Everyman Unchained: Unchained Rage (PFRPG) PDF

5.00/5 (based on 2 ratings)

Our Price: $2.99

Add to Cart
Facebook Twitter Email

Unleash your inner rage with the newest release from Everyman Gaming: Everyman Unchained: Unchained Rage. Perfect for GMs using the unchained barbarian, this product helps GMs apply the unchained rage mechanics with the following mechanics:

  • Unchained versions of the bloodrager and skald that are built off of the math-light versions of the unchained rage class feature.
  • Half a dozen rewritten rage-based feats from the Pathfinder Roleplaying Game.
  • Unchained versions of the rage prophet and stalwart defender prestige class.
  • A handy sidebar to help GMs bring non-unchained rage powers into the hands of Unchained characters.
  • And more!

With Everyman Gaming, innovation is never more than one purchase away!

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.


See Also:

Average product rating:

5.00/5 (based on 2 ratings)

Sign in to create or edit a product review.

An Endzeitgeist.com review


The third book in Everyman Gaming's conversion of archetypes clocks in at 21 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 18 pages of content, so let's take a look, shall we?

Unlike the monk, obviously, the unchained barbarian has a different set of prereqs - this time around, one has to establish terminology for referring to rage powers as provided for the base class and for its unchained version -which Alexander Augunas, with trademark efficiency, does - in short: If it's an unmodified rage power, it refers to Pathfinder Unchained, while if quoted as modified, it refers to rage powers or sources in books that predate it, modifying it. Characters using an unchained version of an archetype are restricted to unchained rage powers to avoid ridiculous exploits. Interestingly, using unmodified rage powers that do not quote modified ones has also been explained, with just the right level of transparency provided - it does read a bit odd at first, but in practice, it's a pretty smooth sailing and easily understood.

So we begin with...the Unchained Bloodrager? WTF? And here I was expecting another array of archetypes...O.O All right, so the unchained bloodrager gets d10, 4+Int skills per level, simple and martial weapon proficiency, light, medium and shield proficiency, full BAB-progression, good Fort-saves and Cha-based spontaneous spellcasting starting fourth level, obviously drawn from the bloodrager spell-list. The signature bloodrage class feature remains in effect and unchanged - the same, thankfully, cannot be said about the bloodrage itself:

Bloodrage, while still adhering to how many rounds the bloodrager receives,, now nets a +2 bonus to atk, melee + thrown damage and Will saves as well as 2 temporary hit points per HD. The other restrictions of the basic bloodrage remain in effect. Fast movement and Uncanny Dodge also retain their place at 1st and 2nd level respectively. Blood Casting, Blood Sanctuary and Eschew Materials are gained as per the unmodified class and this also holds true for Improved Uncanny Dodge and DR. Things become interesting again at 11th level, with Greater Bloodrage, which increases the bonuses/HP gained per level to +3, retaining the unique casting options now available. The capstone obviously adheres to a similar paradigm, increasing the bonuses to +4 and 4 hp per HD, with spellcasting being delimited.

The pdf also converts a total of two bloodrager bloodlines, with the first being "Abyssal" - the modification here, obviously, pertaining to Abyssal Bloodrage, increasing the bonus to atk and damage by +1, at the cost of the AC-penalty increasing to -4. This obviously scales up to bonuses of f+2 and +3 at 16th and 20th level, respectively. The Kyton bloodrager bloodline also has a modification applied to Agony's Embrace at 12th level, increasing the bonuses granted by +1 for 1d6 rounds or until the bloodrage ends, scaling up to +2 and +3 at 16th and 20th level, respectively.

After this solid conversion, we take a look at the unchained skald next, which follows a paradigm similar to the one established for the bloodrager - i.e., the class remains mostly unchanged, with only the required modifications - in this case, the change would e.g. pertain to Inspire Rage, which now grants +1 atk and +1 damage via melee and thrown weapons, +1 to Will saves and -1 to AC, with the scaling, both that of will-saves and the one for the atk/damage-bonuses retaining their consequence in a nice progression. The wording for the interaction with rages of allies has been properly rewired to account for the modifications of the unchained class. Nice: Versatile Performance's errata has been included - kudos for that! Finally, the capstone has also been properly translated - nice one.

After these two base-class conversions, we take a look at 4 archetype-conversions, beginning with the Savage Technologist. Obviously, the bonus to Dex is translated to a straight bonus to attack rolls both with melee and ranged weapons while retaining the damage-bonus for melee and thrown weapons. Proving attention to detail, an ambiguity with Sword and Gun for the purpose of prerequisite-interaction has been cleaned up and Crack Shot actually does a pretty smart job in translating damage-bonuses gained to firearms - a rather subtle, yet great conversion that imho surpasses the base archetype - kudos!

Next up would be the Primal Hunter, which remains pretty much unchanged in major ways, probably being here to show that it maintains consistency with the unchained barbarian. The Urban Barbarian's unchained variant obviously receives a different version of Controlled Rage: In Alexander Augunas' version, the archetype can choose two options from the following instead of entering a normal rage: +1 to atk (both melee and ranged), +1 to melee and ranged damage, +1 AC and Ref-saves, +1 temporary hp per HD, with the number of selections of benefits scaling up when gaining greater and mighty rage - nice way of codifying the base archetype's benefits!

The final archetype covered here would be the Viking (Fighter)-archetype - which works pretty much unchanged from the base archetype, thus serving more as an example for handling non-barb/bloodrager/skald-etc. classes with access to rage. Indeed, the choice is easily explained and feels valid.

The next chapter deals with feats, providing a version of Amplified Rage that is so superior in its clarity, I have to gush for a second: The base feat is a mess from a design aesthetic perspective and Alexander's version cleans it up perfectly. Nice! The Brutal Blow feat provided herein nets +1/2 melee damage bonus while raging with two-handed weapons, also including a caveat for raging song-interaction. Brutal Maneuvers allows the barbarian to apply the benefits of rage to CMB for maneuver-purposes. Brutal Throw, meanwhile covers that for ranged weapons. These three feats SHOULD HAVE BEEN PART OF THE UNCHAINED BARB IN THE FIRST FRIGGIN' PLACE.

Apologies for the Allcaps, but these three elegant feats eliminate some of the issues that have arisen from the unchained barbarian's changed rage and ultimately, should have been included in the base class. They are imho required to maintain the options and viability for certain builds and providing these alone justifies the asking price of this pdf. Alexander Augunas also modifies 7 more feats, from Blood Vengeance to Sympathetic Rage - and yes, the tendency to clean up ambiguities present in the base feats in favor of more precise and concise wordings is the red line that works its way through the feats. This is glorious.

The pdf also provides two conversions of prestige classes, the rage prophet and the stalwart defender. The rage prophet is fixed in that the new clarity of rage ability allows for the smooth activation of the calm stance rage power, with raging spellstrength also being modified to work organically with this. Greater Rage has been fixed and finally, a new capstone renders the PrC's 10th level less sucky and mathematically more feasible. Two effin' thumbs up!

The Stalwart Defender's defensive stance has been completely rewired to adhere to the aesthetics of Pathfinder Unchained, replacing the attribute-related benefits with regular bonuses - but does not stop there: The changed design paradigm translates to a new ability here that allows for longer functionality in negative HP, allowing the PrC to realize its last man-standing premise in a rather nice way, a tendency also emphasized by the new 3rd level free Diehard, which also comes with ignoring of the staggered condition due to being in negative HP at higher levels and even, at 9th level, no longer a loss of hp. 6th level provides greater defensive stance is an organic upgrade of the ability analogue to the design paradigm of unchained rage. The defensive powers are covered, one by one, and, once again, the capstone represents a precise, expanded interaction with the more elegant abilities provided, rendering this more than a conversion.


Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Everyman Gaming's full-color two-column standard, though I am no fan of the somewhat shrill turquoise use to accent this pdf. The pdf comes with glorious (obviously, kitsune-themed) original artworks by Jacob Blackmon and the pdf comes fully bookmarked for your convenience.

All right, after the marathon of monk archetypes, I did not look forward to this - consider my surprise when I dove in. The streamlining of the other raging classes into Pathfinder Unchained's design paradigm is extremely smooth, with interaction of previous releases and new rules being aptly and expertly provided. The conversion itself follows Alexander Augunas' established paradigms and is, obviously, a smooth sailing that sticks close to the base matter at hand.

Though not as close as before - while only evident to the truly discerning and analytical eye, this pdf does, imho, more regarding design-prowess than previous installments in the series. What do I mean by this? Well, I've been developing quite a bunch of rules and cleaned up a significant array of crunch at this point. There is more to writing crunch that making things that work with the proper language - one also has to adhere to a certain aesthetic to maintain a sense of cohesion when applying fixes.

This pdf does just that - while subdued and subtle, this pdf essentially takes some of the rather glaring holes generated by the new rules and fixes them - especially among the feats and PrCs, the accomplishment in design is more than apparent - the feats open up whole builds that have been hobbled by the new rules and as such should have been provided in Pathfinder Unchained. The very conservative application of minor fixes and streamlining of wordings of highly problematic base options further enhance the experience of making this, quite frankly, a must-have offering. This pdf is an achievement, but one that requires some thought and analysis to get why it's this good - at one step beyond just conversions, this pdf constitutes a must-have purchase for ANY group that uses Pathfinder Unchained and represents one of the most subtly-impressive pdfs I've seen in quite a while. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.

Unchained Rage


This is another PDF from Everyman Games expanding on the material presented in Pathfinder Unchained, this time covering what changes can be made in the classes that use barbarian rage. It covers the Bloodrager and Skald classes, several archetypes, includes some new and reworked old feats, and finishes off with the Rage Prophet and Stalwart Defender PrCs. All this in twenty-one pages, and here we go for some more detail on all that.

The Bloodrager comes first, and it's mostly the same as the class from the ACG with the difference that the rage bonuses are now in line with the Unchained barbarian. We also get two of their bloodlines redone as well, the Abyssal and the Kyton, because both of them had improved bonuses to strength when in bloodrage. Simple work but very solid and it's always nice to have someone else take the time to figure some of this stuff out.

The Skald is next and again, the class is still pretty much what it was in Unchained save for the bonuses from raging song which now match those of the Unchained barbarian. I do note that the skald gets Perform (wind) listed under the 'Versatile Performance' class feature but he doesn't get Perform (wind) in the class skill list! I seem to recall this was the accidental case in the ACG as well, and it's not hard to include it among the class skills after all, but it seemed odd. Once again, very solid, kept simple like the Unchained barbarian for people who don't want to keep track of a million things during the game, and it works.

Next come several archetypes. First is the Savage Technologist, which allows you to use your thrown weapon damage bonus with your laser pistols and other one-handed firearms when you rage. Else it's still the same archetype we know and love from Numeria. Next is the Primal Hunter from the Ranged Tactics Handbook, one of my favorites. Basically the same as in its original version save that you can add your bonus to hit from rage for melee combat to ranged combat as well.

Then comes the Urban Barbarian, which is a little different. When you rage now with the Unchained rules, you can choose between two of several benefits -- to hit with melee and thrown weapons, damage with melee and thrown weapons, bonuses on certain saves and to armor class, and extra hit points. You can pick more bonuses when you get to greater and mighty rage, and they stack. The Unchained Urban Barbarian works very well to me and seems great for someone who wants raging berserks with some self control and better defenses.

Last archetype is the Viking from People of the North. It feels like an odd man out. Nothing wrong with it at all, but there's practically nothing changed from its original publication. It's good, but given how little work it needed, it feels like it could have been passed over.

Next we get some new and reworked old feats. Most are older feats that have been brought into line with the new mechanic. However, they have three feats that feel like they should have been in the Unchained book. Brutal Blow increases the damage you do when raging if you use a two-handed weapon; Brutal Maneuvers lets you use your damage bonus on combat maneuver checks (part of me wonders why they didn't limit it to maneuvers with Power Attack as a prerequisite, but simplicity is better, and it's very easy to use); and Brutal Throw which allows you to use your normal rage damage and melee attack bonus on thrown weapon attack rolls. Very nice work all three and it fills in some minor oversights from Unchained, which is one of the things 3rd party material ought to do.

Lastly comes the updated PrCs. The Rage Prophet needed something to replace the clarity of mind rage power which the unchained barbarian no longer can get. They do in the form of Clarity of Rage, which allows them to deactivate and reactivate the calm stance rage power as a free action. Otherwise they're mostly what they always were, though some of the class features have been slightly tinkered with to make them more balanced, like allowing them to sacrifice spell slots to add a few more rounds of rage or using Spirit Guardian and Spirit Warrior to now add ghost touch to armor and weapons for the cost of some rage. Looks good to me and still has the feel of the original PrC.

Next is the Stalwart Defender, who has been changed rather more. The entry requirements have been lowered; it gets new defensive powers; and it gets some new class features at lower levels. For instance, now the defender can add their level to their constitution score to determine how low their negative hit points have to get before dying, and when in a defensive stance they add its bonus on Will saves to that total as well. So it becomes not just a matter of physical fortitude but sheer willpower defying death as well -- very iconic!

Also, some of the new defensive powers allow the stalwart defender to move around the battlefield (slowly), mostly to keep driving enemies away from their allies, take a few hits to protect their friends, and even make a charge once per defensive stance. They also get Diehard, and it becomes stronger as they advance in levels. The class feels a lot better now than it used to, and the new class features really give it the tone of being the very best defensive warrior you can find.

All in all, this is a very find PDF and more than worth its asking price for anyone who likes the new barbarian, the Unchained rage mechanic, and who wants to use it with the other classes that depend on it. Five stars and recommended to anyone who likes their barbarians.

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

Thank you very much! The Bloodrager in our party will love this one.

So I think you said elsewhere that your next product deals with unchained skill options? Will this be out in early July, or sooner?

This has to be my favorite 3rd party product line for Pathfinder yet.


David knott 242 wrote:

Thank you very much! The Bloodrager in our party will love this one.

So I think you said elsewhere that your next product deals with unchained skill options? Will this be out in early July, or sooner?

This has to be my favorite 3rd party product line for Pathfinder yet.

Wow! Beaten to the first post in my own product! :D Thanks for the compliments.

Yes, my July product is going to be Everyman Unchained: Skills and Options. Its going to contain a new skill system, an alternate favored class bonus system, and variant multiclass options for every Third-Party Class that I've written thus far. (Dragon Paragon, Mystic [Amora Game's LIC], Occultist [Radiance House's Pact Magic], and Technician [Radiance House's Age of Electrotech].)


Someone on another product page asked me if I did Unchained Rage Powers in this product, and the answer is no. If someone can compile a large enough list of rage powers that need updating (like one/day rage powers, which were largely done away with by the Unchained Barbarian), I would go back into Unchained Rage and add a two-page spread updating those rage powers for the product for free.

That offer's still on the table if enough rage powers are brought to my attention. ;-)

Dark Archive

Starfinder Superscriber


1 person marked this as a favorite.

Just did a review for this one. I especially like what you did with the stalwart defender, it feels like such a fun PrC now.


Eric Hinkle wrote:
Just did a review for this one. I especially like what you did with the stalwart defender, it feels like such a fun PrC now.

Thanks Eric! I appreciate it.

Random question, does this include that Barbarian archetype you made in your psychological warfare book? It had one of those old rage powers that did the once per rage thing that could be exploited with cycling.

I guess that asks a 2nd question, does this deal with converting old bloodrager and such rage powers to go away from the rage cycling once per rage issue?


Yigg wrote:

Random question, does this include that Barbarian archetype you made in your psychological warfare book? It had one of those old rage powers that did the once per rage thing that could be exploited with cycling.

I guess that asks a 2nd question, does this deal with converting old bloodrager and such rage powers to go away from the rage cycling once per rage issue?

Honestly, I don't think rage cycling is really an issue personally. Paizo's changes for Pathfinder Unchained were less aimed at removing rage cycling and more aimed at simplifying the class so that rage cycling isn't the end-all be-all way of playing class.

For instance, nothing in the unchained barbarian says, "Thou shall rage cycle and reap no benefits." Rather, most of the rage powers were altered so the class responds with, "You wanna rage cycle, bro? That's cool, I guess? But why? My rage powers are always active, dude."

As a whole, I didn't touch any rage powers in this book. It didn't occur to me while I was writing it, and by the time Unchained Rage went live, I had moved on to my next project. I did leave an open post to my fans in this thread, however, saying that if they could name enough rage powers that needed to be updated that could fill up two full pages of content, then I'd update them and add them to the PDF for free.

So far, no one's taken me up on it.

Dotting for later.

K, think I'll pass then. Thanks for the quick response.

Now do something like this for the Rogue? With ways to unchain "chained" talents?


Bardess wrote:
Now do something like this for the Rogue? With ways to unchain "chained" talents?

What talents do you consider to be "chained?"

I have an unchained rogue / ninja product planned and it'll include something like Unchained Rage's sidebar on appropriating talents for the unchained rogue, but currently I've written more talents then I've updated.

I'm legitimately interested to hear which rogue talents / ninja tricks / barbarian rage powers people still consider to be "chained."

Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

Just bought this (Yay! My Kitsune Bloodrager with Kitsune bloodline can be free from Calm Death Syndrome!), but I have a question about the RAI of the Brutal Blow feat.

RAW, this feat doesn't benefit the bite attack you get when bloodraging (it's not a two-handed weapon). Is this RAI, or should a single primary natural attack get the benefit of the feat as well?

Also, found a typo: On the Unchained Bloodrager chart on page 5, I'm pretty sure you're meant to get your level 8 bloodline power at level 8, and not Improved uncanny dodge a second time. :D

Community / Forums / Paizo / Product Discussion / Everyman Unchained: Unchained Rage (PFRPG) PDF All Messageboards

Want to post a reply? Sign in.