Everyman Unchained: Monk Archetypes (PFRPG) PDF

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Release the full potential of the unchained monk with Everyman Unchained: Monk Archetypes! From the designer who brought you the Kitsune Compendium, Pact Magic Unbound, and Know Direction's Guidance, Everyman Unchained: Monk Archetypes revises all of the monk archetypes from a number of your favorite Pathfinder Roleplaying Game products to make them compatible with the revised monk class found in Pathfinder Unchained. Within Everyman Unchained: Monk Archetypes, you will find:

  • Twelve pages of monk archetypes from a number of products from the Pathfinder Roleplaying Game, including the tetori, the monk of the four winds, the wanderer, and more!
  • A detailed treatise on how updates were made, including notes for the two archetypes that received the most (aka only) changes; the martial artist and the zen archer.
With Everyman Gaming, innovation is never more than one purchase away!

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4.30/5 (based on 4 ratings)

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Simply Amazing

5/5

This book gives you almost all of the old chained monk archetypes for the unchained monk. Even the Zen archer!

All throughout the book are designer notes, explaining how and why the author did the things he did. Such a good book. A+


An Endzeitgeist.com review

4/5

This first installment of the Everyman Unchained-series clocks in at 19 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 16 pages of content, so let's take a look!

The Pathfinder Unchained book has taken some time to find traction among my players, but it's slowly getting there - the modifications of the base classes make sense to me in quite a few ways. That being said, while I am not a fan of all changes and design-decisions utilized in the respective revamps of the base-classes, there is undoubtedly one fact that may prove to be somewhat unpleasant for some groups - quite a few of the extensive customization options in pathfinder, namely archetypes, no longer work as intended with the Unchained iterations of the classes. Enter this book and its modifications of archetypes to work with the unchained monk, perhaps the class that has seen the most significant changes - to the point where a designer imho needs to recalibrate and re-assess balance of tie-in options.

Now interesting, not only for other designers, but also for GMs seeking to use obscure archetype xyz with the unchained monk would be the first page's "cracking the code"-sidebar - in it, suggestions are provided that allow the usage of unchained monks with archetypes - replacement of high jump, for example, replaces the 6th level ki-power instead. This list alone, depending on your ability to extrapolate rules-decisions from ability-dispersal, may be actually worth checking this inexpensive pdf out. While, in my opinion, not enough to maintain a perfect equilibrium, it is a great way to begin looking at the given array of material of an archetype.

So what archetypes are covered? The first would be the drunken master, whose Drunken Ki-ability was moved further down to 4th level from 3rd. Alas, drunken strength, which still is located at 5th level, still retains an odd choice inherited from the base ability: "At 5th level, a drunken master can spend 1 point of ki as a swift action..." is how the damage-increase is introduced, right? Right. However, the follow-up benefits of the ability always specifically refers to drunken ki, which, as a resource, is at once more and less limited than base ki: Unlike regular ki, drunken ki allows for the replenishment of drunken ki via alcohol at the expense of actions - the basic archetypes issue in juggling these two terminologies has unfortunately been inherited here, with the basic drunken ki-requirement to initiate the abilities still being here. On an interesting side-note, drunken resilience replaces the 14th level ki-power, but becomes available at 13th level in the unchained iteration. personally, I do enjoy the fact that Firewater Breath was moved down to 18th level, though I still wished it was gained earlier and scaled.

The Flowing Monk's bonus feats remain unchanged from the base archetype and the signature redirection ability is also retained as substitute for Stunning Fist. Unbalancing Counter and Flowing Dodge also are still at 2nd and 3rd level, respectively. Elusive Target's upgrade has been moved down one level to 12th. Volley Spell, moved down one level to 16th, does sport a missing italicization and, much like the basic archetype, does sport an ambiguity in the wording - the ki-powered spell turning-effect hinges on whether the monk can pay the cost, but how does he know it? I assume a Spellcraft-check as being available as part of the ability, but I still wished this minor issue of the base archetype had been cleaned up.

The Gray Disciple duergar-archetype's fade from sight remains at 4th level and replaces still mind and the 4th level's ki-power, gray heart replacing the 6th level ki-power and bonus feat etc. - essentially, the replacements follow the guidelines established in the beginning, though born in darkness is moved up to 8th level. Earth Glide remains at 12th level and both entomb and earthen thrall are moved down a level to 16th and 18th level, respectively, also replacing those abilities.

The Hungry Ghost Monk is not one of my favorites - and, alas, this did not change here. The use of Punishing Kick at 1st level is retained, but the Steal Ki ability, which fails the kitten-test in the base archetype, still is here - essentially, the archetype allows for the abuse of puny creatures to de-limit an otherwise limited resource. I would have, especially considering the increased array of options for ki-use, to see that ability be studded with a proper cap. The same holds true for life funnel and the follow-up abilities, though these are moved to be gained one level later than in the base archetype - this one represents a missed opportunity to fix the blunders of the original.

The Hobgoblin Ironskin Monk moves ki pool down to 3rd level, while retaining the lower-level base abilities and bonus feat-list modifications and staggering blow is moved down to 4th level as well, replacing the ki-power gained there. Conversely, Tough as Nails's benefits now only cost the 6th level ki power, which is fine by me. A significant power-upgrade would be surefooted's move - down 4 full levels! Now, only 13th level Ironskin monks can ignore ALL kinds of difficult terrain - I'm not 100% sold on moving this powerful high-level ability down to the higher echelons of mid levels.

Kata Masters gain panache at first level and Ki pool at 3rd level - which has been exchanged with menacing swordplay, which now is gained at 4th level and the follow-up abilities, obviously, are moved to 8th and 16th level, respectively. I'm not a big fan of this one - with Cha and Wis, the kata-master is more MAD than the default monk, while at the same time allowing for the escalation of panache-points via ki -the conversion to unchained monk is solid, though.

The Karmic Monk retains, obviously, the signature ability of the base archetype, with balanced mind being moved to 4th level and ki-pool's modification also being kept as is. Harmony also remains in place, with karmic disruption now replacing the 16th level ki power. Harmonic self remains unchanged as a capstone.

The Ki Mystic has the ki-pool moved to 4th level and Mystic Insight retains functional at 5th level. Mystic Visions are moved to 12th level, where they replace a ki-power and mystic prescience now being found at 14th level, but to balance this, mystic persistence is gained one level earlier, at 18th.

The Maneuver Master monk receives an interesting modification - the flurry of maneuvers no longer entails penalties on subsequent maneuvers to CMB, allowing you to properly combo them. Seeing the unchained monk's full BAB, this actually makes the archetype a relatively sound choice for the character seeking to play a lot with maneuvers. Reliable maneuvers now eats the 4th level ki-power, while sweeping maneuver and whirlwind maneuver are gained one level later.

The Martial Artist's design is DIFFERENT in the ability-dispersal: Exploit Weakness can be found at 3rd level, a means to use Wis-modified level-checks or Sense Motive to analyze foes and better defeat them. 4th level allows for monk level to qualify as fighter level for feats when applying them to unarmed strikes and monk weapons and also nets Pain Points. Extreme Endurance remains pretty much the same, with physical resistance being tied to ki-power-replacement. 8th level's ki power is replaced with a bonus feat, defensive roll is gained at 12th level, while the higher level abilities of the archetype are gained one level later than usual. I'm not sure I'm wholly sold on this one -sure, the improved BAB of the unchained monk makes the archetype more feasible, but I really believe this could have used some new tricks to offset the falling away of all the nifty ki-tricks. Then, that may just be me. Odd: The archetype still has ki strike, which it can't use.

Masters of Many Styles faced an intriguing challenge and received an ability that allows them to utilize multiple style strikes whenever executing a full attack, with the general design here being pretty awesome - kudos!

Monks of the Empty Hand move the ki-pool modification down to 3rd level, obviously -it also seems to have a rather nasty glitch: Ki Weapons, as provided here, replaces the "5th and 11th level ki powers" - which do not exist - are we speaking of the style strikes here or are the levels not correct?

Monks of the 4 Winds, unlike in Purple Duck Games' version, replace the 12th level ki power with slow time, while aspect master and the capstone retain their level-positions. Solid version.

Monks of the Healing Hand move their gained abilities down one level, replacing the respective ki-powers, with ki sacrifice also eating the 16th level ki power. Okay, though here, I prefer Carl Cramér's more modular take as ki powers.

The Monk of the Lotus retains, obviously, Touch of Serenity, with touch of surrender eating the 12th-level ki-power, while Learned Master has been moved down to 13th level -where it imho fits better. Touch of Peace, once again, is moved to 16th level to replace the ki-power gained there.

Monks of the Sacred Mountain pay for Iron Monk with evasion and for adamantine monk with improved evasion, which are pretty bad deals in my book. Bastion Stance and Iron Limb Defense are paid for via ki-powers at 4th and 6th level, with Vow of Silence being available at 13th level in lieu of tongue of sun and moon - nice. Still, not a perfect choice.

The Nimble Guardian Catfolk monks retain defensive aid at 2nd level and move nimble reflexes to 4th level in accordance with the still mind ability they replace. Defensive Mastery can conversely still be found at 5th level, while evasion is gained at 9th instead of its improved brethren, while guardian feline was moved to 8th level to replace the ki power found there.

The Sensei, as an archetype that trades out flurry of blows, much like the Master of Many Styles, needs special attention - and here, Alexander Augunas delivers - essentially, the sensei poaches in the bard's territory, governed by Wis, and even utilize a growing number of bardic masterpiece-effects and use the sage, bard-style advice to grant listed abilities to allies - I love it! This single archetype brightened significantly the tedium that is checking archetype for archetype with base-class, uncahined class, archetype and unchained archetype - deviation is smart here - and inspired. Now I need to make an unchained spiked-chain sensei, only to have him annoy my players with ERB-quotes. "You Westerners are sloppy, needing discipline in life - you lack control of your self - and of the spike!"

The Sohei retains Devoted Guardian, the stunted unarmed strike progression, etc. and monastic mount also remains. Ki Weapon eats the 4th and 8th ki-power and weapon training eliminating the 6th, 12th and 18th level ki powers - odd: Why retain the 10th and 14th and 16th level ki power, when the earlier ones are all replaced?

The unchained Oread Student of the Stone, in Alexander Augunas' interpretation, retains the basic abilities of the archetype, while bones of stoen replaces the 6th level ki-power. Body of Stone's benefits are maintained, while Soul of Stone replaces the 12th level ki power.

The unchained Tetori would be an archteype I'd handle with a certain respect - and indeed, this is one example, where Alexander could flex his design-muscles: With Full BAB in the unchained monk's chassis, graceful grappler has been rewired to retain Dex-bonuses while pinning or grappling and higher levels netting the monster quality grab via Ki, with style strike at 5th level being replaced for better grappling prowess. The basic archetypes tricks with counter-grapples and breaking free are retained at the expense of ki-powers, though obviously, Break Free was moved to 6th level and Form Lock is moved to a level later, while Iron Body obviously comes a level sooner to replace the ki power gained there. 15th level also provides the option to combine stunning fist tricks with grapples and yes, via significant ki-expenditure, even quivering palm. I love this take on the archetype - it fits the unchained monk infinitely better than the base archetype ever fit the old monk - kudos for going the extra mile here!

The Vanara Treetop monk remains mostly unchanged, with only freedom of movement now being codified via ki-power-replacement. Solid, I guess.

The Halfling Underfoot Adept gets a pretty straightforward conversion, with improved underfoot grace replacing the 6th level ki-power and being moved to said level.

The Human Wanderer also follows this paradigm, with Long Walk being moved to 4th level and Light Step being moved to 6th level - though the latter, in an uncommon design-decision, replaces the 4th-level ki-power. Why is this no glitch? Simple - Inscrutable replaces this one. Wanderer's Wisdom and Fee Step move to one level later to replace the respective ki-powers, while Disappear Unnoticed remains at 12th level and keeps that spot, exchanged for the ki-power gained there.

The Wildcat pays for brawler maneuver training (gained at 3rd level) with 8th, 12th and 16th level ki-powers and the ki-pool, with Improvised Weapon Mastery eating the 4th-level ki-power and Knockout eliminating the 6th, 12th and 18th level ki-power, while Turn the Tables eliminates the 14th level ki-power - i.e. yet another ki-less archetype here. Ready for anything is moved to 4th level. On a nitpicky side, if you do not count ki strike as a part of ki pool, the archetype retains this one, which would then be useless - it's a nitpick, obviously, but one that pales by imho smart dispersal of abilities - the general spread and minor tweaks look and feel solid. Nice!

So, the Zen-Archer's the final one...for this pdf. *sigh* Perfect Strike is retained with the 10th level triple-roll and way of the bow replacing evasion. Ki Pool and the increased range now are available at 3rd level in compliance with earlier access to ki. The interesting component here, obviously, being how the style strike dilemma is resolved, when the Zen Archer notoriously does not need even more damage. The solution is the new maneuver shot, which allows zen archers to designate ranged attacks as maneuvers to a limited extent, thus adding a broadening of options without going the route of numerical escalation - kudos! Ki-focus bow has been moved down to 13th level, which is not as bad as it sounds, seeing the options available. All in all, a take on the Zen Archer that is more conservative than Carl Cramér's - both of which have pros and cons, both of which work better than I anticipated with unique options presented.

Conclusion:

Editing and formatting are very good - I noticed not many significant glitches, as I've come to expect from Everyman Gaming. Layout adheres to a beautiful two-column full-color standard and the pdf comes fully bookmarked for your convenience and actually features gorgeous (of course, kitsune-themed) artworks by Jacob Blackmon - nice in a pdf of this size!

6 pages. I admit, I could have just said: "This is the paradigm used - here are the deviations." But for once, I wanted the review to show the sheer amount of work that went into it - I hope you'll forgive me this little vanity - but now think about me checking each and every ability like this. Yes, this review was long, long and tedious. And I'm glad I finished it.

Part II of my review is in the product discussion.


Quinggong Monk dialed up to 12

4/5

By now most of the people are aware that the Unchained Monk is practically useless with the archetypes previously released. In fact it's for all intents and purposes the Quinggong archetype made into a full class. I'm not usually one for monks but have played one or two, and this book does an admiral job of restructuring the archetypes in a solid and easy to understand way. After reading through it I've noticed no obvious mistakes and quite enjoyed it, the pdf is fully colored though with scant illustrations one of which is reused for the cover. All in all, for it's price it's a good product to have in your digital library, and essential if you want any kind of flavored monk.


Everyman Unchained Monk Archetypes

4/5

While the monk has been a Pathfinder class from the start and has a large number of archetypes available, it was recently reworked in Pathfinder Unchained. There are several differences between the old class and the new, some small (a few class abilities are now available at different levels) and some big, like the new ki powers and the reworked flurry of blows. All very fine unless you were using one of the old monk archetypes and trying to figure out how to handle your character now. This PDF by Everyman Games founder Alexander Augunas tries to rework them, and let's see how they work.

The PDF itself is nineteen [ages long with one for a gorgeous full-color cover, one for the title page, one for contents, and one for the OGL, leaving fifteen pages of content. They also mention that they don't cover everything -- only archetypes from the Advanced Player's Guide. the Advanced Race Guide, Ultimate Combat, and Ultimate Magic[i] are included (so much for my personal favorite, the [i]Ranged Tactics Toolbox's Far Strike monk). However, Mister Augunas also lists how he wet about making the changes here which makes it rather easy to use them yourself on non-listed archetypes. Thank you for that, sir.

The archetypes themselves still have the feel of the originals, with a few exceptions due to changes such as flurry of blows. The Martial Artist, for example, now gains over time and levels immunities to things like fatigue, exhaustion, and energy drain, as well as decreased effects from ability damage and drain, The Master of Many Styles uses their style strikes differently than the normal monk, using them whenever he makes a full attack while having one of more style stances (from the Style feats introduced in Ultimate Combat) active.

The Sensei archetype gets a fun idea, they can use something like bardic inspiration on their allies, allowing them to inspire courage, competence, and greatness, and eventually to let their lessons linger in the minds of their students for a few rounds extra. They also get bardic masterpieces rather than style strikes and allow their allies to use the Sensei's class abilities while they call encouragement. Do you understand, Grasshopper?

The wrestling Tetori becomes even better at grappling. Much, much better; they can eventually make their grips imitate the effects of dimensional anchor, ghost touch, and even negate polymorph effects by touch! Let's see those incorporeal undead, angry outsiders, and showoff shapeshifters get away now!

The brawling Wildcat gets even better at using dirty tricks and improvised weapons in a fight, and can use their knockout ability earlier and more often as well.

The Zen Archer is the last of the archetypes with major changes. Their big one is that they can only use flurry of blows with bows, and that at 5th level they replace style strikes with the ability to do certain combat maneuvers at range. This feels like a good trade-off, as the Zen Archer loses something they could only use in melee combat but gains something useful but not too powerful for ranged combat.

This PDF doesn't cover every monk archetype but it covers the lion's share of them. And the author includes the information for the reader to rework other archetypes to keep them in line with the ones included here. This is a very good PDF for anyone who wants to convert an old monk archetype to the new class listed in Unchained. That said, if you don't use it they're not going to be very helpful, unless of course you decide to pick up the book after reading the PDF.

I'm going with four stars, mostly because it's only going to be useful to some fans, but to those fans it will be a five-star necessity.


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Contributor

IT'S ALIVE! Thanks, Liz!

And before anyone asks, No. This is not Pathfinder Society legal.

If you play in a home game, however, you'll get tons of enjoyment out of this product, which is designed to update just about every RPG line monk archetype to work with the unchained monk.


EDIT: Skip to next post.

First just want to say thanks for releasing this! Was wondering if you could give me some insight into a few archetypes that were unmentioned in the PDF. Most of them came from side Companions but the oddball was Wildcat which is in the advanced class guide. Hamatulatsu Master seems to still work based on quick glace. Any possibility of you including these in a edit using the system you used to convert the others or maybe some advice on how to convert them? Was it intentional that these didn't make the cut? Thanks in advance!

Far Strike Monk - Pathfinder Player Companion: Ranged Tactics Toolbox
Contemplative (Dwarf) - Pathfinder Campaign Setting: Inner Sea Combat
Harrow Warden - Pathfinder Player Companion: The Harrow Handbook
Monk of the Seven Winds - Pathfinder Campaign Setting: Inner Sea Combat
Spirit Master - Pathfinder Player Companion: Undead Slayer's Handbook
Terra-Cotta Monk - Pathfinder Player Companion: Dungeoneer's Handbook
Wildcat - Pathfinder Roleplaying Game Advanced Class Guide

Not Mentioned But Seemingly Compatible

Hamatulatsu Master - Pathfinder Campaign Setting: Inner Sea Combat


Double Post after noticing the side box on page 3.

It would seem the only archetype issues that couldn't be converted based on the info in the box is...

Monk of the Seven Winds

-Replaces Maneuver Training

Spirit Master

-Replaces Maneuver Training

Wild Cat

-Replace Ki pool and uses Maneuver Training.

What would u suggest replacing for Maneuver Training? Also, is there any hope for Wild Cat or does it need a big overhaul like the Martial Artist? If so, any suggestions?


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

You may want to take another look at the Physical Resistance ability of the Martial Artist archetype. Does it reach a maximum reduction of 5 at 20th level or 18th level? The formula of every 4 levels after 6th level would imply 18th level, but 20th level is mentioned twice in that ability.

Also -- I think you meant for the 8th level bonus feat to replace the 8th level ki power, not the 8th level bonus feat.

Finally -- there is a typo where you have "18yj" instead of 18th.


Seems Physical Resistance skips 18 because Greater Defensive Roll replaces the 18th. He simply shouldn't have stated every 4 levels and instead just put the levels directly.

Also yea, seems it was supposed to be 8th level ki power turned into a bonus feat instead.

Contributor

Ugh, the martial artist archetype was the ONLY one that I had to significantly rewrite in order to make it work with the Unchained Monk. It needed such heavy rewrites and ability juggling that its the only one that doesn't really reflect its Paizo counterpart much anymore, I think what I'm going to do is keep physical resistance ability as-is an adjust greater defensive roll to replace the 20th-level ki power. I think its better to keep physical resistance's scaling pattern then to abruptly skip it for the very last one.

Contributor

Yigg wrote:

Double Post after noticing the side box on page 3.

It would seem the only archetype issues that couldn't be converted based on the info in the box is...

Monk of the Seven Winds

-Replaces Maneuver Training

Spirit Master

-Replaces Maneuver Training

Wild Cat

-Replace Ki pool and uses Maneuver Training.

What would u suggest replacing for Maneuver Training? Also, is there any hope for Wild Cat or does it need a big overhaul like the Martial Artist? If so, any suggestions?

As far as I can see, the wild cat archetype doesn't replace maneuver training. That said, I'm not sure why I skipped that archetype; its from the Advanced Class Guide and therefor should be in this product. I'm going to sit down, convert it, and add it to the product. The update should be out in the next day or so.

As for the other two, I'm not sure what I'd do yet. Trading maneuver training is fairly unique to the Player Companion line. Having it replace fast movement would likely be the easiest solution, but it would likely have to be a case-by-case basis. That said, if this product is successful then doing Player Companion archetypes is something that I would consider doing in the future.


EDIT: Yea, I noticed wild cat didn't use that later on. My bad.

I ended up keeping it consistent with your other conversions for seven winds and spirit master. Just had the bonuses that modified the now obsolete maneuver training by replacing their 4th level Ki Power.

Wildcat I even began rewritting myself. Should be interesting to see how yours turns out compared to what mine ended up being. Ended up giving them Improved Drity Trick, Greater Dirty Trick, and Dirty Trick Master as bonus feats at certain levels rather than more general bonus feats. Solidified them as the go to dirty fighter guy without requiring them to meet requirements like Ranger dual wielding.

Otherwise though, this is my 2nd product I have bought from you and you are currently the only other 3rd party publisher I allow at my tables along side dreamscarred. My one player is looking forward to trying to get a forest dragon companion for his Beastmaster Ranger.

Awesome work.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

I had a thought about the monk of the seven winds here.


Oh yea, Id also like to add that I like defensive roll being lvl 18. No use making them wait till capstone level to get an ability just so they can get a slight numerical increase at 18. The difference between 18 to 20 is significant in actual play. Id suggest just rewording the levels they gain ranks in it rather than pushing it off till cap. Just my two cents.


Is Drunken Master in here?


Barachiel Shina wrote:
Is Drunken Master in here?

Yup. Everything is included except those listed in my first post of this thread.

All but three (Seven Wind, Spirit Master, Wild Cat) can be converted with easy to follow rules on page 3. Seven Wind and Spirit master can easily be converted if you give their bonuses that replace Maneuver Training at level 4 in place of their 4th level ki power.

Wild Cat is being worked on at the moment and is to be edited in. So yea, awesome product. Good Support.

Contributor

3 people marked this as a favorite.
Barachiel Shina wrote:
Is Drunken Master in here?

Every monk archetype that isn't from a Player Companion or a Campaign Setting Guide is in this product.

If it does well, I also want to do Rage Unchained, which will have updates to the bloodrager, skald, viking (fighter) and wild stalker (ranger) archetypes so they use the barbarian's new rage wording, plus updates to the several barbarian archetypes out there that modify the rage class feature (like the urban barbarian). Another idea I had was an update to the ninja, creating an "Unchained Ninja."

Still gathering data to see how much people are interested in this product, however.


I was notified an update, but it isn't there yet.


Apologies if this has already been covered but in the product you mention that the Master of Many Styles and Sensei archetypes were not included because they don't replace any abilities that were changed in the unchained monk conversion. The problem I've run into is that both of these archetypes replace Flurry of Blows. While this in itself is not an issue it would appear that these archetypes render style strikes unusable as the ability specifically states "Whenever a monk makes a flurry of blows..."

Is this issue already addressed in the product somewhere? Is it intentional that these archetypes cannot make use of style strikes? Some of the archetypes already included get around this issue by simply modifying Flurry of Blows rather than replacing it (such as Maneuver Master) while others seem to run into the same problem of style strikes being unusable (such as Tetori).

Other than that, I am a big fan of the product and look forward to using the updated monk complete with archetypes in my games.


1 person marked this as a favorite.
Alexander Augunas wrote:
Barachiel Shina wrote:
Is Drunken Master in here?

Every monk archetype that isn't from a Player Companion or a Campaign Setting Guide is in this product.

If it does well, I also want to do Rage Unchained, which will have updates to the bloodrager, skald, viking (fighter) and wild stalker (ranger) archetypes so they use the barbarian's new rage wording, plus updates to the several barbarian archetypes out there that modify the rage class feature (like the urban barbarian). Another idea I had was an update to the ninja, creating an "Unchained Ninja."

Still gathering data to see how much people are interested in this product, however.

I, for one, would be very much be interested in Rage Unchanged for the bloodrager alone.

Contributor

Ivan Rûski wrote:
Alexander Augunas wrote:
Barachiel Shina wrote:
Is Drunken Master in here?

Every monk archetype that isn't from a Player Companion or a Campaign Setting Guide is in this product.

If it does well, I also want to do Rage Unchained, which will have updates to the bloodrager, skald, viking (fighter) and wild stalker (ranger) archetypes so they use the barbarian's new rage wording, plus updates to the several barbarian archetypes out there that modify the rage class feature (like the urban barbarian). Another idea I had was an update to the ninja, creating an "Unchained Ninja."

Still gathering data to see how much people are interested in this product, however.

I, for one, would be very much be interested in Rage Unchanged for the bloodrager alone.

I actually just asked my company Facebook group this question, so I'll ask it here:

Would you prefer if I wrote an Unchained Bloodrager / Skald as a full class write-up so the changes to bloodrage / inspired rage would be in context of the rest of the class, or would you prefer that I fix only those abilities that need updating, rather than reprint the entire class?

Contributor

Bardess wrote:
I was notified an update, but it isn't there yet.

Can you explain the problem to me? Are you saying that Paizo sent you an e-mail that the product was updated, but when you redownloaded the PDF nothing had changed?

Contributor

Mitchell Sebastian wrote:

Apologies if this has already been covered but in the product you mention that the Master of Many Styles and Sensei archetypes were not included because they don't replace any abilities that were changed in the unchained monk conversion. The problem I've run into is that both of these archetypes replace Flurry of Blows. While this in itself is not an issue it would appear that these archetypes render style strikes unusable as the ability specifically states "Whenever a monk makes a flurry of blows..."

Is this issue already addressed in the product somewhere? Is it intentional that these archetypes cannot make use of style strikes? Some of the archetypes already included get around this issue by simply modifying Flurry of Blows rather than replacing it (such as Maneuver Master) while others seem to run into the same problem of style strikes being unusable (such as Tetori).

Other than that, I am a big fan of the product and look forward to using the updated monk complete with archetypes in my games.

That's a good point that I didn't consider. I'll work on it and post an update.

Contributor

1 person marked this as a favorite.

Alright, I've finished some more updates to the product.

Master of Many Styles: This archetype has been added to the product. It gains the following ability at 5th level to make up for the fact that as written, it can't use the style strike class feature:

Quote:
Master of Styled Strikes (Ex): At 5th level, a master of many styles can use his style strikes whenever he makes a full-attack action while he has one or more style stances active. This ability alters style strike.

Sensei: This archetype has been added to the product. It gains the following ability at 5th level to make up for the fact that as written, it can't use the style strike class feature:

Quote:

Anecdotal Advice (Su): At 5th level and every 4 levels thereafter, a sensei gains a bardic masterpiece, using his monk level as his effective bard level to determine the bardic masterpiece’s effects. A sensei is treated as having a number of ranks in Perform (comedy) or Perform (oratory) equal to his monk level for the purpose of meeting a bardic masterpiece’s prerequisites and he can use his Wisdom modifier instead of his Charisma when determining the effects of any bardic masterpiece that he selects. This ability replaces style strike.

Lingering Advice (Ex): Starting at 15th level, the bonuses and penalties from a sensei’s advice continue for 2 rounds after he ceases performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If the sensei begins a new advice during this time, the effects of the previous advice immediately cease.

Tetori: This archetype has been updated to better reflect changes to flurry of blows and to remedy the fact that style strike is useless to the class:

Quote:

Graceful Grappler (Ex): At 1st level, when a tetori is grappling or pinning an opponent, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. Beginning at 8th level, a tetori gains the grab special attack when using unarmed strikes and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check. This ability replaces flurry of blows.

Grapple Training (Ex): At 5th level and every 4 levels thereafter, a tetori gains a +1 bonus on grapple combat maneuver checks and a +1 bonus to her CMD when defending against that maneuver, to a maximum of +4 at 17th level. This ability replaces style strike.

Stunning Grip (Ex): At 15th level, a tetori can spend 1 point from his ki pool as a swift action to combine any unarmed strike damage that he deals as part of a grapple check (including damage dealt by his constrict ability) with a use of his stunning fist class feature. Alternatively, if the tetori has the quivering palm ki power, he can spend 5 points from his ki pool as a swift action to combine any unarmed strike damage that he deals as part of a grapple check (including damage dealt by his constrict ability) with a use of his quivering palm ki power.

I'm going to finish fixing up the layout and changing sidebars and such, and then I'll submit it for upload. Hopefully, you'll see it go live tomorrow.


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Alexander Augunas wrote:
Ivan Rûski wrote:
Alexander Augunas wrote:
Barachiel Shina wrote:
Is Drunken Master in here?

Every monk archetype that isn't from a Player Companion or a Campaign Setting Guide is in this product.

If it does well, I also want to do Rage Unchained, which will have updates to the bloodrager, skald, viking (fighter) and wild stalker (ranger) archetypes so they use the barbarian's new rage wording, plus updates to the several barbarian archetypes out there that modify the rage class feature (like the urban barbarian). Another idea I had was an update to the ninja, creating an "Unchained Ninja."

Still gathering data to see how much people are interested in this product, however.

I, for one, would be very much be interested in Rage Unchanged for the bloodrager alone.

I actually just asked my company Facebook group this question, so I'll ask it here:

Would you prefer if I wrote an Unchained Bloodrager / Skald as a full class write-up so the changes to bloodrage / inspired rage would be in context of the rest of the class, or would you prefer that I fix only those abilities that need updating, rather than reprint the entire class?

I'd go with 'whatever way you think works better for the classes', myself.


Alexander Augunas wrote:
Would you prefer if I wrote an Unchained Bloodrager / Skald as a full class write-up so the changes to bloodrage / inspired rage would be in context of the rest of the class, or would you prefer that I fix only those abilities that need updating, rather than reprint the entire class?

While a full class write-up could possibly be useful at the table, simply updating the affected abilities would be no more difficult to use than an archetype or any other character option. So, I guess what I'm saying is do whatever you feel is best for the product.

Contributor

2 people marked this as a favorite.
Ivan Rûski wrote:
Alexander Augunas wrote:
Would you prefer if I wrote an Unchained Bloodrager / Skald as a full class write-up so the changes to bloodrage / inspired rage would be in context of the rest of the class, or would you prefer that I fix only those abilities that need updating, rather than reprint the entire class?
While a full class write-up could possibly be useful at the table, simply updating the affected abilities would be no more difficult to use than an archetype or any other character option. So, I guess what I'm saying is do whatever you feel is best for the product.

I'm going to go with "full class write-up" for a combination of A) context/usefuless and B) to improve the sense of organization in the book. If I just put a bunch of dispart class features on a page, it'll look really poorly designed no matter how awesome my mechanics are.

Thanks for the input, guys!


Great! Looking forward to it.


So after buying a few products I liked from you I decided to pick up the Samsaran Compendium. I noticed the Monk of a Million Lives also has flurry of blows replaced. Do you plan on updating that PDF to include an alternate unchained version or maybe even adding that archetype to this PDF since you made both? I don't think I noticed any issue with the Kitsune monk archetype you made.

Thanks for the info.

EDIT: I assume any Qinggong feats are also void now.

Contributor

Yigg wrote:

So after buying a few products I liked from you I decided to pick up the Samsaran Compendium. I noticed the Monk of a Million Lives also has flurry of blows replaced. Do you plan on updating that PDF to include an alternate unchained version or maybe even adding that archetype to this PDF since you made both? I don't think I noticed any issue with the Kitsune monk archetype you made.

Thanks for the info.

EDIT: I assume any Qinggong feats are also void now.

I'll likely do an update for the Monk of a Million Lives eventually, but Everyman Unchained: Monk Archetypes is focused exclusively on monk archetypes from the Core Rules line. It was the product's selling point. I didn't want to sneak in my own archetypes alongside the Core Rules archetypes.

Nothing is truly "void" unless your GM replaces the standard monk with the Core Monk, and if she does that I'm sure there are other reprocussions that need to be made that are just as big (if not larger) than the ones that occur in some of my products. :)


Alexander Augunas wrote:
Bardess wrote:
I was notified an update, but it isn't there yet.
Can you explain the problem to me? Are you saying that Paizo sent you an e-mail that the product was updated, but when you redownloaded the PDF nothing had changed?

Actually, I found out. I already had downloaded the updated text, the e-mail notice was simply late. ^_^ Thank you.


Alexander Augunas wrote:
Yigg wrote:

So after buying a few products I liked from you I decided to pick up the Samsaran Compendium. I noticed the Monk of a Million Lives also has flurry of blows replaced. Do you plan on updating that PDF to include an alternate unchained version or maybe even adding that archetype to this PDF since you made both? I don't think I noticed any issue with the Kitsune monk archetype you made.

Thanks for the info.

EDIT: I assume any Qinggong feats are also void now.

I'll likely do an update for the Monk of a Million Lives eventually, but Everyman Unchained: Monk Archetypes is focused exclusively on monk archetypes from the Core Rules line. It was the product's selling point. I didn't want to sneak in my own archetypes alongside the Core Rules archetypes.

Makes sense enough, I'll do my best to suppress my overwhelming OCD with having only 1 monk archetype not functional with the unchained version. :P lol

Thanks.

Contributor

I'm flattered that my archetype is enough to set up your OCD!

Like I said, I'm 100% going to do a sequel product that updates my monk archetypes, plus the ones from the Player Companion and Campaign Setting products. Everyman Unchained: Monk Archetypes has exceeded my expectations in terms of its popularity, so something to support it has been added to "the stack." ;-)


Just posted a review, hopefully it encourages some of the other owners of this to write their own. I really especially liked Mister Augunas' listing how he changed things and giving guidelines for how to do this with other archetypes.


A couple of questions RE: Ki Mystic.

  • Should the ki mystic ability at fourth level adjust the ki pool to 1/2 monk level + wisdom modifier + 2 like it used to be?

  • The ki visions unchained ability seems to be taken verbatim from the old Ki Mystic archetype. It is available at 10th level, so should not the mystic visions replace the 10th level ki power rather than 12th?

  • The diamond soul unchained ability is now available at level 12th, so should not the mystic prescience ability replace the 12th level ki power?

  • Contributor

    Quote:
    Should the ki mystic ability at fourth level adjust the ki pool to 1/2 monk level + wisdom modifier + 2 like it used to be?

    Yeah. I didn't notice that extra +2. I've rewritten the ability to look like this:

    [quote[Ki Mystic (Su): At 4th level, a ki mystic adds 2 to the total number of points in his ki pool. While a ki mystic has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability or skill check to gain a +4 insight bonus on the check. This ability replaces still mind.

    Quote:
    The ki visions unchained ability seems to be taken verbatim from the old Ki Mystic archetype. It is available at 10th level, so should not the mystic visions replace the 10th level ki power rather than 12th?

    No. First, I didn't want to upset the ki mystic's intended power progression. (I tried to keep things either as close to their originally earned level or above it for balance reasons.) Second, move it to 10th level could very well nullify some of the ki mystic's archetype compatibilities. The beginning of the product has a nifty chart that lists my equivalencies, and diamond body trades the 12th-level ki power.

    Quote:
    The diamond soul unchained ability is now available at level 12th, so should not the mystic prescience ability replace the 12th level ki power?

    See above.

    I currently find it unlikely that I'll be able to update the archetype with the ki mystic tweak until after PaizoCon, but I will update the product to reflect that fix.

    Contributor

    1 person marked this as a favorite.
    Eric Hinkle wrote:
    Just posted a review, hopefully it encourages some of the other owners of this to write their own. I really especially liked Mister Augunas' listing how he changed things and giving guidelines for how to do this with other archetypes.

    Thanks, Erik!

    I don't mind being "The Unchained Guy." If other publishers want their products made compatible with the Unchained Monk but don't want to do it themselves, they can contact me and we'll work something out. ;-)


    Personally I think you could have dropped something from zen archers since they didn't need the upgrade combatwise(not sure what) but otherwise a wonderful product.

    Contributor

    christos gurd wrote:
    Personally I think you could have dropped something from zen archers since they didn't need the upgrade combatwise(not sure what) but otherwise a wonderful product.

    I actually don't think that's necessary, because the Unchained Monk has some downsides for the zen archer compared to the standard monk.

    The standard monk had a fair number of passive, "always on" defensive abilities, like diamond body and diamond soul. In Pathfinder Unchained, all of those abilities were converted into ki powers, and now the monk has a whopping 9 powers to pick from, most of which require the expenditure of ki to use.

    The zen archer, on the other hand, already has a small list of special abilities that it REALLY wants to spend ki on; extra attacks, improving bow damage, and so on. Not only does this mean that the zen archer is going to have to manage her ki a lot more diligently than a standard monk would, but there's a good chance that using her bow abilities will lock her out of a number of her ki powers. Additionally, the bump to full BAB isn't as colossal for the zen archer than the standard monk because zen archers had such great range that they didn't have to move around much to begin with.

    That said, I did notice that I forgot to re-apply the line that notes that a zen archer can't combine his flurry of blows with Manyshot or Rapid Shot. Maybe that's what you were referring to? In any case, the post-PaizoCon update will fix that.


    2 people marked this as a favorite.

    Really good all things considered. You should do the other unchained classes too.

    Contributor

    1 person marked this as a favorite.
    TheDisgaean wrote:
    Really good all things considered. You should do the other unchained classes too.

    I've got Unchained Rage done; it'll be out on June 1st. It deals with fitting the bloodrager, rage prophet, skald, and stalwart defender with the new rage mechanics, plus adds a bunch of new feats for unchained barbarians and updates even more.

    Right now, I'm slowly working on Unchained Cunning, which gives the ninja some of the Unchained Rogue's toys and gives the Unchained Rogue some new archetypes and rogue talents to play with.


    Just wondering, in the "Unchained Rage" book do u also convert the once per rage powers to the more daily based variants like they decided to do with the new barb?

    Contributor

    Yigg wrote:
    Just wondering, in the "Unchained Rage" book do u also convert the once per rage powers to the more daily based variants like they decided to do with the new barb?

    I have a sidebar that details how to appropriate existing rage powers for the unchained barbarian, but no rage power conversions. Which rage powers are you referring to, specifically?


    Alexander Augunas wrote:
    TheDisgaean wrote:
    Really good all things considered. You should do the other unchained classes too.

    I've got Unchained Rage done; it'll be out on June 1st. It deals with fitting the bloodrager, rage prophet, skald, and stalwart defender with the new rage mechanics, plus adds a bunch of new feats for unchained barbarians and updates even more.

    Right now, I'm slowly working on Unchained Cunning, which gives the ninja some of the Unchained Rogue's toys and gives the Unchained Rogue some new archetypes and rogue talents to play with.

    Any chance this book will cover the Primal Hunter barbarian archetype from the Ranged Tactics Toolbox?

    EDIT: And let me add that I am looking forward to this new release very much.

    Contributor

    2 people marked this as a favorite.
    Eric Hinkle wrote:
    Alexander Augunas wrote:
    TheDisgaean wrote:
    Really good all things considered. You should do the other unchained classes too.

    I've got Unchained Rage done; it'll be out on June 1st. It deals with fitting the bloodrager, rage prophet, skald, and stalwart defender with the new rage mechanics, plus adds a bunch of new feats for unchained barbarians and updates even more.

    Right now, I'm slowly working on Unchained Cunning, which gives the ninja some of the Unchained Rogue's toys and gives the Unchained Rogue some new archetypes and rogue talents to play with.

    Any chance this book will cover the Primal Hunter barbarian archetype from the Ranged Tactics Toolbox?

    EDIT: And let me add that I am looking forward to this new release very much.

    I actually wrote the product specifically so I could update the Primal Hunter, the Savage Technologist, and the Urban Barbarian. The fact that I also had space to update the Viking (Fighter archetype) was icing on an already delicious, rage-inducing cake.

    It will be released on June 1st.

    If Yigg and other customers can come up with a list of once-per-rage rage powers that need converting, I'm not opposed to updating those and adding them on after the fact. If there's a lot of rage powers that need updating, however, I'll have to do it separately as a cheap, $1 product, though.


    Alexander Augunas wrote:
    Eric Hinkle wrote:
    Alexander Augunas wrote:
    TheDisgaean wrote:
    Really good all things considered. You should do the other unchained classes too.

    I've got Unchained Rage done; it'll be out on June 1st. It deals with fitting the bloodrager, rage prophet, skald, and stalwart defender with the new rage mechanics, plus adds a bunch of new feats for unchained barbarians and updates even more.

    Right now, I'm slowly working on Unchained Cunning, which gives the ninja some of the Unchained Rogue's toys and gives the Unchained Rogue some new archetypes and rogue talents to play with.

    Any chance this book will cover the Primal Hunter barbarian archetype from the Ranged Tactics Toolbox?

    EDIT: And let me add that I am looking forward to this new release very much.

    I actually wrote the product specifically so I could update the Primal Hunter, the Savage Technologist, and the Urban Barbarian. The fact that I also had space to update the Viking (Fighter archetype) was icing on an already delicious, rage-inducing cake.

    It will be released on June 1st.

    If Yigg and other customers can come up with a list of once-per-rage rage powers that need converting, I'm not opposed to updating those and adding them on after the fact. If there's a lot of rage powers that need updating, however, I'll have to do it separately as a cheap, $1 product, though.

    Thanks for letting me know this good news. I will DEFINITELY be keeping my eyes open for this!


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    Congrats to Everyman for getting this PDF at the #4 spot on the top ten downloads from other companies list!

    Contributor

    Thanks for the review, The Indescribable!

    Contributor

    Eric Hinkle wrote:
    Congrats to Everyman for getting this PDF at the #4 spot on the top ten downloads from other companies list!

    I was pretty pumped about it when it happened. This product had the spot for two or three weeks as well, which was pretty awesome. :D


    Alexander Augunas wrote:
    Quote:
    Should the ki mystic ability at fourth level adjust the ki pool to 1/2 monk level + wisdom modifier + 2 like it used to be?

    Yeah. I didn't notice that extra +2. I've rewritten the ability to look like this:

    [quote[Ki Mystic (Su): At 4th level, a ki mystic adds 2 to the total number of points in his ki pool. While a ki mystic has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability or skill check to gain a +4 insight bonus on the check. This ability replaces still mind.

    I have just buy the (fairly useful) book, and the +2 to ki pool of Ki Mystic isn't there.

    Edit: Also, on the Flurry of Blows of the Zen Archer is not the line about it being incompatible with Rapid Shot and Many Shot. Is that intentional?

    Contributor

    Alaryth wrote:
    Alexander Augunas wrote:
    Quote:
    Should the ki mystic ability at fourth level adjust the ki pool to 1/2 monk level + wisdom modifier + 2 like it used to be?

    Yeah. I didn't notice that extra +2. I've rewritten the ability to look like this:

    [quote[Ki Mystic (Su): At 4th level, a ki mystic adds 2 to the total number of points in his ki pool. While a ki mystic has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability or skill check to gain a +4 insight bonus on the check. This ability replaces still mind.

    I have just buy the (fairly useful) book, and the +2 to ki pool of Ki Mystic isn't there.

    Edit: Also, on the Flurry of Blows of the Zen Archer is not the line about it being incompatible with Rapid Shot and Many Shot. Is that intentional?

    In the version that's open on my computer, both of those lines are in their respective archetypes. Double check for me, would you?


    Copy-pasted directly from my copy that I buy today;

    Ki Mystic (Su): At 4th level, if a ki mystic has at least 1
    point of ki in his ki pool, he gains a +2 bonus on all Knowledge
    skill checks. As a swift action, the monk can spend 1 ki point
    immediately before making an ability or skill check to gain a
    +4 insight bonus on the check. This ability replaces still mind.

    Flurry of Blows (Ex): Starting at 1st level, a zen archer
    can make a flurry of blows using any weapon from the bows
    weapon group. He may not make a flurry of blows with any
    other weapons, including unarmed strikes. A zen archer does
    not apply his Strength bonus on damage rolls made with flurry
    of blows unless he is using a composite bow with a Strength
    rating. This ability alters flurry of blows.

    Maybe for some mistake the version on sale is not the last one?

    Edit: Just want to say that I LOVE the interest that you put on your products that are already finished. ^^

    Edit 2: I have done a rapid reading of the archetypes I'm most interested in... maybe there are others problems like those ones.


    Ok, all right now. Many thanks, Augunas

    Contributor

    Alaryth wrote:
    Ok, all right now. Many thanks, Augunas

    It's what I do!

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