into the ground and PFS adopts the new rules, I will be quite upset.

Somehow, I don't share that same level of anxiety regarding my PFS monk.

Grand Lodge

Artanthos wrote:

My worry is PFS. If they nerf eidolons into the ground and PFS adopts the new rules, I will be quite upset.

Somehow, I don't share that same level of anxiety regarding my PFS monk.

If I trust Mike in nothing else, it is being careful not to make a poor decision in this.

Scarab Sages

TriOmegaZero wrote:
Artanthos wrote:

My worry is PFS. If they nerf eidolons into the ground and PFS adopts the new rules, I will be quite upset.

Somehow, I don't share that same level of anxiety regarding my PFS monk.

If I trust Mike in nothing else, it is being careful not to make a poor decision in this.

I've already had to rebuild my synthesist.

Shadow Lodge

Pathfinder Rulebook Subscriber

I'm incredibly excited by this book and the chance to see the full creativity brought to bear by a fully armed and operational design team ;-)

I would also like to vote for improved multi-classing rules.

I would also like a puppy shipped with each copy.

Grand Lodge

Artanthos wrote:
I've already had to rebuild my synthesist.

Do you consider that a poor decision? And was it one of Mike's? (I don't actually know anything about it, as I don't play summoners and have only been actively playing for two years.)

Scarab Sages

Artanthos wrote:
TriOmegaZero wrote:
Odraude wrote:
Unless the new summoner is grossly worse or more overpowered than the original summoner, it's essentially going to replace the APG one in the minds of many a GM.
Those GMs only grudgingly allow the summoner as it is, if at all. They are not worth considering in this case.

My worry is PFS. If they nerf eidolons into the ground and PFS adopts the new rules, I will be quite upset.

Somehow, I don't share that same level of anxiety regarding my PFS monk.

Given that the team has been pretty consistently clear that these are additional options and ideas that you can take or leave as much as you want of, I really don't see this having a big impact in PFS at all one way or another, except perhaps introducing more accessibile material to draw in new players. That is, of course, assuming any of the material from this particular book becomes PFS legal.

As to the Synthesist being banned from PFS, it was a necessary decision and one well made. There too many moving parts, too many players making mistakes, and too much time being wasted by GMs trying to sift through the builds of incorrectly (or even correctly but not clearly laid out) assembled characters, not to mention the pages of FAQs that had to be sifted through. If tables are losing 15 minutes of game time while GMs and players try to decipher a single character, it's become more trouble than it's worth and should go. While this may not have been your personal experience with the Synthesist, it was a very common experience in PFS. It had nothing to do with a new release or a better option that did the same thing in a more streamlined, efficient, or effective way. Had the Synthesist just been of questionably high power but easily ruled, played, and adjudicated, it would likely still be a legal PFS option.


Odraude wrote:
Ssalarn wrote:
Artanthos wrote:
Matrix Dragon wrote:
I know that the current version of the summoner can be hard for new players and GMs to handle. However, I just hope that the new version of the Summoner won't lose quite all of its customization powers. To me, the ability to use the summoner class to create any companion for your character that you can imagine is what makes it special (and one of my favorate classes).
Agreed. Please don't kill the ability of the summoner to customize their eidolons.
These are going to be new takes on the classes. Even if the "Unchained" Summoner doesn't have a customizable Eidolon, that isn't going to make the current Summoner suddenly cease to exist. They've been pretty clear that these aren't replacements, just alternate versions of the still perfectly valid core materials.

Unfortunately GMs don't work that way. If you give a GM the option of the much maligned APG summoner and the PU summoner without the headache of the eidolon, most are going to go with the latter. It's like how Pathfinder is 3.5 compatible and lets you use your old books, but you'll be hard-pressed to find a GM that does allow 3.5 material.

Unless the new summoner is grossly worse or more overpowered than the original summoner, it's essentially going to replace the APG one in the minds of many a GM.

On the other hand, 3.5 included a lot of classes meant to replace the core classes for game balance, and lots of GMs kept using the old versions. Totemist was supposed to replace druid, and a lot of people kept using the druid. The fixed-list casters were collectively supposed to replace sorcerers/clerics, and people kept using the core casters. The factotum was supposed to replace the rogue, and people kept using the rogue. The warblade was supposed to replace the fighter, and people kept using the fighter. The crusader was supposed to replace the paladin and people kept using the paladin. Heck, the only 3.5 core classes that didn't get completely reworked are the barbarian and bard.

Also, do I get a cookie like Orthos for being 'a rarity'?:)


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Hm.

This fills me with concern. I will check out the book and may do some switching, but like most gamers my age, im more interested in getting ideas from this book to use in the future as opposed to abandoning everything I know currently.


7 people marked this as a favorite.

I know he is on the Pathfinder Modules line, but I hope Owen K Stephens gets to chip in. His stuff his Genius.


1 person marked this as a favorite.

Just Not Interested ....


So I guess we will have to wait until Gen Con until we find out more about this one, correct?


137ben wrote:
On the other hand, 3.5 included a lot of classes meant to replace the core classes for game balance, and lots of GMs kept using the old versions. (examples snipped)...

Wut?

They were never meant to replace anything. They were always optional, additional classes in their own right.


6 people marked this as a favorite.
Orthos wrote:
Odraude wrote:
It's like how Pathfinder is 3.5 compatible and lets you use your old books, but you'll be hard-pressed to find a GM that does allow 3.5 material.
Wow, I'm a rarity. What do I win?

A fabulous makeover, of course!

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Yeah, the design anything summoner already exists.

That's why I want a more specifically flavoured summoner, because the Summoner as written doesn't really match my ideal for a classic fantasy archetypes of: Demonic Cultist, Diabolist, Boy and his Genie, Angel Devotee etc.
You can build approximations, but by the rules an Eidolon is not a Demon, Devil, Genie or Angel, I can never make a wish upon a genie, my eidolon always obeys me even if I ask it to perform an act opposing its alignment.

You already have the "The eidolon is anything" summoner. I don't want an Eidolon, I want a genie.


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I don't want it if it means it will obsolete the original class.

Contributor

I'd be especially interested in a summoner revamp if it meant that they could make the spell list for the summoner more interesting. I think I've done something like two or three Synthesist summoners for various Iconic Designs now, and each time I cringe when I have to pick spells. The list doesn't really have many interesting, play-defining choices.

Liberty's Edge

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READY OR NOT, HERE I COME

P.S. I STOLE YOUR WALLET TO BUY THIS BOOK

Scarab Sages

TriOmegaZero wrote:
Artanthos wrote:
I've already had to rebuild my synthesist.
Do you consider that a poor decision? And was it one of Mike's? (I don't actually know anything about it, as I don't play summoners and have only been actively playing for two years.)

I can understand how the complexity of the synthesist rules caused problems for some people, and have mostly gotten over have to abandon a character concept I enjoyed.

Yes, it was under Mike's watch the archetype was banned.

Grand Lodge

Artanthos wrote:

I can understand how the complexity of the synthesist rules caused problems for some people, and have mostly gotten over have to abandon a character concept I enjoyed.

Yes, it was under Mike's watch the archetype was banned.

Then I will concur that you have cause to be concerned, and hope that the results are more favorable to you than the synthesist ban was.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Odraude wrote:
I don't want it if it means it will obsolete the original class.

The Summoner as is, is one of THE most powerful classes in the game, second only to the Wizard or Druid. It's versatility alone would be enough, but it also gives players that creative output.

The idea that a more limited version of the class would make the previous "obsolete" doesn't track with me. If your GM doesn't like the Summoner as-is for balance reasons, then that's that. They probably don't allow the summoner at all anyway.

For the record I do allow summoners in my games, I just ask my players to try not to break the class (although they do so on accident occasionally).

I don't want to see old ground retreaded, I want a different take on the class, that seems what this book is for: A complete revamp.

That said, if I don't get what I want that's okay. It's up to the developers to write the book they want, I'll decide what I play and what I allow in my games on a case-by-case basis.

I just think the summoner could stand to have an injection of flavour, and a power-level nerf.


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DM_aka_Dudemeister wrote:
Odraude wrote:
I don't want it if it means it will obsolete the original class.

The Summoner as is, is one of THE most powerful classes in the game, second only to the Wizard or Druid. It's versatility alone would be enough, but it also gives players that creative output.

The idea that a more limited version of the class would make the previous "obsolete" doesn't track with me. If your GM doesn't like the Summoner as-is for balance reasons, then that's that. They probably don't allow the summoner at all anyway.

For the record I do allow summoners in my games, I just ask my players to try not to break the class (although they do so on accident occasionally).

I don't want to see old ground retreaded, I want a different take on the class, that seems what this book is for: A complete revamp.

That said, if I don't get what I want that's okay. It's up to the developers to write the book they want, I'll decide what I play and what I allow in my games on a case-by-case basis.

I just think the summoner could stand to have an injection of flavour, and a power-level nerf.

You misunderstand. I'm fine with a rebalance of the class. But not at the cost of the eidolon. I love the concept and the customization options. But I feel you can balance the summoner and even give it flavor without gutting the eidolon mechanics. And that's my biggest fear, that the current eidolon mechanics are going to be abandoned in favor of something that I consider less interesting.

And honestly, I've never needed the game to help me inject flavor and fluff into a class. I don't see how hard it is to take a blank canvas like the summoner and just go with it. Especially since with the customization, you can really make a lot of concepts and have it backed by mechanics

Also the chances of having a wish granting genie at level 1 is slim to none and much more powerful than any eidolon. ;)


Majuba wrote:
This should totally be called Pathfinder Unearthed.

Pathfinder should have been called D&D Unearthed.

As in... "dug back up out of the grave and given new life".

RPG Superstar 2008 Top 32

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DM_aka_Dudemeister wrote:
my eidolon always obeys me even if I ask it to perform an act opposing its alignment.

Says who? If you've decided your eidolon is an angel, you can have it refuse to kill a prisoner. If you've decided it's a devil, you can have it balk at playing nice.

Just because the player controls it doesn't mean the character does if you want to play it that way. It doesn't need to have an ego score like an intelligent weapon or a charisma check like a bound outsider.

You really might want to check out the summoner section of Ultimate Magic. It's not perfect, but the Eidolon Models section has advice for how to approximate various types of outsiders using the evolution rules. Genies are included.

It would be nice to have evolutions that granted various outsider subtypes, though. Just because it would be kind of gratifying to actually write Outsider (Devil)[Evil, Lawful] on the eidolon's character sheet. Heck, those could be 0-point evolutions as long as they specify you still have to buy immunities/resistances or racial abilities separately.

Sovereign Court

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Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I'd be super happy to see a coherent evolution of the Perception/Invisibility/Stealth/ darkness rules finally see print.


Alternate paladins?


Why the barbarian? I thought the APG added enough options and flavor to differentiate it from the fighter.


What I'd like to see for the Eidolon, is something akin to limits on how often a certain evolution is 'bought'. Something like the evolutions are broken up into categories and you can only have some many of one category before you have to purchase from another category.

Kind of like the recommended gear purchase, no more than 30% on one item, so much in weapons so much in armor, so much in gear etc.


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If this is to be a book of variant rules, I would love to see new systems for spell casting other than the Vancian (spellpoints, etc.).


TetsujinOni wrote:

What you describe in your first 5 points sounds a lot like a request for D&D 4E... Perhaps you should look there to see if you like the results of carrying those steps through the system, or see alternative paths to take toward those goals?

Your 7th point is also a feature of 4E.

I don't anticipate this book introducing systems that push things along paths quite that similar to what produced that edition. I anticipate seeing Jason and Mark make crazy cool stuff in other ways....

It's true that those are features of 4th Edition. But I don't like 4th Edition, and I've given it a try.

4th Edition addressed long-standing issues with 3rd Edition, but went in a decidedly different direction. Pathfinder RPG addressed some of those issues in 2009, but could only do so much. Pathfinder Unchained sounds like it will be a step forward. :)

RPG Superstar 2008 Top 32

Ross Byers wrote:
DM_aka_Dudemeister wrote:
my eidolon always obeys me even if I ask it to perform an act opposing its alignment.

Says who? If you've decided your eidolon is an angel, you can have it refuse to kill a prisoner. If you've decided it's a devil, you can have it balk at playing nice.

Just because the player controls it doesn't mean the character does if you want to play it that way. It doesn't need to have an ego score like an intelligent weapon or a charisma check like a bound outsider.

You really might want to check out the summoner section of Ultimate Magic. It's not perfect, but the Eidolon Models section has advice for how to approximate various types of outsiders using the evolution rules. Genies are included.

It would be nice to have evolutions that granted various outsider subtypes, though. Just because it would be kind of gratifying to actually write Outsider (Devil)[Evil, Lawful] on the eidolon's character sheet. Heck, those could be 0-point evolutions as long as they specify you still have to buy immunities/resistances or racial abilities separately.

So, I was thinking about this more. An eidolon always has the same alignment as its summoner (which sort of makes sense: a extraplanar being is unlikely to form a bond with a being with which it fundamentally does not agree.) So it's unlikely you'd even ask an eidolon to do something that goes against its alignment, since you wouldn't want to ask in the first place.

However, that does open up room for an archetype that allows an eidolon with a different alignment, so that you can play up a non-evil character than signed an infernal pact for a devil. Or a neutral or evil character with a 'guardian angel' trying to redeem him. Or whatever.

That would make it slightly easier to abuse the DR evolutions (since you could make a diabolic eidolon with DR/Good, while being good or neutral yourself, thus making it unlikely your foes will overcome the DR. But that's a fairly narrow case, and is roughly evened out by the number of times your eidolon won't be able to overcome DR/Good in turn.

Could pair it with Brood Summoner to make a summoner with a literal angel on one shoulder and a devil on the other.


this is so awesome. Monks should be full bab, and really so should rogue.

fighters don't really need fixing but if they were to do something they should make feats scaled automatically with fighter levels- so taking improved trip would automatically become greater trip when the fighter levels up.


Ross Byers wrote:
However, that does open up room for an archetype that allows an eidolon with a different alignment, so that you can play up a non-evil character than signed an infernal pact for a devil. Or a neutral or evil character with a 'guardian angel' trying to redeem him. Or whatever.

That's a pretty cool idea. Makes me wonder what kind of class abilities such an archetype would have in place of its regular features.

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