
John Kretzer |

Or stunning Fist DCs being criminally low for common enemies?
Either you build a Monk who can hit or one that can have a decent DC. If you can afford both it's because either all the rest of your stats suck or because you got lucky ability score roles.
Against one who built to hit I need to roll a 5 usually to pass the save. The ones who built for high saves need to roll a 13 or higher to hit me.
VS a Barb, Paladin, anything with a boost to fort, and monsters stunning fist is a sad gamble.
So you are telling me your GM has never rolled a 1,2,3,or a 4? Also against you? Why is your fellow player attacking you?
Also if you play with people who don't realize not to use stunning fist (actually since it is free there is no reason not to use it just to force a roll) against a high Fort save opponent...well there is really no helping them understand the game better.
As I said you have a cheating GM...or you just come here and theory-craft and really don't actually play the game. I mean 'Never seen anything fail a stunning fist save'...what you played 3 games ever?

magnuskn |

Am I wrong, or is the "Unmodified Rogue Talents" table on page 24 missing a lot of talents which have not been modified in this book, like Hard to Fool (APG), Hard to Fool (UC, great job keeping those talent names separate, guys ^^), Ki Pool (UC) and probably others?
Or have those talents been eradicated for the Unchained Rogue? Which would, btw, make the Ninja Trick talent not worth that much, seeing how many Ninja tricks require a ki pool.

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Just occurred to me - since a bunch of eidolon-altering archetypes don't work with the new Summoner, hopefully we'll be seeing new versions with new eidolon subtypes.
If so, and if we do get a Fey Eidolon... please give it a good Charisma somehow. I want to actually have a "magic-user" eidolon that's even semi-competent.

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Just occurred to me - since a bunch of eidolon-altering archetypes don't work with the new Summoner, hopefully we'll be seeing new versions with new eidolon subtypes.
If so, and if we do get a Fey Eidolon... please give it a good Charisma somehow. I want to actually have a "magic-user" eidolon that's even semi-competent.
The mauler familiar archetype kinda suggests a way that might happen - maybe, instead of bonuses to Str/Dex as the eidolon levels, the archetype could give bonuses to Dex/Cha instead?

Luthorne |
Kalindlara wrote:The mauler familiar archetype kinda suggests a way that might happen - maybe, instead of bonuses to Str/Dex as the eidolon levels, the archetype could give bonuses to Dex/Cha instead?Just occurred to me - since a bunch of eidolon-altering archetypes don't work with the new Summoner, hopefully we'll be seeing new versions with new eidolon subtypes.
If so, and if we do get a Fey Eidolon... please give it a good Charisma somehow. I want to actually have a "magic-user" eidolon that's even semi-competent.
I've pondered an eidolon archetype that swaps base Strength for Charisma, Dexterity for Intelligence, and Constitution for Wisdom, as well as future Strength/Dexterity bonuses going to Charisma/Intelligence, and gaining some options for magic...though this was prior to Unchained. With Unchained, might be worth considering linking them to the eidolon types...something to consider.

Ambrosia Slaad |
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Just a Reminder: If you are ordering it through Paizo before May 3rd, don't forget to use your 10% off discount (assuming you haven't already used it).

DM_Kumo Gekkou |

I am disappointed in the iterative attack option. Less dice rolls replaced with more math. Frankly, you also end up with a lower DPR when you add in magic. Third and Fourth attacks rarely hit as is. Using the new rules you can only crit on your first attack, and spells like haste or rapid shot basically add a Fifth attack that is never going to hit.

kitmehsu |

Got my PDF this morning and I have a question, why does the 20th level ability for the Azota mention that it can use any SLA Evolutions it has while eatherial while the unchained summer lacks any of that sort of evolution to choose from, reguardless of type? Is this future proofing, an overlooked remnent, or refering to something else that was forgoten?

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Hard to Fool (APG), Hard to Fool (UC, great job keeping those talent names separate, guys ^^), Ki Pool (UC) and probably others?
The APG talent is called Hard to Fool, the UC talent is called Hard Minded. But hey, never let facts get in the way of confirmation bias.

Malwing |

So to whoever was involved; Why exactly is Spellstrike called out as an actual action? Wouldn't it function without a problem if it weren't called out? It also says that spellstrike casts a spell as part of it's action, does this mean that if you cast a multiple touch spell like frostbite you don't get three chances to spellstrike during your next turn?

Nicos |
magnuskn wrote:The APG talent is called Hard to Fool, the UC talent is called Hard Minded. But hey, never let facts get in the way of confirmation bias.Hard to Fool (APG), Hard to Fool (UC, great job keeping those talent names separate, guys ^^), Ki Pool (UC) and probably others?
NOt originally at least.

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Gorbacz wrote:NOt originally at least.magnuskn wrote:The APG talent is called Hard to Fool, the UC talent is called Hard Minded. But hey, never let facts get in the way of confirmation bias.Hard to Fool (APG), Hard to Fool (UC, great job keeping those talent names separate, guys ^^), Ki Pool (UC) and probably others?
My first printings say Hard to Fool for both. :)

Gisher |

So to whoever was involved; Why exactly is Spellstrike called out as an actual action? Wouldn't it function without a problem if it weren't called out? It also says that spellstrike casts a spell as part of it's action, does this mean that if you cast a multiple touch spell like frostbite you don't get three chances to spellstrike during your next turn?
Where does it say this?

Alan_Beven |

I am disappointed in the iterative attack option. Less dice rolls replaced with more math. Frankly, you also end up with a lower DPR when you add in magic. Third and Fourth attacks rarely hit as is. Using the new rules you can only crit on your first attack, and spells like haste or rapid shot basically add a Fifth attack that is never going to hit.
You can get a second crit. How did you work out that the DPR is lower? I have been using the new rules for a few weeks now and the level 16 barbarian is doing pretty much the same damage as previously. Granted I have not run the math.

CluelessONE |

So to whoever was involved; Why exactly is Spellstrike called out as an actual action? Wouldn't it function without a problem if it weren't called out? It also says that spellstrike casts a spell as part of it's action, does this mean that if you cast a multiple touch spell like frostbite you don't get three chances to spellstrike during your next turn?
I didn't read pathfinder unchained or anything related to it, but under the current rules:
You are not getting three chances for frostbite or any other spell with multiply charges while using spellstriek , simple because you are casting the spell once and that's the crucial part, since spellstrike gives you free melee attack when you cast spells and not for delivering a spell.
Regarding the first question, you have to declare that you want to use spellstrike because it gives you -2 on your attacks while using a full round action otherwise you it wouldn't make any sense to get a malus on hit chance without a reason.

Gisher |

Regarding the first question, you have to declare that you want to use spellstrike because it gives you -2 on your attacks while using a full round action otherwise you it wouldn't make any sense to get a malus on hit chance without a reason.
You are confusing Spellstrike with Spell Combat.

magnuskn |
1 person marked this as a favorite. |

Gorbacz wrote:NOt originally at least.magnuskn wrote:The APG talent is called Hard to Fool, the UC talent is called Hard Minded. But hey, never let facts get in the way of confirmation bias.Hard to Fool (APG), Hard to Fool (UC, great job keeping those talent names separate, guys ^^), Ki Pool (UC) and probably others?
Yeah, I guess someone didn't get a first printing.

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Nicos wrote:Yeah, I guess someone didn't get a first printing.Gorbacz wrote:NOt originally at least.magnuskn wrote:The APG talent is called Hard to Fool, the UC talent is called Hard Minded. But hey, never let facts get in the way of confirmation bias.Hard to Fool (APG), Hard to Fool (UC, great job keeping those talent names separate, guys ^^), Ki Pool (UC) and probably others?
Oh no, the rabid fanboy Gorbacz failed to slavishly support his Paizo overlords with an early purchase! Noooooooo!!!!!
Or ... he is rabid enough to have both printings. :D

Mark Seifter Designer |

The rogue talents from Pathfinder RPG line products that are not in the sidebar or the running texts are intentionally omitted, generally because they were subsumed into something else (for instance, all those skill reroll talents are just one talent, opened up for any rogue's edge skill of your choice).

Alexander Augunas Contributor |

The rogue talents from Pathfinder RPG line products that are not in the sidebar or the running texts are intentionally omitted, generally because they were subsumed into something else (for instance, all those skill reroll talents are just one talent, opened up for any rogue's edge skill of your choice).
Does that include the race-specific rogue talents? None of the rogue talents from the Advanced Race Guide were included in the sidebar, nor was the ki pool rogue talent (although the ninja trick rogue talent made it in).

Blackstorm |

Ok, a couple of questions:
1) remove iterative attacks: how does it work with cleave? And with power attack + furious focus?
2) simplified spelcasting: in the example it seems that the necro 13th with 26 int has 5+2 spell slots in total for casting spells of 4th lev or lower, but in the spontaneous casters paragraph: "Though spontaneous casters can use this system, they gain relatively little, since they already don’t need to select which spells to prepare in advance, and their spell slots are comparable in number to those they would have if they used a spell pool".... ehm. ... WTHF?

magnuskn |

The rogue talents from Pathfinder RPG line products that are not in the sidebar or the running texts are intentionally omitted, generally because they were subsumed into something else (for instance, all those skill reroll talents are just one talent, opened up for any rogue's edge skill of your choice).
Erm, did I miss the Hard to F..., erm, "Hard Minded" advanced talent in the new Rogue write-up? Because, as written, this is one of the best talents a Rogue can ever take and it does not seem to have been duplicated for the Unchained Rogue, nor is it in the list of advanced talents. Well, there is Slippery Mind, but it is strictly worse than Hard Minded, given how you only get one reroll, instead of one per round.
Also, Ki Pool is missing and a lot of Ninja tricks need Ki to work.

Malwing |

Malwing wrote:So to whoever was involved; Why exactly is Spellstrike called out as an actual action? Wouldn't it function without a problem if it weren't called out? It also says that spellstrike casts a spell as part of it's action, does this mean that if you cast a multiple touch spell like frostbite you don't get three chances to spellstrike during your next turn?I didn't read pathfinder unchained or anything related to it, but under the current rules:
You are not getting three chances for frostbite or any other spell with multiply charges while using spellstriek , simple because you are casting the spell once and that's the crucial part, since spellstrike gives you free melee attack when you cast spells and not for delivering a spell.
Regarding the first question, you have to declare that you want to use spellstrike because it gives you -2 on your attacks while using a full round action otherwise you it wouldn't make any sense to get a malus on hit chance without a reason.
No.
Under normal rules Spellstrike delivers touch charges through weapon attacks. The free touch attack actually comes from the core rules for how spells work. Spellstrike does not give you a free attack in of itself. You can still spellstrike with chill touch and then next round full attack to deliver the rest of your charges. Effectively it just delivers touch charges via weapon attacks rather than touch attacks and is a non-action.
However on page 108 of Pathfinder Unchained Spellstrike functions as a 2 act action. If it functioned as normal you could Spell Combat as a 1 act action to cast your spell, deliver the spell in one attack and make a normal attack adding the second touch attack charge if there is one.

magnuskn |
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magnuskn wrote:Nicos wrote:Yeah, I guess someone didn't get a first printing.Gorbacz wrote:NOt originally at least.magnuskn wrote:The APG talent is called Hard to Fool, the UC talent is called Hard Minded. But hey, never let facts get in the way of confirmation bias.Hard to Fool (APG), Hard to Fool (UC, great job keeping those talent names separate, guys ^^), Ki Pool (UC) and probably others?
Oh no, the rabid fanboy Gorbacz failed to slavishly support his Paizo overlords with an early purchase! Noooooooo!!!!!
Or ... he is rabid enough to have both printings. :D
Guess you should have double checked, then.

magnuskn |

Another question: With the consolidated skill system, you get x + 1/2 INT modifier skill ranks (x depends on the class). Does that mean you need at least INT 14 to get an extra skill rank or do you get an extra skill point already at INT 12?
I know, I know, it's probably a stupid question, but since there is a marked difference between building a character with INT 12 (often you can still dump two points into INT after allocating the other scores) and building a character with INT 14 (a serious investment of 5 points on a 15 point buy), I thought it a question worth the asking.

Mark Seifter Designer |

Another question: With the consolidated skill system, you get x + 1/2 INT modifier skill ranks (x depends on the class). Does that mean need INT 14 at least to get an extra skill rank or do you get an extra skill point already at INT 12?
I know, I know, it's probably a stupid question, but since there is a marked difference between in building a character with INT 12 (often you can still dump two points into INT) and building a character with INT 14 (a serious investment of 5 points on a 15 point buy), I thought it a question worth the asking.
By the standard rounding rules, you'd generally round down. That said, it being Unchained, feel free to round up if you like!

Nicos |
Gorbacz wrote:Guess you should have double checked, then.magnuskn wrote:Nicos wrote:Yeah, I guess someone didn't get a first printing.Gorbacz wrote:NOt originally at least.magnuskn wrote:The APG talent is called Hard to Fool, the UC talent is called Hard Minded. But hey, never let facts get in the way of confirmation bias.Hard to Fool (APG), Hard to Fool (UC, great job keeping those talent names separate, guys ^^), Ki Pool (UC) and probably others?
Oh no, the rabid fanboy Gorbacz failed to slavishly support his Paizo overlords with an early purchase! Noooooooo!!!!!
Or ... he is rabid enough to have both printings. :D
Never let facts get in the way of snarks.

magnuskn |

magnuskn wrote:By the standard rounding rules, you'd generally round down. That said, it being Unchained, feel free to round up if you like!Another question: With the consolidated skill system, you get x + 1/2 INT modifier skill ranks (x depends on the class). Does that mean need INT 14 at least to get an extra skill rank or do you get an extra skill point already at INT 12?
I know, I know, it's probably a stupid question, but since there is a marked difference between in building a character with INT 12 (often you can still dump two points into INT) and building a character with INT 14 (a serious investment of 5 points on a 15 point buy), I thought it a question worth the asking.
Thanks for the fast answer, Mark!
Any word on what happened to the Hard Minded and the Ki Pool talents? ;)

Malwing |

magnuskn wrote:By the standard rounding rules, you'd generally round down. That said, it being Unchained, feel free to round up if you like!Another question: With the consolidated skill system, you get x + 1/2 INT modifier skill ranks (x depends on the class). Does that mean need INT 14 at least to get an extra skill rank or do you get an extra skill point already at INT 12?
I know, I know, it's probably a stupid question, but since there is a marked difference between in building a character with INT 12 (often you can still dump two points into INT) and building a character with INT 14 (a serious investment of 5 points on a 15 point buy), I thought it a question worth the asking.
I've been tinkering with ignoring INT and just using the full class ranks by level. Particularly because I'm reintroducing Craft(multiskill; also covers Profession, Knowledge Engineering, and Appraise) and use Psionics (Knowledge Psionics and Autohypnosis) INT still remains relevant as it handles over 40%+ skills (1/3 of skills without the extra skills). I wanted to go for simplicity so I didn't want to deal with fractional ranks.

Mark Seifter Designer |

Mark Seifter wrote:I've been tinkering with ignoring INT and just using the full class ranks by level. Particularly because I'm reintroducing Craft(multiskill; also covers Profession, Knowledge Engineering, and Appraise) and use Psionics (Knowledge Psionics and Autohypnosis) INT still remains relevant as it handles over 40%+ skills (1/3 of skills without the extra skills). I wanted to go for simplicity so I didn't want to deal with fractional ranks.magnuskn wrote:By the standard rounding rules, you'd generally round down. That said, it being Unchained, feel free to round up if you like!Another question: With the consolidated skill system, you get x + 1/2 INT modifier skill ranks (x depends on the class). Does that mean need INT 14 at least to get an extra skill rank or do you get an extra skill point already at INT 12?
I know, I know, it's probably a stupid question, but since there is a marked difference between in building a character with INT 12 (often you can still dump two points into INT) and building a character with INT 14 (a serious investment of 5 points on a 15 point buy), I thought it a question worth the asking.
That's a buff to rogues, and I always like buffs to rogues, and a nerf to wizards, and while I normally like nerfs to wizards, it seems like it would hit the Int classes a bit too hard. You might consider giving all the traditional Int classes +2 ranks per level in that case to compensate. You could also consider giving penalties still for Int penalties, despite not giving bonuses, to discourage dumping below 10 at least.

Malwing |

Malwing wrote:That's a buff to rogues, and I always like buffs to rogues, and a nerf to wizards, and while I normally like nerfs to wizards, it seems like it would hit the Int classes a bit too hard. You might consider giving all the traditional Int classes +2 ranks per level in that case to compensate. You could also consider giving penalties still for Int penalties, despite not giving bonuses, to discourage dumping below 10 at least.Mark Seifter wrote:I've been tinkering with ignoring INT and just using the full class ranks by level. Particularly because I'm reintroducing Craft(multiskill; also covers Profession, Knowledge Engineering, and Appraise) and use Psionics (Knowledge Psionics and Autohypnosis) INT still remains relevant as it handles over 40%+ skills (1/3 of skills without the extra skills). I wanted to go for simplicity so I didn't want to deal with fractional ranks.magnuskn wrote:By the standard rounding rules, you'd generally round down. That said, it being Unchained, feel free to round up if you like!Another question: With the consolidated skill system, you get x + 1/2 INT modifier skill ranks (x depends on the class). Does that mean need INT 14 at least to get an extra skill rank or do you get an extra skill point already at INT 12?
I know, I know, it's probably a stupid question, but since there is a marked difference between in building a character with INT 12 (often you can still dump two points into INT) and building a character with INT 14 (a serious investment of 5 points on a 15 point buy), I thought it a question worth the asking.
I had thought of that and I had a few solutions I'm juggling with in my head but I had a few things come to mind when thinking about them.
Skills as a whole gives INT a lot of power in the first place particularly for casters that have an incentive to buff it through the stratosphere giving versatility in the realm of spells AND skill checks while other 2 skills per level classes with a much more difficult choice barring classes that get natural skill buffs. Speaking of skills for versatility, it makes the decision to dump it harsher pushing classes like Fighters more into being MAD if they want to do much past striking. Granted I'm a fan of 14 INT fighters but I still think that it becomes too harsh of a choice in general. If I'd leave it at just class ranks per level and no INT bonus Intelligence is still more relevant than Charisma so it makes things kind of awkward when I compare things.
I could readjust the skills per level for each class but that takes work especially since I have a lot of third party classes.
I think I'm comfortable with the position that most INT-based classes function when I looked at Wizard, Witch and Alchemist.