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:
I'm a huge fan of the rules options in Pathfinder Unchained. They do a great job of creating fixes to some of the potential issues with the Pathfinder system without upsetting the entire rule system.
I'm one of those weird people who loved playing my TWF core rogue through all 11 levels of PFS, but I have to admit that the unchained rogue is an improvement. I also actually prefer the unchained summoner to the base summoner; even though the new one may seem less powerful, it's more thematically appropriate. I'm considering playing a summoner for the first time.
I've been using some of the alternate rules systems in my Hell's Rebels campaign, and I like how they are working out. I'm using automatic bonus progression at least in part because I know some of my players like to ignore the Big 6, or spend all their gold on +6 stat items as soon as possible to the exclusion of other items. This way I know their AC is still going up, and they'll end up more balanced. I can now also let them craft---using the much more engaging dynamic item creation rules---without worrying too much about wealth by level.
Some of the rules I wouldn't personally implement. I feel like alignment affirmations will just lead to alignment arguments at the table, and in my experience, multiclassers don't need the boost from partial base attack bonus increases. But I am glad that these options exist for tables that want them.
Pathfinder Unchained offers a plethora of alternatives to modify the core Pathfinder rules in different ways, including possible solutions to various criticisms of the game. Some of the alternatives result in only minor changes to game-play, while others result in much more drastic changes. It's quite a remarkable book and I like it a great deal. If there's something about the Pathfinder rules that you really don't like, or you just feel like tinkering with the rules a bit, Pathfinder Unchained may just have what you're looking for.
Pathfinder Unchained is a fantastic book, assuming you are interested in what it has to offer. As a game master, this feels like the rulebook I’ve been waiting for, as it is filled with heaps of ideas for improving or changing my games. The revised action economy and simplified monster creation system are highlights for me. Players may not find as much value, as there isn’t much directly for players beyond the updated monk, barbarian, rogue and summoner classes.
It's really nice to get a book that delivers what it promises. Pathfinder Unchained delivers all manner of variant rules for nearly every part of the game. Some are to simplify things, some are significant changes to core rules, and some are welcome changes to rules that have become sacred cows.
Buy this book if you are interested in having a number of variants available, to pick, choose, and modify as you see fit. As noted in other reviews, this is a toolbox. It's something to take pieces out of, and use as you progress. It's great for trying out in one-shots, or in smaller groups, and then expanding as needed to full campaigns.
Not everything herein will be your cup of tea. I highly doubt I will use all of the rule changes presented in this book in various games. I still think they're valuable. It's interesting to see various rules cut apart and reworked; at the very least it gives you an idea how those rules fit into the overall scheme of the game.
I will add that I would like to see more classes and rules examined under this lens. I don't know that I'd use many of them, but it's a good way to think about the game and how rules interact with each other.
This is an excellent "toolbox" book for any GM or gaming group.
The rules systems are interesting and well-designed. Not every one is exactly what I would want out of such a subsystem, but that's not the point. A lot of them *are* exactly what I would want if I were implementing that type of rule, but even where they aren't it's really helpful to have the writeup anyway—even if a particular system isn't quite what you're looking for, it should give you a great place to start in figuring out the solution that works best for your group. You don't have to start from scratch. Here you have a book full of interesting ideas to consider and good rules to implement those ideas or to take inspiration from in writing your own rules if that would work better for you.
Not all of the systems are appropriate for the game I'm currently running, but the three I've chosen to implement (automatic bonus progression, background skills, staggered advancement) have all been good additions, and I'm looking forward to trying out the others in future games. I figure the clearest sign that the book is a success is this: I can't imagine running a home game now without looking through Unchained for a system or two to implement. I have a few favorites that I'll probably always use (and advocate for with my GM when I'm playing), but the best sign is that I can see myself going back to the toolbox regularly to see which systems will fit the particular game at hand.
I guess I should say a word about the classes, too. They all look like fine revisions to me. (I've only done careful work with the Monk, but I'm very happy with that one. The others look solid on a read-through.) I expect I'll use them as the standard versions of those four classes from now on.
Curious at to why those iconics are depicted given the content describes new versions of the barbarian, summoner, rogue and monk… Oh. Perhaps it is a mockup. Ooops.
Would like to know which authors are contributing as well.
Was at the banquet when they announced this, got the impression that this is going to be kind of like a "Pathfinder Essentials"; JB indicated that they were going to make the Barbarian easier to run at the table, present a nerfed and better balanced version of the Summoner, a full BAB monk, and hinted at "improving" the Rogue. Should be interesting.
Was at the banquet when they announced this, got the impression that this is going to be kind of like a "Pathfinder Essentials"; JB indicated that they were going to make the Barbarian easier to run at the table, present a nerfed and better balanced version of the Summoner, a full BAB monk, and hinted at "improving" the Rogue. Should be interesting.
Cool. What news had they on the Shaman and the Skald?
Was at the banquet when they announced this, got the impression that this is going to be kind of like a "Pathfinder Essentials"; JB indicated that they were going to make the Barbarian easier to run at the table, present a nerfed and better balanced version of the Summoner, a full BAB monk, and hinted at "improving" the Rogue. Should be interesting.
Full BAB monk. That is all I needed to hear. Thanks Ssalarn...
Was at the banquet when they announced this, got the impression that this is going to be kind of like a "Pathfinder Essentials"; JB indicated that they were going to make the Barbarian easier to run at the table, present a nerfed and better balanced version of the Summoner, a full BAB monk, and hinted at "improving" the Rogue. Should be interesting.
Wait, what? Why would you need a simpler version of th barbarian? I never thought it was overly complicated.
Was at the banquet when they announced this, got the impression that this is going to be kind of like a "Pathfinder Essentials"; JB indicated that they were going to make the Barbarian easier to run at the table, present a nerfed and better balanced version of the Summoner, a full BAB monk, and hinted at "improving" the Rogue. Should be interesting.
Wait, what? Why would you need a simpler version of th barbarian? I never thought it was overly complicated.
This should totally be called Pathfinder Unearthed.
"Unchained" has a very specific meaning for this title. The rules presented in Pathfinder Unchained are not "chained" to the assumption of backwards-compatibility.
So is this like Book of Nine Swords was for 3.5? A preview into the Next edition of PF?
Because "Alternative Action Economy" hints at that for me.
I will say that I'm very interested in this "Magic item generator" system.
This is assuredly not a preview of or prelude to any future edition of Pathfinder RPG.
Rather, it's a chance to be able to make "changes" that fans have been asking for over the years (and ones the developers have wanted to make over the years) without fundamentally changing the core rulebook and forcing everyone to play under the new rules. It's options, ideas, alternates, and something you can piecemeal insert into your ongoing games.
So is this like Book of Nine Swords was for 3.5? A preview into the Next edition of PF?
Because "Alternative Action Economy" hints at that for me.
I will say that I'm very interested in this "Magic item generator" system.
This is assuredly not a preview of or prelude to any future edition of Pathfinder RPG.
Rather, it's a chance to be able to make "changes" that fans have been asking for over the years (and ones the developers have wanted to make over the years) without fundamentally changing the core rulebook and forcing everyone to play under the new rules. It's options, ideas, alternates, and something you can piecemeal insert into your ongoing games.
Well, that won't stop people, in particular the ones with a long-standing axe to grind with Paizo, to run around the Internet screaming "paid beta of PF 2.0 out next year - WotC did that to you with Bo9s and now Paizo is doing it again".
I wish Book of Nine Swords had been a paid beta, it was not similar to 4E. You can argue its maneuver system was put into 4E, but only if you squint and really work it backwards. It if anything felt more like 3.5 trying to do wuxia or something similar.
I wish Book of Nine Swords had been a paid beta, it was not similar to 4E. You can argue its maneuver system was put into 4E, but only if you squint and really work it backwards. It if anything felt more like 3.5 trying to do wuxia or something similar.
+1. If 4E had been based on Bo9S I probably would have been a lot more interested in it.
Well, that won't stop people, in particular the ones with a long-standing axe to grind with Paizo, to run around the Internet screaming "paid beta of PF 2.0 out next year - WotC did that to you with Bo9s and now Paizo is doing it again".
Heck, it probably won't even stop people *without* grudges from continuing the "Pathfinder 2.0 is coming!!" chant like they've already been doing for some time now.
The irony is, even if there were a Pathfinder 2.0 coming, once it was announced, those people would then start bragging about how "they knew it was coming" because they'd seen the writing on the wall- no matter if it is 5, 10, or 15 years after the fact. :p
Ok, so this is closer to a book of errata and rules amendments. It just so happens to have some redesigns on a number of "problematic" classes.
Summoner, I can understand. It tends to require a different kind of system mastery than most casters, and is even more accounting heavy due to the malleable eidolon. Rogue makes sense too. A number of traits, alternate class archetypes, and other sundry things make the rogue seem totally lackluster to practically everything.
Monk is a little hazy on the revamp, though I understand that full BAB reduces language for Flurry of Blows. May also make it easier to qualify for various maneuver feats, which tend to be the Monk's niche. But the Barbarian is the real oddity. I get that rage cycling is a problem, and that some rage power combos are a GM's nightmare. But I honestly can't think of much else they'd consider revamping.
I wonder if this is Paizo's attempt to make a more rules light version, kind of like Dungeon World (but obviously not quite that light)? I just recently read through the basic rules for DnD Next, and it seems like they decided to go in a more rules light direction. Seems to be all the rage these days. I love me some pathfinder and complex systems, but it's so much easier to get my friends and family to come back to the table with a game like Dungeon World, so I'm all for this.
Summoner, I can understand. It tends to require a different kind of system mastery than most casters, and is even more accounting heavy due to the malleable eidolon. Rogue makes sense too. A number of traits, alternate class archetypes, and other sundry things make the rogue seem totally lackluster to practically everything.
The summoner we currently have is the first iteration of brand new class concept. It was bound to have many unforeseen issues. Unchained will give the developers the opportunity to correct many of those issues provide a more refined set of abilities. Hopefully they don't nerf the class into the ground.
On the subject of summoners: I would like to see the synthesist revamped and given far more attention than it received in Ultimate Magic. The archetype is a very popular concept, but poorly implemented under current rules.
This is assuredly not a preview of or prelude to any future edition of Pathfinder RPG.
Rather, it's a chance to be able to make "changes" that fans have been asking for over the years (and ones the developers have wanted to make over the years) without fundamentally changing the core rulebook and forcing everyone to play under the new rules. It's options, ideas, alternates, and something you can piecemeal insert into your ongoing games.
I do wonder why you are so sure of that, and why it cannot be both.
Well, that won't stop people, in particular the ones with a long-standing axe to grind with Paizo, to run around the Internet screaming "paid beta of PF 2.0 out next year - WotC did that to you with Bo9s and now Paizo is doing it again".
Uhm, I'd be delighted if it were that. Either way, I'll definitely be picking it up.