Pathfinder Roleplaying Game: Pathfinder Unchained (OGL)

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

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

Pathfinder Unchained includes:

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

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

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Great Optional Toolkit

5/5

Having completed a couple of adventure paths as GM and gearing up for my third, I felt I had enough experience under my belt to see about implementing some of the alternative rules systems from Pathfinder Unchained. The book presents 254 pages of different or additional ways to do things in Pathfinder, and it’s certainly worth a look if you’re planning a new campaign—chances are there’s something for every GM. These aren’t little things like a new feat, but major redesigns of entire classes, monster creation, magic, and more. The only caveat is that the more you stray from the Core rules, the more unresolved issues are likely to arise, so think carefully through the implications of a change and make sure players are willing to buy in to any adjustments. Anyway, there’s a ton of material to discuss, so let’s get to it!

I’m not a big fan of the cover. The golem or animated statue or whatever it is has a crazy narrow waist that really annoys me for some reason, even though I do acknowledge the whirling chains are a nice nod to the book’s title. The introduction (2 pages long) notes that Pathfinder was released seven years earlier (at that point) and that it’s time to offer a workshop full of tools for GMs to select from to update and customise their game. It provides a brief but useful overview of the major new changes, and is worth a skim.

Chapter 1 is “Classes” (36 pages) and contains the most widely adopted changes across the Pathfinder community. The chapter presents new “Unchained” versions of the Barbarian, Monk, Rogue, and Summoner, and even PFS allows them because they are almost unanimously accepted as more playable (and better balanced) revisions. The Unchained Barbarian has simplified calculations for rage duration (though it still lasts too long, in my opinion) and makes it easier to use rage powers. The Unchained Monk has a simplified Flurry of Blows and new ki powers for versatility. The Unchained Rogue gets skill unlocks (discussed later) and important abilities like debilitating injury, weapon finesse, and (eventually) Dex to damage. The Unchained Summoner is frankly a nerf, but a much-needed one; the biggest change is to the eidolon, but it also fixes the Summoner spell list. I’m happy with all the class revisions, and I only wish Paizo got around to making Unchained versions of some of the other problematic classes out there. The chapter also contains a new method to compute BABs and saves to help multiclass characters, but it looks too complicated to me. Finally, there’s a new “staggered advancement” mechanism that sort of allows a character to partially level up as they go instead of doing it all at once when they reach a new XP threshold; I think it’s more effort than its worth.

Chapter 2 is “Skills and Options” (44 pages). It starts with an optional “Background” skills system, which essentially gives each PC a free rank each level to spend on a non-combat oriented skill like Craft, Perform, etc. I tried it once in a previous campaign but found it was rarely used to flesh out a character and was instead just dumped into learning another language or another point in a Knowledge skill. I do like the expanded skill uses for Craft, Perform, and Profession—they’re easy to integrate into a campaign because they essentially give the GM a list of uses and DCs to make those skills more valuable in ordinary gameplay (such as using Craft to determine what culture made an item, for example). Another optional change is a consolidated skill list that cuts the number of skills in a third! This is essentially what Starfinder did, and I’m not a fan at all because it makes for too much homogeneity within a group. Another proposal is “grouped skills” which makes PCs more broadly skilled but less specialised; complicated but interesting. Next, there are alternative Crafting and Profession rules. I like the changes to Crafting (simplifies and details DCs better) but it doesn’t address magical item crafting which, frankly, is the most likely to be used and abused. The changes to Profession are only for running a business. Perhaps most pertinent are the “Skill Unlocks” for Unchained Rogue (or any other PC who takes a particular feat)—these allow a character who has 5, 10, 15, and 20 ranks in a skill to gain a particular ability with that skill. These aren’t game-changers for the most part, but they do speed up their use or remove penalties, and are worth having for the most part. Last, there’s a new way to handle multiclassing; essentially, you give up feats to get the secondary powers of another class. I found it interesting but ultimately unsatisfactory.

Chapter 3 is “Gameplay” (46 pages) and is a real grab bag of options. The first involves alignment: either making it a bigger part of the game by tracking PCs’ alignment more finely and providing bonuses accordingly, or removing it altogether (which would require a *lot* of GM legwork). Some people like the revised action economy (a version of which was implemented in PF2), which changes the admittedly initially confusing dichotomy of Free/Swift/Immediate/Move/Standard/Full to just “Simple” and “Advanced”. However, I’ve also heard issues with how it handles certain classes. Another proposal is to remove iterative attacks; it looks interesting but too complicated for easy adoption. Next are “stamina points” and “combat tricks”—basically, a pool of points to use for a bonus on an attack or to do certain tricks that improve combat feats; I could certainly see using this. Also tempting is the idea of “wound thresholds”, which means there’s a degradation of fighting ability the more hit points are lost—this would create some new tactical considerations though it would also require some more GM tracking. Last are Starfinder-style disease and poison progression tracks, which make them *much* deadlier (I think they’re too hard to integrate at this stage in Pathfinder, however).

Chapter Four is “Magic” (38 pages). It starts with “Simplified Spellcasting”, in which a spellcaster only prepares spells for their three highest spell levels with all lesser spells grouped in a pool; this provides them even more flexibility, which is anathema to those (like me) unhappy with the caster/martial disparity at higher levels. Next are “Spell Alterations”, and some of these are more my jam: limited magic, wild magic, spell crits and fumbles, and material components have a cost for every spell (old school!). I know a lot of groups use the “Automatic Bonus Progression” rules, which provide a fixed bonus at each level so that the “Big Six” magic item slots can be used for more interesting and flavourful things than just stat boosting gear. Next are magical items that scale; I think one or two of these in a campaign could be really fun (and manageable), though I wouldn’t want to overdo it just because of the complications. Last up is a new way of handling magic item creation that involves the whole party overcoming challenges in order to add unique powers to items; it’s certainly flavourful and worth considering.

Chapter Five is “Monsters” (62 pages). It presents a whole new (and allegedly much faster) way of creating monsters. It’s the method adopted in Starfinder, and is based on arrays and grafts rather than building a creature from the “ground up”. I’m personally not a fan of it (I like knowing monsters follow the same “rules” as everyone else), but I do sympathise with the homebrewers out there who want a faster way to stock a dungeon with custom creations.

And that’s Pathfinder Unchained. If you’ve been playing or GMing for a while and have a good sense of the Core rules, it’s certainly worth a look.


Some of the suggested mechanics are worth the entire price

5/5

Automatic Bonus Progression is enough to justify the entire price of the book. Better versions of the Rogue and Monk, as well as fixes to the summoner and streamlining the barabarian seal the deal. There is a lot of other good stuff in here as well. Well worth it!


Upgraded Mechanics!

5/5

I love the idea of this book, I wish this happened more often. They took what they saw wrong with their game and spent proper time and effort to come up with proper solutions. It's pretty rare for a company to spend this much effort on tweaking things. The new proposed mechanics for combat and skills are unique and great ideas to help customize your groups' gaming experience.
I hope they release more books like this in the future. I've love for more variations for multiclassing, and I'm still waiting for a summoner archetype that removes the class summon monster ability and focuses more on the eidolon.
Highly recommend it, especially for anyone interested in how someone goes about making a gaming system. It provides awesome insights.


Fantastic product

5/5

It's been a while since it took me so long to digest a Pathfinder book, and boy, did Unchained ever keep me digesting. More optional rules than you can shake a stick at, to be implemented in modular or wholesale fashion, to tweak your game to your heart's content, and with top-notch art throughout, to boot. Excellent work by Paizo and one of their finest offerings in a while.

As for the negatives, the only thing I can really point out is that the writing can be somewhat scattershot and unfocused in a couple of reasonably complex sections, which would have benefited greatly from examples or bolded formulae.


Love The Options

5/5

This book is a great addition. Options are optional, and it's great that this book has so many. It really makes customizing a campaign easy. Of you'll like you never use every option, or likely even half of them in a single you play or run, but having them really gives you a great toolbox to use. Some people are finicky about house rules, so having an official batch of "house rules" to choose from is nice for people who prefer to stick to official products. No book is perfect, but being this book isn't really being forced on anyone (of course I suppose none of the supplements are), and that is a giant bag of options that you can pick and choose from to enhance the game, for those who'd like it enhanced, I give this product 5 stars, especially if I am comparing it to the usefulness of the average Pathfinder product.


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A Sensei monk, who can get wisdom to attack, can probably manage to get a decently high DC of the Stunning Fist.


Question: Can I not buy this without a subscription? I am trying to look for a purchase link, but it will only let me buy the hardcover

Grand Lodge

I noticed the same...

Dark Archive

1 person marked this as a favorite.

For the love of all that is right and good with the world hurry up and let it be 'Tomorrow' in whatever time zone Paizo servers are located in. I'm tired of waiting on the east coast for this pdf!


Insain Dragoon wrote:

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?


FLite wrote:
Ashram wrote:
Raylol wrote:
At wich time (GMT) will the PDF be available ?
12 AM PDT (GMT -7)
isn't PDT GMT-8?

Is that 12 AM Pacific Coast time?


belkalra wrote:
Question: Can I not buy this without a subscription? I am trying to look for a purchase link, but it will only let me buy the hardcover

The link is not open yet. In about an hour an a half it should be open, if my time zone knowledge is right anyway. :)

Silver Crusade

1 person marked this as a favorite.

If its Pacific Coast Time Zone like Seattle. Then we have An hour 19min from time of this post.


It is live. I am downloading it now.

Silver Crusade

2 people marked this as a favorite.

Curse YOU. Stupid Browser games ;p


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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.


I HAVE MY PDF!!! *squee*


Aww... Grab evolution didn't get updated like the ability.

Well, that gets my single complaint so far out of the way! Everything else is spiffy!

Silver Crusade Contributor

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.

Liberty's Edge

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Kalindlara wrote:

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?


Shisumo wrote:
Kalindlara wrote:

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?

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.


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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).

Grand Lodge

1 person marked this as a favorite.

I used it! :D


Ditto. :) looking forward to digging into this juicy morsel....


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.


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?

Silver Crusade

Pathfinder Adventure Path Subscriber
magnuskn wrote:

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.


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?


Gorbacz wrote:
magnuskn wrote:

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.

NOt originally at least.

Silver Crusade Contributor

Nicos wrote:
Gorbacz wrote:
magnuskn wrote:

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.
NOt originally at least.

My first printings say Hard to Fool for both. :)


Waiting for these to arrive at my FLGS to buy.


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?

Where does it say this?


DM_Kumo Gekkou wrote:
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.


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.


CluelessONE wrote:

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.


FLite wrote:
Ashram wrote:
Raylol wrote:
At wich time (GMT) will the PDF be available ?
12 AM PDT (GMT -7)
isn't PDT GMT-8?

Moot point now, but no, Pacific Standard Time is GMT -8. Pacific Daylight Time is one hour ahead, so -7.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Nicos wrote:
Gorbacz wrote:
magnuskn wrote:

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.
NOt originally at least.

Yeah, I guess someone didn't get a first printing.

Silver Crusade

Pathfinder Adventure Path Subscriber
magnuskn wrote:
Nicos wrote:
Gorbacz wrote:
magnuskn wrote:

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.
NOt originally at least.
Yeah, I guess someone didn't get a first printing.

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

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).

Contributor

Mark Seifter wrote:
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).


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?


How long does it usually take them to update the Additional Resources page for PFS? Since I play mostly PFS, I want to make sure its worth buying, and they haven't dropped the ban-hammer on everything.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
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.


CluelessONE wrote:
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.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
magnuskn wrote:
Nicos wrote:
Gorbacz wrote:
magnuskn wrote:

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.
NOt originally at least.
Yeah, I guess someone didn't get a first printing.

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.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

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.

Designer

magnuskn wrote:

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!


magnuskn wrote:
Gorbacz wrote:
magnuskn wrote:
Nicos wrote:
Gorbacz wrote:
magnuskn wrote:

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.
NOt originally at least.
Yeah, I guess someone didn't get a first printing.

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.

Never let facts get in the way of snarks.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
magnuskn wrote:

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!

Thanks for the fast answer, Mark!

Any word on what happened to the Hard Minded and the Ki Pool talents? ;)


Mark Seifter wrote:
magnuskn wrote:

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!

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.

Designer

Malwing wrote:
Mark Seifter wrote:
magnuskn wrote:

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!
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.

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:
Malwing wrote:
Mark Seifter wrote:
magnuskn wrote:

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!
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.
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.

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.


You know what I find really difficult with this book?

Going down the list of all the Combat feats from Pathfinder material NOT covered in this book and figuring out how to give them Combat Tricks. Wish they made this process easier...ugh.


Has anyone figured out which, if any, existing archetypes will work with the unchained versions of the classes? I'm considering an underfoot adept / manoeuvre master for a potential upcoming giantslayer game, and I'm curious if I can do that with the unchained monk.

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