Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)

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Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)
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Get ready to shake up your game! Within these pages, the designers of the Pathfinder Roleplaying Game unleash their wildest ideas, and nothing is safe. From totally revised fundamentals like core classes and monster design to brand-new systems for expanding the way you play, this book offers fresh ideas while still blending with the existing system. With Pathfinder Unchained, you become the game designer!

Pathfinder Unchained is an indispensable companion to the Pathfinder Roleplaying Game: Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder Unchained includes:

  • New versions of the barbarian, monk, rogue, and summoner classes, all revised to make them more balanced and easier to play.
  • New skill options for both those who want more skills to fill out their characters' backgrounds and those seeking streamlined systems for speed and simplicity.
  • Changes to how combat works, from a revised action system to an exhaustive list of combat tricks that draw upon your character's stamina.
  • Magic items that power up with you throughout your career—and ways to maintain variety while still letting players choose the "best" magic items.
  • Simplified monster creation rules for making new creatures on the fly.
  • Exotic material components ready to supercharge your spellcasting.
  • New takes on alignment, multiclassing, iterative attacks, wounds, diseases and poisons, and item creation.
  • ... and much, much more!

ISBN-13: 978-1-60125-715-4

Other Resources: This product is also available on the following platforms:

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Fantasy Grounds Virtual Tabletop
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Note: This product is part of the Pathfinder Rulebook Subscription.

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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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Kudaku wrote:
LuniasM wrote:
Everyone keeps mentioning the skill unlocks (especially Heal) but keeping the actual uses oddly vague. If it's some kind of conspiracy to drive me crazy, you can stop now. What do Acrobatics and Sleight of Hand do? And I guess Heal since nobody will stop mentioning it :P

Generally speaking we're allowed to "spoil" minor details, but we're not allowed to copy/paste directly from the book or give out excessively detailed stuff.

That said, The skill unlock system gives you a new way to use a skill (or changes the way you can currently use the skill) for every 5 ranks you invest in it, provided you invest a specific feat in the skill. Unchained Rogues get free skill unlocks every five levels.

For healing, that means that you can use the Treat Deadly Wounds option to heal increasingly large amounts of HP and ability damage. It's not mindblowingly good, but it's a nice option for a party with limited (or no) access to magical healing.

I was really referring to things like "If they get the Heal skill unlock it'll help" and "Wow, that Heal unlock is really useful." You know, tantalizingly vague stuff. But knowing that it increases the amounts of damage (both HP and ability) it can heal is nice.

I figured I wouldn't get specific answers, but I really just want an idea of what they can do. Sort of like what you just did for Heal. For instance, I heard Stealth helps with sniping, heal can actually be used to heal others of HP and ability damage, acrobatics helps with tumbling (...surprise?), and nothing else so far.

Besides, everyone knows half the reason for subscribing is to join in on the vague detail sharing and driving everyone crazy.

My Thoughts on Skill Unlocks and Stamina:
I personally like the idea of spreading the goodies out, as long as the Rogue and Fighter are the best. I'm either allowing any class to take a single Skill Unlock as a feat, or giving every class 1 Skill Unlock (class skills only) at 1st level. The idea that the world's best mundane doctors, the most skilled animal trainers, and the most knowledgeable scholars of the planes are all rogues doesn't sit well with me - however, the world's best animal-training-doctor-in-space is probably a rogue.

I've heard many arguments on the "Who should get access to Stamina" discussion, and I think that although fighters should be the best at using these feats that it would be best used to give my martial players a boost. How exactly to enable this is a bit of a conundrum though :/

Edit: Thank you Feros, those are a lot more specific than I was expecting! My upcoming Unchained Rogue (Underground Chemist) / VMC Alchemist will definitely be taking Acrobatics. Gotta love that unrestricted movement!


I'd still like more info on the variant skills systems,

So, Background skills are the following:
Appraise
Artistry
Craft
Handle Animal
Knowledge (Engineering, Geography, History, Nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand

Which means there are now four 'common/occupation' skills every class gets:
Artistry
Craft
Lore
Profession

So, what are the Consolidated Skills and the Grouped Skills, and how to they function?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Spiral_Ninja wrote:

I'd still like more info on the variant skills systems,

So, Background skills are the following:
Appraise
Artistry
Craft
Handle Animal
Knowledge (Engineering, Geography, History, Nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand

Which means there are now four 'common/occupation' skills every class gets:
Artistry
Craft
Lore
Profession

So, what are the Consolidated Skills and the Grouped Skills, and how to they function?

Barbarians are the only class that has never—and still doesn't—get Profession as a class skill, but otherwise correct.

Consolidated Skills:
All but a few of the skills (Appraise, Craft, Knowledge (engineering), and Profession) are mashed together into 12 groups that are related somewhat. These become the 12 new skills. The skills that don't get consolidated are just gone—they suggest you can use them as Background skills if you still want them. The 12 skills are redefined so they can be used even with the massive amount of stuff each can do (except Stealth, which remains by itself unchanged). You get fewer skill points per level, because of the fewer skills, but you still tend to be better at more things than you were used to.

Grouped Skills:
Sort of like Weapon Groups, skills are lumped together in similar masses. Unlike Consolidated Skills, the skills remain separate. You gain no skill points; instead you get a number of groups dependent on class that you are trained in. You then get to advance in those groups at a set pace automatically. You get to specialize in certain skills within these groups.


Feros wrote:
Spiral_Ninja wrote:

I'd still like more info on the variant skills systems,

So, Background skills are the following:
Appraise
Artistry
Craft
Handle Animal
Knowledge (Engineering, Geography, History, Nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand

Which means there are now four 'common/occupation' skills every class gets:
Artistry
Craft
Lore
Profession

So, what are the Consolidated Skills and the Grouped Skills, and how to they function?

Barbarians are the only class that has never—and still doesn't—get Profession as a class skill, but otherwise correct.

** spoiler omitted **

** spoiler omitted **

Thanks, Feros. (Forgot about the Barbarian, I don't think I've ever played one.)

The Grouped Skills variant sounds...interesting. I'll be picking up the PDF on the 29th, then. [Non-subscriber, but book IS on order.]


Tell me more about the new rules on Alignment.


LuniasM wrote:

I personally like the idea of spreading the goodies out, as long as the Rogue and Fighter are the best. I'm either allowing any class to take a single Skill Unlock as a feat, or giving every class 1 Skill Unlock (class skills only) at 1st level. The idea that the world's best mundane doctors, the most skilled animal trainers, and the most knowledgeable scholars of the planes are all rogues doesn't sit well with me - however, the world's best animal-training-doctor-in-space is probably a rogue.

I've heard many arguments on the "Who should get access to Stamina" discussion, and I think that although fighters should be the best at using these feats that it would be best used to give my martial players a boost. How exactly to enable this is a bit of a conundrum though :/

Then they should multiclass into Fighter. That's what multiclassing is for.

No one else gets Smite Evil, no Barbarian will casts 3rd-level Arcane spells without multiclassing, no Rogue will use Bardic Performance, and so on. Not without multiclassing.

To be able to mimic the Fighter at the cost of a mere feat once again belittles the Fighter. This is why almost no one bothers to play one. The other martial classes do not need combat boosts by accessing Stamina, they have plenty of their own. (Magus in particular is overpowered)

Yeah Fighters have a lot of feats, but a Fighter with Whirlwind Attack is no different than the Barbarian with Whirlwind Attack. What should separate them is for the Fighter to be the ONLY class that should be able to do better with Whirlwind Attack when it so chooses than any other class. It is a Fighter, it should be the BEST at fighting as its main stick compared to other martial classes.

Having more of what another class gets does not make you unique nor does it help you fill any real niche if that's your best and only real class feature. (Bravery, Armor and Weapon Training are nice, but needs heavy level investment and is not as shiny as what all the other classes get).

Just me and my friends' opinion on the matter of leaving Stamina as a Fighter only benefit.


Zaister wrote:
Regarding the new action economy: am I missing something here, or does this basically make everyone move 50% faster in the long run?

Yeah, pretty much. Unless I'm missing something, you can move (1 act) and then charge (2 acts). As an example.

You could use 3 moves to zigzag through a battlefield. Or you can use all 3 actions to Run in a straight line at quad speed.


Zhangar wrote:
Zaister wrote:
Regarding the new action economy: am I missing something here, or does this basically make everyone move 50% faster in the long run?

Yeah, pretty much. Unless I'm missing something, you can move (1 act) and then charge (2 acts). As an example.

You could use 3 moves to zigzag through a battlefield. Or you can use all 3 actions to Run in a straight line at quad speed.

Furthermore a 1st level character can attack 3 times per round albeit at -5 and -10 to hit.


Been flipping through my PDF and I am liking what I've seen so far.

Question on the Revised Action Economy system: Maybe I'm missing it (still at the just skimming phase) but how does this system react to the Slow Spell (or if you are a Zombie or suffering from some other thing that reduces your actions). There is mention of the Haste spell but I can't find anything on Slow.


Zhangar wrote:
Zaister wrote:
Regarding the new action economy: am I missing something here, or does this basically make everyone move 50% faster in the long run?

Yeah, pretty much. Unless I'm missing something, you can move (1 act) and then charge (2 acts). As an example.

You could use 3 moves to zigzag through a battlefield. Or you can use all 3 actions to Run in a straight line at quad speed.

except that the Charge action doesn't provide you with an attack at the end of the double movement. It does give a bonus to any attacks you make before the end of your turn but it doesn't say you get an attack as part of the charge.

Scarab Sages

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Barachiel Shina wrote:
It is a Fighter, it should be the BEST at fighting as its main stick compared to other martial classes.

Wouldn't that make it the "Fightest"?


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New 4th level fighter ability i just thought of.
Fighter efficiency: at 4th level you may decrease the overall stamina cost of using a combat trick by 1. If this reduces the cost of using the combat trick to less than one stamina, then it may be used as long as the fighter has at least one point in his stamina pool. At 8th level and every 4 levels thereafter this reduction in stamina increases by 1.


This may have been already answered and I missed it -- does the Unchained Barbarian still gain Trap Sense? Or does it offer some alternative options for that class feature slot?


christos gurd wrote:

New 4th level fighter ability i just thought of.

Fighter efficiency: at 4th level you may decrease the overall stamina cost of using a combat trick by 1. If this reduces the cost of using the combat trick to less than one stamina, then it may be used as long as the fighter has at least one point in his stamina pool. At 8th level and every 4 levels thereafter this reduction in stamina increases by 1.

At first glance I like this a lot more than the solution I suggested earlier, but I'd have to look over the combat tricks to make sure nothing gets too broken by being used continuously. Either way, great suggestion!


Kudaku wrote:
christos gurd wrote:

New 4th level fighter ability i just thought of.

Fighter efficiency: at 4th level you may decrease the overall stamina cost of using a combat trick by 1. If this reduces the cost of using the combat trick to less than one stamina, then it may be used as long as the fighter has at least one point in his stamina pool. At 8th level and every 4 levels thereafter this reduction in stamina increases by 1.
At first glance I like this a lot more than the solution I suggested earlier, but I'd have to look over the combat tricks to make sure nothing gets too broken by being used continuously. Either way, great suggestion!

note that used the word overall, so stuff like twf that is spent in increments of 2 only applies it once.


Athel wrote:
This may have been already answered and I missed it -- does the Unchained Barbarian still gain Trap Sense? Or does it offer some alternative options for that class feature slot?

They, like the Unchained Rogue, get Danger Sense.


Can anyone explain in a few words how does the Unchained Fighter work?

Thanks!


Rogar Valertis wrote:

Can anyone explain in a few words how does the Unchained Fighter work?

Thanks!

There's no separate rewrite for the Fighter, iirc -- they mostly get support in the skill (with background skills or consolidated lists) and feat (for stamina and combat tricks) areas.

Lanitril wrote:
They, like the Unchained Rogue, get Danger Sense.

Thanks for the info! My current Barbarian player is gonna be happy about that.

Sovereign Court

There are no unchained fighter.


Of all classes in need of "unchaining" they left the fighter out???

XD

Grand Lodge

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Adventure Path Charter Subscriber
Rogar Valertis wrote:

Of all classes in need of "unchaining" they left the fighter out???

XD

The Fighter can greatly benefit from some of the optional rules, especially Stamina and Combat Tricks. It doesn't take a full rewrite of the Fighter to get that improvement.

-Skeld


I just wish mine would ship already so I could look at the pdf...got the shipping soon email over a week ago.


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Kudaku wrote:


This is correct. Artistry is a new skill introduced to handle creating things like poetry or philosophy, stuff not so easily covered by craft, perform or profession checks.

So... stand up philosopher?

Did you ($*# #*$( last week?

No

Did you TRY to ($*# #*$( last week?

Yeeees.


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Skeld wrote:
Rogar Valertis wrote:

Of all classes in need of "unchaining" they left the fighter out???

XD

The Fighter can greatly benefit from some of the optional rules, especially Stamina and Combat Tricks. It doesn't take a full rewrite of the Fighter to get that improvement.

-Skeld

I don't want to derail the thread but... really? The summoner needed unchaining more than the fighter? Or even the monk (same class who got all those nifty style feats with UC?)?

They added new mechanics benefitting the fighter more than others. Nice. But from what I'm hearing not really the overhaul the class needed. Besides the main problem with the fighter is the class seems so bland. Every other class can do what the fighter can. Yes you get more feats, but that's really all there is to it: more feats. Nothing is unique about the fighter, and adding new mechanics that everyone can use does not solve the problem at all.

RPG Superstar 2015 Top 32

Rogar Valertis wrote:
Every other class can do what the fighter can. Yes you get more feats, but that's really all there is to it: more feats. Nothing is unique about the fighter, and adding new mechanics that everyone can use does not solve the problem at all.

For those who feel that way, there is an option to add new mechanics that nobody but the fighter can get.

Contributor

Charlie Brooks wrote:
Rogar Valertis wrote:
Every other class can do what the fighter can. Yes you get more feats, but that's really all there is to it: more feats. Nothing is unique about the fighter, and adding new mechanics that everyone can use does not solve the problem at all.

Every other class can do a FRACTION of what the fighter can. Whether that's 50% (a melee bard) or closer to 70% (the warpriest), the fighter still has more combat feats than anyone else, and he can trade them out when he levels up if he wants to.

The new system is heavily skewed in the fighter's favor. Even if every martial character gets the Stamina Pool for free, the fighter has more combat tricks than anyone else by virtue of having more feats.


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You know what game closed the disparity in power levels between the fighter and the wizard? 4th edition. And the response, especially among those who came over to Pathfinder, was that the Wizard (and those who use spells) should be more powerful then the martial characters. So what Pathfinder Unchained does is say "here's a resource pool that if given solely to the fighter will allow him to close some of the gap between him and the casters. If you don't feel that closing this gap is necessary, here's some rules to give the other classes access to the same resource pool." It might not say that explicitly but it seems pretty close to the intent, especially given Mark Seifter's comments.

Not everyone wants the classes to be balanced. Pathfinder Unchained has been made to appeal to those who do want the classes to be closer in power level, but it's written in such a way as to alienate those fans who don't want to bring the classes closer to parity.


Just wondering with the leveling items (don't remember the name) are there any cool weapons included in it?


Rogar Valertis wrote:


I don't want to derail the thread but... really? The summoner needed unchaining more than the fighter? Or even the monk (same class who got all those nifty style feats with UC?)?
They added new mechanics benefitting the fighter more than others. Nice. But from what I'm hearing not really the overhaul the class needed. Besides the main problem with the fighter is the class seems so bland. Every other class can do what the fighter can. Yes you get more feats, but that's really all there is to it: more feats. Nothing is unique about the fighter, and adding new mechanics that everyone can use does not solve the problem at all.

I have to second my vote on this. It rings truth.

If you had a lineup of all the classes in PF and had to choose your party, the Fighter would be the unpopular kid picked last (or not at all). That shouldn't be the case.

It should be,"Well I need a real fighter, someone I can count on in any battle because they will find a way to pull through in combat no matter what." And at that point, you should point to the Fighter and tell him to come over.

It shouldn't be,"Well, we can get just as much from the Paladin and Barbarian. Heck, even the Unchained Rogue can get in on some good action. Let's take them!"

More feats? Really? Who cares if the Fighter has a ton of feats when the Barbarian has feats + rage powers + class features that overshadow the Fighter. Or the Paladin who has feats + smite + divine spells and overshadows the Fighter.

Fighter should have Feats + class features + Stamina/Combat Tricks + Style strikes (yes, Style strikes, I dunno why Unchained Monk got such a super DBZ heavy combat boost and is now overshadowing the Fighter in terms of...fighting...) + a free archetype (as in one that does NOT replace any features, but rather specializes your Fighter for free).

Grand Lodge

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Adventure Path Charter Subscriber
Rogar Valertis wrote:
Skeld wrote:
Rogar Valertis wrote:

Of all classes in need of "unchaining" they left the fighter out???

XD

The Fighter can greatly benefit from some of the optional rules, especially Stamina and Combat Tricks. It doesn't take a full rewrite of the Fighter to get that improvement.

-Skeld

I don't want to derail the thread but... really? The summoner needed unchaining more than the fighter? Or even the monk (same class who got all those nifty style feats with UC?)?

They added new mechanics benefitting the fighter more than others. Nice. But from what I'm hearing not really the overhaul the class needed. Besides the main problem with the fighter is the class seems so bland. Every other class can do what the fighter can. Yes you get more feats, but that's really all there is to it: more feats. Nothing is unique about the fighter, and adding new mechanics that everyone can use does not solve the problem at all.

If you can address a problem with a class without making any changes to the class, that's a winner in my opinion because you don't invalidate every statblock for that class that's been previously printed across hundreds of products. The Stamina/Combat Trick rules do exactly that, especially if you follow their recommendation of making Stamina/Combat Tricks a Fighter-only option.

-Skeld


Here's the cool thing about Unchained -- at its heart, it's about providing options for home-games. You're encouraged to A) adopt any of the systems they provide if you like them, or B) use them as inspiration for your own ideas. And home-games have infinite potential to become whatever kind of game you want it to be.

If your Fighter isn't where you want it to be, there's a whole subforum on these boards for Suggestions/House Rules/Homebrew where you can find other folks who share your opinion and can help you create the Fighter you want.

Designer

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For sure! We want you to tinker around until you find fun variations so you can have your own take that your whole group absolutely loves.


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Really, I think the suck of the fighter is overstated. It needed help, sure, but it wasn't in the same group as the monk or the rogue. Plenty of people play fighters and have a dandy time with them. Lots. Most of the problem with fighters seems to come from theoretical weakness, rather than actual weakness. Monks and Rogues have shown actual weakness.

That said, I want to say I'm really liking the look of the new monk. The old monk flowed like water, sure. He just couldn't crash like water.

Sovereign Court

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Heh like people did mention, if you don't want people other than fighters to use combat tricks...guess what, you can choose to not give it to anybody else. If being unique is so important to you. It's one of the options.

Frankly, most of the people that I have seen playing fighters are actually having a blast and it is easily their favorite characters.


Albatoonoe wrote:

Really, I think the suck of the fighter is overstated. It needed help, sure, but it wasn't in the same group as the monk or the rogue. Plenty of people play fighters and have a dandy time with them. Lots. Most of the problem with fighters seems to come from theoretical weakness, rather than actual weakness. Monks and Rogues have shown actual weakness.

That said, I want to say I'm really liking the look of the new monk. The old monk flowed like water, sure. He just couldn't crash like water.

Playing Two-handed Weapon Fighter in Wardens of the Reborn Forge, can confirm it's actually quite nice to completely obliterate things with an earth breaker.


Does VMC Antipaladin exist?

Grand Lodge

Adventure Path Charter Subscriber
That Other Guy wrote:
Does VMC Antipaladin exist?

No. Anti-paladin isn't a base class; it's an alternate class, akin to an expanded archetype.

-Skeld


A couple of questions:

1. Does the Oracle VMC force you to give up your 1st level feat?

2. Does the Fighter VMC force you to give up your 5th level feat?

3. At what level do the Oracle Revelations work at? -2 or CLVL?

That Other Guy wrote:
Does VMC Antipaladin exist?

As far as I understand, it should be EXTREMELY easy to port from Paladin into Antipaladin for VMC.


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

If you want to use the antipaladin as a secondary class, it's very easy to extrapolate form the paladin listing.


Secret Wizard wrote:

A couple of questions:

1. Does the Oracle VMC force you to give up your 1st level feat?

2. Does the Fighter VMC force you to give up your 5th level feat?

You give up 5 feats: 3rd, 7th, 11th, 15th, and 19th. You keep the other ones.


Gisher wrote:
Secret Wizard wrote:

A couple of questions:

1. Does the Oracle VMC force you to give up your 1st level feat?

2. Does the Fighter VMC force you to give up your 5th level feat?

You give up 5 feats: 3rd, 7th, 11th, 15th, and 19th. You keep the other ones.

Ok, so the features those give at odd feat-levels (1st and 5th) do NOT increase the cost of the VMC. Interesting...


So question-- what does the summoner VMC give you? I can't think of a single class that couldn't benefit from a meat shield-er, loyal eidilon...


gharlane wrote:

So question-- what does the summoner VMC give you? I can't think of a single class that couldn't benefit from a meat shield-er, loyal eidilon...

Summon Monster SLA, Eidolon, Shield Ally, and Aspect. Aspect, the SLA, and your Eidolon are all super nerfed in the VMC.

Edit: You know? The most telling part is that it might still be worth it.


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Skeld wrote:
Rogar Valertis wrote:
Skeld wrote:
Rogar Valertis wrote:

Of all classes in need of "unchaining" they left the fighter out???

XD

The Fighter can greatly benefit from some of the optional rules, especially Stamina and Combat Tricks. It doesn't take a full rewrite of the Fighter to get that improvement.

-Skeld

I don't want to derail the thread but... really? The summoner needed unchaining more than the fighter? Or even the monk (same class who got all those nifty style feats with UC?)?

They added new mechanics benefitting the fighter more than others. Nice. But from what I'm hearing not really the overhaul the class needed. Besides the main problem with the fighter is the class seems so bland. Every other class can do what the fighter can. Yes you get more feats, but that's really all there is to it: more feats. Nothing is unique about the fighter, and adding new mechanics that everyone can use does not solve the problem at all.

If you can address a problem with a class without making any changes to the class, that's a winner in my opinion because you don't invalidate every statblock for that class that's been previously printed across hundreds of products. The Stamina/Combat Trick rules do exactly that, especially if you follow their recommendation of making Stamina/Combat Tricks a Fighter-only option.

-Skeld

Yes, that would be the case IF your premise were true, and I don't agree it is, for the reason the fighter's problem (IMO) is not only mechanical, what's more concerning is that the fighter has NOTHING unique to itself, and no, "more feats" doesn't translate as "more unique", on the contrary the class is BUILT with many feats in mind as you are forced to follow certain "feat trees". After all, weapon focus and specializations are pratically mandatory. Then there are a few combat feats generally more useful than others (like power attack), then you have the flavourful stuff, but all things considered if you could choose between being really good at tripping or disarming SOME opponents or always being able to have a favorite enemy/smite evil/rage and so on what would you choose? That not taking into consideration if you want to be really good at, let's say trip or disarm you can easily do the same with any other class that also has unique focus.

The fighter needed unchaining more than most other classes imo because of this thematical problem, and because some of its core mechanics are quite frankly outdated (why does the fighter need to choose weapon focus on a single type of weapon like everyone else and not a whole weapon group, for example?). Sure these optional rules can help on a mechanical level, and sure, I can make up my own hose rules (actually I did, and I could even post them) but that's besides the fact I mantain the class will still be considered "bland" and those who like the new rules will simply ask the GM for them to be given to other types of martials because for the new OPTIONAL abilities the GM would also have to HOUSE RULE the fact they only apply to the fighter and gaining "uniqueness" that way would certainly be felt as forced.

Why does someone choose to be a fighter? Because they love the class (and have done so for a long time in most cases) and/or because they want their character to be the best at fighting, even sacrificing a wider set of abilities/skills for that. As it is the fighter is not the best at what it does and worse he feels less unique than other martial classes, and that's why a lot of people don't care for the class. After all why choose something that can only fight while not even being the best at it, when you can have other classes that are at least as good at fighting AND have much wider scope/skills? Unless you are a diehard fighter fan you won't bother.

So, all things considered I'm not personally happy with this, sorry. When I asked about the "warrior unchained" I was hoping it was included in the book and it's exclusion from the product's description was an oversight, and I was ready to order the book if it was. Keep in mind I usually buy books after the release or get the pdf, but this time I was ready to make an exception, because I've been hoping for Paizo to recognize the fighter's problem for a while now. It was not to be and I'm disappointed. It's no biggie, of course, but I won't be buying this book for the forseeable future because it does not seem to have what I was looking for.


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Why do some players choose Fighter?

Because they don't want the added complexity of spellcasting. Because having a list of a dozen plus spells that they must choose one from can cause less experienced players to freeze up. Classes like the Rogue and Fighter have an easier learning curve in some ways, especially with a GM who takes time to work with the less experienced players in leveling up and the like.


Thats exactly what my players decided this campaign, the usual Witch and Bard chose Fighter and Rogue and are having the best time yet

"Keep it simple stupid! Great advice, hurts my feelings every time" - Dwight Schrutte


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Tangent101 wrote:

Why do some players choose Fighter?

Because they don't want the added complexity of spellcasting. Because having a list of a dozen plus spells that they must choose one from can cause less experienced players to freeze up. Classes like the Rogue and Fighter have an easier learning curve in some ways, especially with a GM who takes time to work with the less experienced players in leveling up and the like.

I do not presume to know you or your players, that may very well be the case for your gaming group but let me point out that:

1. The "added complexity" we are talking about hardly matters for other martials who get to cast spells at some point during their progression, as their spells are all fairly simple.

2. A lot of people choose barbarians over fighters and barbs don't have access to spells. They generally feel barbs are as good as fighters or even better at fighting while having a wider scope and more thematical focus. To a lesser extent this is also true for cavaliers in my experience.

3. There are a lot of experienced players, who don't feel inconvenienced at all by complexity that do not choose fighters instead of other martials because they feel them to be less focused/generally less useful than other martial classes.

4. I suppose you are talking about other martials here and not divine or arcane casters for those cover other team roles and all clerics and all wizards teams are exceptions and not the norm in most gaming groups.

Sovereign Court

So what do people wants out of fighter? Like seriously? Do people wants fighter to have all good saves + Evasion+ Still Mind+ Full Bab + Self-buffs special ability + rogue talents + ranger combat styles + Studied target + 8+int skills per level+ being good at social and intellectual situations all at the same time?

I mean, I do understand all the complaints but like do people really want to not rely on anybody and be good at everything? is that the end goal?

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Rogar Valertis wrote:
Skeld wrote:
Rogar Valertis wrote:

Of all classes in need of "unchaining" they left the fighter out???

XD

The Fighter can greatly benefit from some of the optional rules, especially Stamina and Combat Tricks. It doesn't take a full rewrite of the Fighter to get that improvement.

-Skeld

I don't want to derail the thread but... really? The summoner needed unchaining more than the fighter? Or even the monk (same class who got all those nifty style feats with UC?)?

They added new mechanics benefitting the fighter more than others. Nice. But from what I'm hearing not really the overhaul the class needed. Besides the main problem with the fighter is the class seems so bland. Every other class can do what the fighter can. Yes you get more feats, but that's really all there is to it: more feats. Nothing is unique about the fighter, and adding new mechanics that everyone can use does not solve the problem at all.

That's what the Fighter is FOR. The person who wants a hero whose main schtick is combat without divine baggage, magical baggage, nature baggage, bushido baggage, or knighthood baggage. Within that concept, you have a spectrum from Harry the Thug to Benedict of Amber. The archetypes for the Fighter are really what make that spectrum possible.


So I'm guessing that with the Sorcerer VMC we can't use the Wildblooded bloodlines or archetypes in general?

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