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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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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Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Loreaxe wrote:
So I'm guessing that with the Sorcerer VMC we can't use the Wildblooded bloodlines or archetypes in general?

Pretty much. Variant Multi-classing is very much how multi-classing worked in 4th Edition. You're not really getting the second class, just some pieces of the chassis.


LazarX wrote:
Loreaxe wrote:
So I'm guessing that with the Sorcerer VMC we can't use the Wildblooded bloodlines or archetypes in general?
Pretty much. Variant Multi-classing is very much how multi-classing worked in 4th Edition. You're not really getting the second class, just some pieces of the chassis.

Orc bloodline it is then.


I quite enjoy the blank slate nature of the fighter, though I admit that I'd basically never play the class without an archetype for a firmer niche. Basically, the only thing I actually dislike about the class aside from how underwhelming bravery is (especially next to aura of courage) is the skill points and arguably the prior lack of the stamina system's greater tactical decision making. Different strokes, I guess.


Eltacolibre wrote:

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?

Who said that exactly? I said the fighter needs:

1.Thematical focus, abilities that are only his own. His main thing cannot just be "he gets a lot of feats".

2. Be the best at what he does: fighting. You are sacrificing flexibility and width of role when choosing a fighter. It's a very real sacrifice that needs to be compensated with depth and focus on what he can actually do best and currently other classes fight as well or better than the fighter.


Rogar Valertis wrote:
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".

Fighter shines at realizing concepts, particularly real-world ones. If a player comes to the table, and they want to play a hoplite, or use the tactics of a Roman soldier, or they really like a particular weapon, Fighter is going to beat out the other classes (unless the weapon is a dagger). And as far as unique stuff is concerned, I've been very happy with some of the recent archetypes. Mutation Warrior gets you a d10 combat alchemist. Eldritch Guardian allows you to wreck your enemies with a familiar, and get better will saves to boot.

With martial maneuvers, Fighters are now more flexible combatants. With VMC, Fighters now allow you to play a combat version of any other class. With background skills, they don't hurt for personality as much.


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Fighters, with Weapon Training, are able to fight well and fight consistently where other classes tend to have similar/greater/lesser bonuses only situationally. I agree, the fighter could use two more skill points. But, with everything else (Stamina, combat tricks, background skills) that is included in Unchained, I'd play a fighter (a straight fighter) in a heartbeat.

MA


Let's try this again.

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


Rogar Valertis wrote:

I said the fighter needs:

1.Thematical focus, abilities that are only his own. His main thing cannot just be "he gets a lot of feats".

So why not use a portion of the rules aimed at fighters and give them, and only them, this stamina resource pool. It's got a short rest mechanic recharge (meaning it can be used all day), is a power up (is it enough? Who knows. I'd suspect reading the book won't be enough to judge and yourself) and is unique to the fighter.

RPG Superstar 2012 Top 32

havoc xiii wrote:

Let's try this again.

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

There aren't many scaling items included in Pathfinder Unchained, in fact there are only 2 armors, 1 shield, and 5 weapons. The weapons are the legacy arrow (which I like), multimetal mace, sacred avenger (scaling holy avenger), spear of the huntmaster (meh, personally), and the thirsting blade (freaking awesome dagger with an 18-20 crit range, base).


1 person marked this as a favorite.

Must...resist...plugging...3pp


The Fighter IS the best at fighting, though. If you're looking for a class that outputs lots of damage with minimal investment, you're looking for the Fighter. Every other class needs to invest resources and (in the case of casters who have to buff themselves) opportunity costs to come close to Fighter-tier damage.
Barbarians have to Rage, Rangers need to be fighting their favored enemy, and Cavaliers can only challenge a limited number of times per day.
What does a Fighter need to do to "do the fight good"? Nothing. The fighter, with nothing but a weapon of choice, is more capable at fighting than the Barbarian who doesn't rage and the Paladin who can't smite.
As far as a thematic focus, it's the precise lack of thematic focus which makes the Fighter an excellent class (conceptually, anyway). It has an easy learning curve, tons of customization options, and is generally useful in every combat scenario. Paladins Smite, Barbarians Rage, and the Fighter fights. And he fights REAL good.


Pathfinder Adventure Path, Rulebook Subscriber

I hate to derail further, but....I just don't understand the argument of "the fighter needs something unique to it." No class has anything unique to it.

For example, the alchemist. There are brawler & fighter archetypes that get mutagin & a rogue talent that gets you bombs.

Animal companions & familiars can be obtained by literally anyone willing to invest in the feats.

Smite evil? There's a prestige class for that.

And that's only the first few examples that spring to mind.

In any case I am superexcited for this book. I may by the odf while I wait for my print copy to come in.


Nate Z wrote:
I hate to derail further, but....I just don't understand the argument of "the fighter needs something unique to it." No class has anything unique to it.

Oh yeah. I feel the exact same way. Right off the bat, every class in the ACG had another class able to do it's new schtick with an archetype. Does that lessen the classes' ability to function? Only if your GM lets Exploiter Wizards and Daring Champions in your game. No.


christos gurd wrote:
Must...resist...plugging...3pp

Why not? I haven't gotten the book yet and I already know of three different products that I use that interact well with the systems inside and these new rules are supposedly not going to be followed up on in the near future so that's just some built in updates already around with 3pp.


John Lynch 106 wrote:
Rogar Valertis wrote:

I said the fighter needs:

1.Thematical focus, abilities that are only his own. His main thing cannot just be "he gets a lot of feats".

So why not use a portion of the rules aimed at fighters and give them, and only them, this stamina resource pool. It's got a short rest mechanic recharge (meaning it can be used all day), is a power up (is it enough? Who knows. I'd suspect reading the book won't be enough to judge and yourself) and is unique to the fighter.

I can do that, of course, but at that point I can just completely house rule the class as well. Because it requires me, as the GM to use the optional rules suggested in PU and then rule for them only to apply to fighters. And if I'm not the GM but the player I'd have to ask my GM to do the same. Like it or not part of the reason we want books is we can cite them and they give an "official feel" to what we do. PU is completely optional and to get the new rules to apply only to the fighter would really be forcing things to get a feel of artificial uniqueness.

JamesCooke wrote:

The Fighter IS the best at fighting, though. If you're looking for a class that outputs lots of damage with minimal investment, you're looking for the Fighter. Every other class needs to invest resources and (in the case of casters who have to buff themselves) opportunity costs to come close to Fighter-tier damage.

Barbarians have to Rage, Rangers need to be fighting their favored enemy, and Cavaliers can only challenge a limited number of times per day.
What does a Fighter need to do to "do the fight good"? Nothing. The fighter, with nothing but a weapon of choice, is more capable at fighting than the Barbarian who doesn't rage and the Paladin who can't smite.
As far as a thematic focus, it's the precise lack of thematic focus which makes the Fighter an excellent class (conceptually, anyway). It has an easy learning curve, tons of customization options, and is generally useful in every combat scenario. Paladins Smite, Barbarians Rage, and the Fighter fights. And he fights REAL good.

If what you are claiming is the fighter is less situational than rangers and paladins we can agree on that, although it's pretty rare for a game not to have a major focus on evil opponents, and the ranger 1st favored enemy is generally chosen with the most common type of opponents in mind. As for the barbarian rage tends to last quite long these days. And a fighter that decides to specialize in some combat manuevers suffers the same: good luck sundering your opponent's weapons and armor when all the GM throws at you are naked abberrations for example.

That said for what you claim to be relevant the game would need to work in a different way than it does. Sure, the fighter is consistent, but when the "resources" you are talking about run low players usually stop and camp. Sure, the GM can decide to press them if he's willing to risk a TPK, and in those cases, when the barbarian cannot rage anymore, the paladin cannot smite and the ranger is not faced with one of its favored enemies, then he can even shine, to the risk of not being able to save the group because he's not all that great. So you see, the supposed "consistency" of the fighter is a myth. Sure, it's hypotetically true but it's rare for a game to develop situations where the players think it would have been better to take a fighter instead of a barbarian who has more utility, better damage when raging and better mobility (expecially with pounce), a ranger with tons of utility and a much wider scope and usually better damage when faced against one of its favored enemies and spells, a paladin who can easily be the "face" of the team, smite evil and lay on hands, cast spells and gain magical powers for his weapons. What I'm saying is that the fighter "consistency" rarely comes into play unless the GM accounts for it (and if he does he risks a TPK... trust me I've tried), when it matters other classes fight as well or better than the fighter ad bring a lot more on the table in every other situation.

Nate Z wrote:

I hate to derail further, but....I just don't understand the argument of "the fighter needs something unique to it." No class has anything unique to it.

For example, the alchemist. There are brawler & fighter archetypes that get mutagin & a rogue talent that gets you bombs.

Animal companions & familiars can be obtained by literally anyone willing to invest in the feats.

Smite evil? There's a prestige class for that.

And that's only the first few examples that spring to mind.

In any case I am superexcited for this book. I may by the odf while I wait for my print copy to come in.

Really? So classess like Paladin or Barbarian are not unique because some obscure prestige class can smite evil or because a cleric with destruction domain can access rage?

The fact is the "uniqueness" of the fighter comes from what EVERYONE CAN DO not just some very rare archetypes... The fighter gets feats, everyone does. Yes, he gets more feats but usually ends up having to take certain ones for efficency and the one you want for customization force you into certain feat trees. And again you may very well have a fighter that trips and disarms if you fancy it and a paladin that trips OR disarms and also does his thing. So no, under the current rules there's nothing unique about the fighter, unless you want to cite bravery, armor training or weapon training.


Malwing wrote:
christos gurd wrote:
Must...resist...plugging...3pp
Why not? I haven't gotten the book yet and I already know of three different products that I use that interact well with the systems inside and these new rules are supposedly not going to be followed up on in the near future so that's just some built in updates already around with 3pp.

lets leave it up to fate then

will: 1d20 - 5 ⇒ (4) - 5 = -1
edit: super low role....well if you are looking for unique fighter features, then try Fighter Nuances!

Sovereign Court

Every rules in PU are optional, including unchained classes. This isn't an errata, the whole point of Unchained is for people to take optional stuffs and make it fit their game. So yeah if you want to houserule your fighter to breath dragon fire with a sword of awesome+10 ...heh sure go for it.


Rogar Valertis wrote:
So no, under the current rules there's nothing unique about the fighter, unless you want to cite bravery, armor training or weapon training.

At least one archetype, the Myrmidarch Magus, gets partial armor and weapon training, so even those aren't unique.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

"Blizzard nerfed Warlocks, and Warlocks are my fave class becuz they pwn", episode 356.


Eltacolibre wrote:

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?

That is a pretty big exaggeration. Do you really really, like honestly believe what you wrote is even remotely close to what anyone believes?


JamesCooke wrote:
The Fighter IS the best at fighting, though.

Oh hell no.

While I don't think fighter are bad at fighting, they definitely are not the best at fighting, at all.


Gisher wrote:
Rogar Valertis wrote:
So no, under the current rules there's nothing unique about the fighter, unless you want to cite bravery, armor training or weapon training.
At least one archetype, the Myrmidarch Magus, gets partial armor and weapon training, so even those aren't unique.

Well from that perspective Wizard aren't unique either...

familiar? Fighters can get that...

cast spells? Witch, Bard, Sorcerer, etc.

Lots of skills? Alchemist, rogue, etc.

Arcane school? Nope other classes can take that too...

Right now I'm trying to think of any class that has a unique ability... the only thing I can think of is a paladin's smite. Pretty much any other class has abilities that are shared or stolen by other classes and/or archetypes.


Warpriest gets smite with an archetype. Only spell combat and ferver are as far as i know is exclusive abilities.


Ckorik wrote:
Gisher wrote:
Rogar Valertis wrote:
So no, under the current rules there's nothing unique about the fighter, unless you want to cite bravery, armor training or weapon training.
At least one archetype, the Myrmidarch Magus, gets partial armor and weapon training, so even those aren't unique.

Well from that perspective Wizard aren't unique either...

familiar? Fighters can get that...

cast spells? Witch, Bard, Sorcerer, etc.

Lots of skills? Alchemist, rogue, etc.

Arcane school? Nope other classes can take that too...

Right now I'm trying to think of any class that has a unique ability... the only thing I can think of is a paladin's smite. Pretty much any other class has abilities that are shared or stolen by other classes and/or archetypes.

There are a few unique abilities. For example, no one but a Magus gets spell combat. But it seems to me that archetypes, hybrid classes, the various "amateur" feats, and now options like variant multi-classing have been breaking down the walls separating the original classes, I like this trend. It has enabled me to try out a lot of character concepts that would have been impossible (or ineffective) in the past.

Edit: Partially ninja'd by Christos. :)


Would anyone mind sharing the sorcerer VMC progression? Can't seem to find anything about it anywhere on the boards :)


Pathfinder Adventure Path, Rulebook Subscriber
Gisher wrote:
Ckorik wrote:
Gisher wrote:
Rogar Valertis wrote:
So no, under the current rules there's nothing unique about the fighter, unless you want to cite bravery, armor training or weapon training.
At least one archetype, the Myrmidarch Magus, gets partial armor and weapon training, so even those aren't unique.

Well from that perspective Wizard aren't unique either...

familiar? Fighters can get that...

cast spells? Witch, Bard, Sorcerer, etc.

Lots of skills? Alchemist, rogue, etc.

Arcane school? Nope other classes can take that too...

Right now I'm trying to think of any class that has a unique ability... the only thing I can think of is a paladin's smite. Pretty much any other class has abilities that are shared or stolen by other classes and/or archetypes.

There are a few unique abilities. For example, no one but a Magus gets spell combat. But it seems to me that archetypes, hybrid classes, the various "amateur" feats, and now options like variant multi-classing have been breaking down the walls separating the original classes, I like this trend. It has enabled me to try out a lot of character concepts that would have been impossible (or ineffective) in the past.

Edit: Partially ninja'd by Christos. :)

+1. I think I think the thing I love the most about Pathfinder is the customization. :)


Pounce wrote:
Would anyone mind sharing the sorcerer VMC progression? Can't seem to find anything about it anywhere on the boards :)

1- Pick a Bloodline

3- First Level Bloodline Power
7- Third Level Bloodline Power
11- Bloodline Feat or Eschew Materials
15- Ninth Level Bloodline Power
19- Fifteenth Level Bloodline Power

There really isn't much more to it than that.


Lanitril wrote:
Pounce wrote:
Would anyone mind sharing the sorcerer VMC progression? Can't seem to find anything about it anywhere on the boards :)

1- Pick a Bloodline

3- First Level Bloodline Power
7- Third Level Bloodline Power
11- Bloodline Feat or Eschew Materials
15- Ninth Level Bloodline Power
19- Fifteenth Level Bloodline Power

There really isn't much more to it than that.

Do you get the bloodline arcana at 1st level?


Gisher wrote:
Lanitril wrote:
Pounce wrote:
Would anyone mind sharing the sorcerer VMC progression? Can't seem to find anything about it anywhere on the boards :)

1- Pick a Bloodline

3- First Level Bloodline Power
7- Third Level Bloodline Power
11- Bloodline Feat or Eschew Materials
15- Ninth Level Bloodline Power
19- Fifteenth Level Bloodline Power

There really isn't much more to it than that.

Do you get the bloodline arcana at 1st level?

nope


Interesting. Elsewhere on the boards, someone reported that the Arcana was part of the package.

Designer

2 people marked this as a favorite.

The previews will never be perfect, as people try to read through and absorb all the cool stuff and get it back to you as fast as they can. That said, the previews have been overall fairly accurate this time. Given that the subject matter (alternate systems) is trickier to begin with, I take that as a good sign that we've managed to explain things in a straightforward-enough manner to make them easy to grok on one quick read-through, which is one of our goals in making the writing more accessible!


Mark Seifter wrote:
The previews will never be perfect, as people try to read through and absorb all the cool stuff and get it back to you as fast as they can. That said, the previews have been overall fairly accurate this time. Given that the subject matter (alternate systems) is trickier to begin with, I take that as a good sign that we've managed to explain things in a straightforward-enough manner to make them easy to grok on one quick read-through, which is one of our goals in making the writing more accessible!

I agree that is a good sign. And I have to say that the previews from subscribers have made me way more excited about the content of this book than I was before. I haven't played a Rogue since they were called Thieves, but this new version has got my attention.


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LazarX 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.
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.

Except the Fighter still pales in comparison to all of that. It makes people feel unviable in a party and consider switching to something more "cool and flashy." Then they come to find out they are almost always more viable.

That shouldn't be happening with the Fighter. It should have the "Best at Physical Combat" specialty. Whether they are facing a Paladin, Barbarian, Rogue, anything. (Example, Fighter only feats to mimic fortification properties of their armor to counter crits and sneak attacks; Fighter only feats for bypassing DR; Fighter only methods of counting their normal AC as touch AC when wearing armor and shields and so on; early damage reduction when wearing armor that scales to a full 10/- by 20th level and so on) They should be able to best people in combat with little reliance on party member buffs and a horde of magic items to do so.


Gisher wrote:
Interesting. Elsewhere on the boards, someone reported that the Arcana was part of the package.

yep just double checked too be sure, probably be too good anyways(although it would've been fun).


It is just kinda sad that...the Brawler is a better Fighter than the Fighter. Think about it. (Or the Monk, especially this Unchained one)

Someone mentioned those classes rely on limited resources. Barbarian rage and Paladin smite and spells. But I've ran games where those classes go on for several encounters, rest, and continue as if nothing.

If the Fighter comes out the loser in every battle against all the martial classes very quickly, something is wrong with the Fighter. A Fighter should be able to best all of them no matter what trick they choose to Nova him on early in the fight.


Barachiel Shina wrote:
Fighter only feats for bypassing DR

penetrating strike actually, but i see what you are saying, and i actually addressed a few of those with my fighter nuances.


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Eltacolibre wrote:

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?

I mentioned earlier what would make the Fighter class extremely awesome enough to warrant more Fighters at the table instead of the umpteenth Magus or Barbarian.

1) Stamina system only for Fighters and based on Fighter level. Being able to pull more oomph out of a Combat Feat should be something they master and others are forced to multiclass to do the same.

2) Their DR when wearing armor should be early and scale as they level. When using shields, they should get their shield bonus to Reflex saves. They should also receive Evasion when equipped with a heavy shield or tower shield later on. The AC they receive from armor should go up as well. A Paladin wearing full plate gets +9, but a Fighter should pull out more, and scale as he levels for any armor he wears.

3) They should be able to apply their feats that choose one weapon (Weapon Focus, Weapon Specializaing) to apply to a group of weapons instead of just one.

4) Archetypes should be free. No replacements. The Fighter should be the only class to get an archetype to give them a theme and focus for what kind of Fighter they should be. Think of it as a Sorcerer choosing their Bloodline.

5A) Style Attacks, like the Unchained Monk, should also be given to them receiving more as they level.

5B) Maybe Combat Tricks instead of (or in addition to) Style Strikes, like how Rogue gets Talents and a Barbarian gets Rage Powers, should be given to fill up dead levels. Maybe not one at 2nd and every two levels thereafter, but maybe one at 4th and every 4 levels thereafter. The tricks could help focus on stuff like move and get a full attack, antimagic abilities, rerolling Fortitude or Reflex save twice and taking the best result, Stalwart, and so on

6) More Fighter only feats

And, yes, all this in addition to bonus Combat Feats. Now you will have a real Fighter.

Silver Crusade

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Pathfinder Adventure Path Subscriber
Barachiel Shina wrote:

But I've ran games where those classes go on for several encounters, rest, and continue as if nothing.

That's a problem of how you run your games, not how the classes are designed.


Does the "please don't quote preview text" rule also extend to reviews? I'm writing a review of Unchained at the moment, but I'm referring to and describing the various rules systems rather extensively. I'd hate for the review to be deleted.

Designer

Kudaku wrote:
Does the "please don't quote preview text" rule also extend to reviews? I'm writing a review of Unchained at the moment, but I describing and referring to the various systems rather extensively and I'd hate for the review to be deleted.

I highly doubt we will remove any reviews. We'd prefer that it didn't directly quote all the rules in its body yet (perhaps edit that in on the 29th?), but even so, you should be OK.


Mark Seifter wrote:
Kudaku wrote:
Does the "please don't quote preview text" rule also extend to reviews? I'm writing a review of Unchained at the moment, but I describing and referring to the various systems rather extensively and I'd hate for the review to be deleted.
I highly doubt we will remove any reviews. We'd prefer that it didn't directly quote all the rules in its body yet (perhaps edit that in on the 29th?), but even so, you should be OK.

Great! I didn't know you could edit reviews after they've been published, that makes my life a lot easier. My write-up of Chapter 1 should be done today. :)

Silver Crusade

Since quoting is unwelcome... the Empty Body Monk ki power seems to be missing a level requirement unless that is somehow assumed from the caster level...


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Rogar Valertis wrote:
I can do that, of course, but at that point I can just completely house rule the class as well.

Well yes. You can also use the optional rule that changes the Rogue. Or at that point you can also just houserule the Rogue.

Rogar Valertis wrote:
Because it requires me, as the GM to use the optional rules suggested in PU and then rule for them only to apply to fighters.

Only applying the stamina resource pool to fighters is one of the rules in Pathfinder Unchained (according to those who have it). So yes, in the book full of optional rules, you will need to apply one of those optional rules. Your complaint has gone from "This book doesn't have something that is only for fighters" to "This book has something unique only to fighters. But I don't like that there's optional rules that allow other classes to gain access to it as well." Not everyone wants something unique to fighters. So Paizo produced optional rules to appeal to those who want something unique to fighters. But they also produced optional rules to appeal to those who don't want to give the fighter something unique.

Rogar Valertis wrote:
And if I'm not the GM but the player I'd have to ask my GM to do the same. Like it or not part of the reason we want books is we can cite them and they give an "official feel" to what we do.

If your group values giving something unique to the fighter, they will use one of the rules as printed in Pathfinder Unchained (assuming I've understood what people have said regarding the stamina resource pool).If your group doesn't value giving something unique to fighters, then they won't use the rule that does give something unique to the fighter. Demanding that Paizo did not produce additional optional rules to give other classes the stamina pool resource is to demand that Paizo print rules that appeal to you to try to force people to play like you. Thankfully Paizo didn't do that and decided to appeal to you, as well as other people who may not have your preferences.

Designer

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Sebastian Hirsch wrote:

Since quoting is unwelcome... the Empty Body Monk ki power seems to be missing a level requirement unless that is somehow assumed from the caster level...

That is the only error that really affects stuff in any of the four classes that I currently know about. I asked Jason and it should be level 18.


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Pathfinder Adventure Path, Rulebook Subscriber
Rogar Valertis wrote:
Really? So classess like Paladin or Barbarian are not unique because some obscure prestige class can smite evil or because a cleric with destruction domain can access rage?

...Yeah, pretty much, I guess. But isn't that your argument? The fighter is the only class that gets feats EVERY level (baring archetype replacements), but since every class gets feats, that's not "unique enough"? I'm not trying to be snarky or insult you, I am genially confused as to what you want for the fighter. To me, it is coming off as "Everyone gets feats, so the fighter is not unique. Other classes can get rage, but that doesn't count so barbarians are still unique."

Heck, going with the rage/barbarian example, I once played in a party with a viking fighter, and I kept forgetting he was a fighter. He played it just like the stereotypical barbarian, raging and power attacking everything. Granted, that's mostly on me for being absent minded, but it seems like an easy mistake to make.


The problem is that the fighter class lost too much in order to be the best at "fighting", they basically sacrifice mobility, saves, skills and any form of out of combat utility in order to be great at dishing out damage by standing still and full attacking with one favored weapon...and the truth is that that don't make them the best at fighting.

To give an example, Paizo released the Slayer who have better saves, ignore prerequisites for vital feats (like shield mastery), can be the master of basically every fighting style*, have tons more of skills ...and have better damage output as stated by paizo devs.

But, well, you can use a slayer and call it a fighter.

Silver Crusade

Mark Seifter wrote:
Sebastian Hirsch wrote:

Since quoting is unwelcome... the Empty Body Monk ki power seems to be missing a level requirement unless that is somehow assumed from the caster level...

That is the only error that really affects stuff in any of the four classes that I currently know about. I asked Jason and it should be level 18.

Thank you for the quick answer, level 18 feels right for that power.

And while I am quite happy about the fact, that the classes aren't split over several pages, the lack of an "extra ki power" feat quite surprises me, since most of those 1 power per 2 level abilities get one (magus arcana, discoveries, rage powers).

How are the chances of getting something like this in a future product?


Sebastian Hirsch wrote:
Mark Seifter wrote:
Sebastian Hirsch wrote:

Since quoting is unwelcome... the Empty Body Monk ki power seems to be missing a level requirement unless that is somehow assumed from the caster level...

That is the only error that really affects stuff in any of the four classes that I currently know about. I asked Jason and it should be level 18.

Thank you for the quick answer, level 18 feels right for that power.

And while I am quite happy about the fact, that the classes aren't split over several pages, the lack of an "extra ki power" feat quite surprises me, since most of those 1 power per 2 level abilities get one (magus arcana, discoveries, rage powers).

How are the chances of getting something like this in a future product?

Also Extra Ninja Trick >.> <.<


Kudaku wrote:
Mark Seifter wrote:
Kudaku wrote:
Does the "please don't quote preview text" rule also extend to reviews? I'm writing a review of Unchained at the moment, but I describing and referring to the various systems rather extensively and I'd hate for the review to be deleted.
I highly doubt we will remove any reviews. We'd prefer that it didn't directly quote all the rules in its body yet (perhaps edit that in on the 29th?), but even so, you should be OK.
Great! I didn't know you could edit reviews after they've been published, that makes my life a lot easier. My write-up of Chapter 1 should be done today. :)

My chapter 1 review is up! Follow me in the coming days, as I add the next chapters, then repeatedly butt heads with the word count limit, and then inevitably give up by chapter ~4.

=D


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Nate Z wrote:
Rogar Valertis wrote:
Really? So classess like Paladin or Barbarian are not unique because some obscure prestige class can smite evil or because a cleric with destruction domain can access rage?

...Yeah, pretty much, I guess. But isn't that your argument? The fighter is the only class that gets feats EVERY level (baring archetype replacements), but since every class gets feats, that's not "unique enough"? I'm not trying to be snarky or insult you, I am genially confused as to what you want for the fighter. To me, it is coming off as "Everyone gets feats, so the fighter is not unique. Other classes can get rage, but that doesn't count so barbarians are still unique."

Heck, going with the rage/barbarian example, I once played in a party with a viking fighter, and I kept forgetting he was a fighter. He played it just like the stereotypical barbarian, raging and power attacking everything. Granted, that's mostly on me for being absent minded, but it seems like an easy mistake to make.

My argument is that it takes more than an archetype or a prestige class to take away the feeling of uniqueness from a class, because that's rare enough not to matter.

But if a class is built around "getting more feats" and everyone can get feats everyone can do exaclty what you do, enche you are not unique at all.
Let's say you have a fighter, a barbarian and a paladin: the fighter can get trip AND disarm feat trees completed, while the pally and barb could only get one of those feat trees completed (assuming they don't want to be completely suboptimal). Sure the fighter can do both, but is that "unique"? Is that really useful? Does it compare with being able to trip OR disarm AND have things like lay on hands or rage?

@ John Lynch 106: But the book does NOT have something that's "fighter only". The book has a set of optional rules that, as written, can be applied to any class, and THEN they SUGGEST the GM should CONSIDER giving them to the fighter only. That's not "giving something unique to the fighter" it's giving something to everyone and then ask people to house rule an optional rule in order to "give something nice" only to fighters.

On the other hand the writers took the time to present a full optional rewrite for 4 other classes 3 of which were in much less need of alternate rules than the fighter (barbarian/monk/summoner).

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