Everyman Unchained: Unchained Cunning (PFRPG) PDF

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Assassinate your enemies, spy on friend and foe alike, or sneak a bit of poison into an unsuspecting person's meal with Everyman Unchained: Unchained Cunning by Everyman Gaming, LLC. Designed for players looking to further unchain their skillful assassins and rakish rogues, Everyman Unchained: Unchained Cunning continues Everyman Gaming, LLC's best-selling line of class and option updates for use with Pathfinder Roleplaying Game Pathfinder Unchained.

Everyman Unchained: Unchained Cunning includes:

  • The Unchained Ninja, an update to the ninja alternate class that helps to bring this stealthy warrior more in-line with the revised rogue class.
  • All-new rogue talents, ninja tricks, investigator talents, and slayer talents for use with Pathfinder Roleplaying Game: Pathfinder Unchained, as well as an in-depth guide on how to update rogue talents that existed before Pathfinder Roleplaying Game: Pathfinder Unchained to the revised rogue class.
  • New archetypes for rogue and ninja characters.
  • And much more!

With Everyman Gaming, innovation is never more than a page away!

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Finally some in depth ninja options

5/5

The unchained ninja is a solid and compatible entry meant to stand alongside the unchained rogue. On top of that, there's finally plenty of ninja archetypes which really help cement that the ninja isn't just an Oriental copy of the rogue, but a class of its own. The style strike may need a bit of shoving to play correctly (it's not clear as to how the unarmed pieces of some unchained monk style strikes interact with the caveat about using a weapon), but overall the alternate class and the options provided are a solid and highly creative take on ninjas.


An Endzeitgeist.com review

4/5

This installment of Everyman Gaming's Pathfinder Unchained-support-series clocks in at 16 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 13 pages of content, so let's take a look, shall we?

After a brief summary that aptly explains the design-paradigm applied to the unchained ninja presented herein, we begin with the base-class: The unchained ninja receives 8+Int skills per level, d8 HD, proficiency with simple weapons, kama, katana, kusarigama, nunchaku, sai, shortbow, shuriken, siangham and wakizashi as well as light armor. BAB adheres to a 3/4-progression and Ref-saves are the strong saves. Sneak attack progression happens at every odd level and the unchained ninja begins play with Weapon Finesse (which, at 3rd level, allows Dex to damage to a chosen weapon - which still is pretty evil when used with shurikens...) and Poison Use. 2nd level retains ki pool and no trace-progression also remains unchanged.

At 4th level, the unchained ninja receives uncanny dodge, 8th nets improved uncanny dodge. As usual, every even level provides a ninja trick for the unchained ninja - but there are some expansions here: For example, light step lets you, Ninja Gaiden-style, run across caltrops, water, lava and the like, for example - which is AWESOME. Another innovation would be the 4th level dispatchment, which grants the ninja bonuses to attacks versus foes denied their Dexterity modifier, which btw. scales with levels. Also exceedingly interesting: At 5th level, the unchained ninja receives a style strike, +1 every 5 levels thereafter. Similarly to the style strike poaching, master tricks allow for the unchained ninja to gain ki powers and the unchained ninja may also take rogue's edges as master tricks and use ki to duplicate fog clouds.

Alright, overall, this may not seem like a too complex modification, but the matter of the fact is that the rogue/monk-synergy-tricks are pretty interesting from a design-perspective. Like this!

The poor under-appreciated ninja also receives several new archetypes herein - also, thankfully, providing a helpful sidebox regarding the lack of transparency regarding rogue talents and ninja tricks, prerequisite-wise. The first archetype is the Goto, who replaces No Trace with a Slight of Hand and anti-trap bonus as well as the Combat Swipe talent. Solid. The Hoka-han can actually properly wield torches as efficient weapons and even make them deadly - transferring sneak attack damage to fire damage is pretty unique and, rather cool, the archetype can get basic pyrokinesis and fire blast wild talents for occult adventures-support, including options to properly use ki to enhance fireblasts, but at the cost of losing some of the usual uses of ki. At 2nd level, the archetype receives an infusion instead of a talent and later levels provide free sight through fire and smoke and 10th level plus allows for substance infusions to be added to the blast- pretty cool ninja/kineticist-crossover archetype. The Kishu is interesting in that it is a demoralize-specialist (with stern gaze etc.) and deals more damage versus foes subject to a fear-based condition. The Kohan is an archetype that made me smile, for it utilizes rules from the milestone-level awesomeness that is Ultimate Charisma (seriously, get this one asap if you haven't already!) and makes the class a powerful psychological combat specialist - like it! The Oniwaban on the other side, is a secret agent-style archetype, a master of Diplomacy and Disguising - overall, an okay one. Finally, the Star Master gets Quick Draw and may use shuriken as melee weapons and does not provoke attacks when using thrown weapons versus foes that are denied their Dex-bonus to AC. 4th level provides a Feinting melee throwing ability, which is rather neat.

Rogues also see some support, here in the guise of 3 archetypes, the first of which would be the arcane charlatan, a specialist in the magic-dabbling rogue talents and the sneak attacks actually make the target more susceptible to magic - via penalized saves etc. Beyond that, 5th level makes the magic-dabbling talents a bit wild-card-y and, at higher levels, the class can choose finesse training and a better magic dampening ability. The Bruiser-archetype adds Str-mod to Fort-saves and gains some thug-themed bonus-feats. Okay, I guess. The Contender replaces finesse training with Improved unarmed Strike and unarmed damage-progression akin to a monk at -3 levels - solid unarmed archetype.

The pdf also provides multiple different talents to gain - 3 investigator talents, 13 slayer talents and a TON of rogue talents - which btw. include a take on Chink in the Armor, which nets sneak bonus damage after sundering armor, a Dex-based throwing talent and temporarily negating the ability channel energy via sneak attack (NICE!) as well as better poisoning. More transparency between these Dex-based classes is also championed here alongside rather expansive pieces of advice for the GM to adapt rogue talents and whether or not they are appropriate for e.g. slayer etc. Speaking of the slayer: While it is no secret that I'm not a big fan of the ACG as a person, as a reviewer, I thoroughly applaud e.g. the non-lethal coup-de-grâce options for slayers as well as neat Ultimate Charisma/Psychological Combat-support here.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to Everyman gaming's two-column full-color standard and the pdf sports 3 nice full color artworks, two of which I've seen before in Everyman Gaming supplements, while the third is new. The pdf comes fully bookmarked with nested bookmarks for your convenience.

Alexander Augunas' Unchained Cunning sports his trademark precision regarding the handling of pretty complex rules-interactions as well as his rather pronounced ability to make precise, easy to grasp crunch. The unchained ninja is solid and so are most of the archetypes. Personally, I really enjoyed seeing further Ultimate Charisma-support herein and the talents, and archetypes are pretty neat - however, while sorely needed for the archetype-starved ninja, the archetypes herein ultimately are very much about the function and didn't particularly wow me; they are not bad in any way, mind you - but they adhere, more often than not to the "exchange class a's ability I for that of class b's ability II"-paradigm, often on a rather basic level...with two exceptions: Both the arcane charlatan and the kineticist-crossover archetype are absolutely brilliant, cool and have a very pronounced and distinct feeling - these two do show what the author is capable of of.

Ultimately, Unchained Cunning is a precise, well-crafted book with some true stars herein, though they do not blaze as brightly as with some of Alex's other works. In the end, I consider this a very good file that missed excellence just by a margin - hence, my final verdict will clock in at 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.


Unchained Cunning Review

4/5

Having covered the unchained barbarian and skald, Everyman Games now takes on the rogue, ninja, and slayer in this PDF. The PDF is sixteen pages long, with one for the cover, one for the title page, one for table of contents, and one for the OGL. That leaves twelve pages for the new material, so here we go!

It starts with the Unchained Ninja. Their main changes are rather like the Unchained Rogue's; they get finesse training, along with improved bonuses to hit when flanking or when an enemy is denied their Dex bonus. They also get style strikes like the Unchained monk. Those new touches aside they're in many ways like the old ninja. Nothing too amazing here, but still nice to have them changed to fit in with the new rogue.

Next are some new archetypes, with the ninja coming first. The Goto is a stealth expert, the Kishu is an expert at terrorizing their enemies, and the Konran uses psychological warfare (and the rules from Ultimate Charisma, also from Everyman Games) to defeat their targets. The Oniwaban is a master spy and the Star Master is a shuriken expert. All fine work but nothing too amazing.

Then we get the Hoka-han. A truly original archetype, they use the kineticist rules from Occult Adventures to become a magical ninja arsonist, one that spends ki points to add infusions to their blasts rather than burn. It has a very 'weird menace' tone from the old pulps, and just feels like something people would accuse ninja of being capable of. Really a great idea!

Rogue archetypes follow. Another highly original idea is the Arcane Charlatan, who loses finesse training but gains the Minor and Major Magic talents in exchange. They can also use them more often than the normal rogue, and can 'exchange' uses of them to cast other spells from the sorcerer/wizard list that they haven't chosen as spell-like abilities. Also, they can use a dampening strike that can really weaken opponents' saves against their magic -- and if they choose the right talent (thoughtfully included), those worsened saves apply against all arcane spells. I think the party arcanists have just found a new best friend.

The other two archetypes are the Contender, who gains some bare-handed fighting abilities and Combat Expertise as a bonus feat regardless of their Intelligence score. Rather nice though I wonder if the Brawler can't do it better. We also get a strength-based rogue in the Bruiser, who can add their strength bonus on fortitude saves and gets some strength-based combat feats in place of finesse training.

Some new talents for Investigators, Rogues, and Slayers are included. The ones for rogues cover a wide range of ground, allowing for improved use of combat maneuvers against a flanked or denied their Dex bonus foe and much greater skill as a poisoner. I'd say those talents are almost a requirement for anyone who wants to play a poison-wielding rogue. The Slayer talents are okay with the ones allowing you to use your Studied target bonus defensively the best of them all. They're really something that belongs with the class and it's good to see that someone made them. Another allows the Slayer to more easily inflict non-lethal damage on a studied target, and even to perform a non-lethal coup de grace. Really a great option if you're a slayer of the 'bring em back alive' school.

And that's it. It isn't perfect, and nothing here screams 'You need me!', but for the price you get a lot of neat ideas and new character options for the rogues and their related classes. Four stars and worth getting.


Community Manager

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Hey Alex,

What are your thoughts on allowing finesse training for Investigators and Slayers in the form of talents?

It's the same ol' DEX to Damage argument.

I personally dislike how the more viable option for a TWF-slayer has to be STR based (and ignore TWF pre-req's through bonus feats). I would love a DEX-based TWF that gets DEX to damage (especially after the Slashing Grace nerf).

I'm going through the rest of the .pdf now ... it's looking good!

Contributor

Mythraine wrote:

Hey Alex,

What are your thoughts on allowing finesse training for Investigators and Slayers in the form of talents?

It's the same ol' DEX to Damage argument.

I personally dislike how the more viable option for a TWF-slayer has to be STR based (and ignore TWF pre-req's through bonus feats). I would love a DEX-based TWF that gets DEX to damage (especially after the Slashing Grace nerf).

I'm going through the rest of the .pdf now ... it's looking good!

That's a tricky question. Dex to damage with a single light or one-handed weapon is worth a feat, as per Slashing Grace, Dervish Dance, and Fencing Grace. Finesse training lets you use Dex to damage with ANY weapon that can be used in conjunction with Weapon Finesse, including when used in two hands. So overall, finesse training is better than a feat, and my gut says that makes it too good to be a talent.

But then again, investigator talents are more powerful than feats (many of them replicate discoveries or drastically lower the cost of certain uses of inspiration). Slayer talents are more in-line with rogue talents, but the trapfinding slayer talent exists, which is CRAZY good compared to most other talents. (Seriously; it is by far the most powerful slayer talent of all based on what it gives you.)

As a result, my designer's gut says this: only two talents on the investigator talent's list are combat focused, the ones that lower the cost of using inspiration on attack rolls. As a result, I don't think finesse training is appropriate for investigators. For slayers, I'd prefer to see an ability like the one Mark Seifter proposed for the vigilante; damage bonus when using Dex to hit and Strength to damage. The slayer already has some serious leverage over the rogue (even the unchained one), but its combat focused nature makes finesse training more appropriate for it, in my opinion.

I can't recall if I addressed finesse training for investigators or slayers in the product off of the top of my head.


I would like to know, what are the new archetypes in this PDF?

Contributor

Eric Hinkle wrote:
I would like to know, what are the new archetypes in this PDF?

Ninja Archetypes trade one or more class features of the ninja alternate class, so they can't be selected by rogues. Ninja archetypes include:

— goto, a ninja who specializes in stealth and secrecy.
— hoka-han, a ninja that can use her ki to use pyrokinetic abilities.
— kishu, a master of using fear to vanish her opponents.
— konran, master of psychological combat.
— oniwaban, master of espionage.
— star master, a ninja that specializes in throwing shuriken.

Rogue Archetypes modify the unchained rogue base class, typically by altering one or more of the new class features added to the rogue in Pathdinder Unchained. They're available to ninjas as long as the ninja has the proper class features to trade. Rogue archetypes include:
— arcane charlatan
— bruiser
— contender


Could you give a little summary of the bruiser archetype? Buddy of mine was looking into possibly giving the new rogues a reason to get strength. Was wondering if this was a finesse replacer archetype.


1 person marked this as a favorite.
Yigg wrote:
Could you give a little summary of the bruiser archetype? Buddy of mine was looking into possibly giving the new rogues a reason to get strength. Was wondering if this was a finesse replacer archetype.

Yep (bought my copy last night). Bruiser rogue swaps out the finesse stuff for a Strength-based rogue.


Ambrosia Slaad wrote:
Yigg wrote:
Could you give a little summary of the bruiser archetype? Buddy of mine was looking into possibly giving the new rogues a reason to get strength. Was wondering if this was a finesse replacer archetype.
Yep (bought my copy last night). Bruiser rogue swaps out the finesse stuff for a Strength-based rogue.

I know what I'm getting. Thanks!


Sold! Thanks for the super quick info.


Hmmm... I'm having issues trying to figure out how the throwing ninja is supposed to play like. Ninja was stated to be based on being more selfish but it seems like he needs throw weapons in melee (which would provoke aoops) to get sneak attacks with melee shurikin attacks. The confusion comes in to the fact it seems he needs other characters to help set it up or they need to be denied their dex which from my understanding would already let u make sneak attacks... and with flurry of stars u dont even need another person to help u. Dex denied target, 5 foot step back, 3 stars/sneak attacks.

Contributor

Yigg wrote:
Hmmm... I'm having issues trying to figure out how the throwing ninja is supposed to play like. Ninja was stated to be based on being more selfish but it seems like he needs throw weapons in melee (which would provoke aoops) to get sneak attacks with melee shurikin attacks. The confusion comes in to the fact it seems he needs other characters to help set it up or they need to be denied their dex which from my understanding would already let u make sneak attacks... and with flurry of stars u dont even need another person to help u. Dex denied target, 5 foot step back, 3 stars/sneak attacks.

Ultimate Charisma has a feat that lets you feint with ranged weapons, which was my assumption when designing the star master. If you don't want to cross pollinate between EMG products, your best bet is grabbing the invisible blade master trick, which will allow you to use greater invisibility to much benefit. It will be a heavy expenditure on your ki, however.


Assuming I had that book, how would that ability play out in combat though? My fiance plays a shuriken ninja so it may be worth it to pick up UC (even though i own leadership and psychological) if it clarifies the use of this archetype.

Contributor

Yigg wrote:
Assuming I had that book, how would that ability play out in combat though? My fiance plays a shuriken ninja so it may be worth it to pick up UC (even though i own leadership and psychological) if it clarifies the use of this archetype.

Isn't that feat in Psych Combat too?


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Alexander Augunas wrote:
Mythraine wrote:
stuff I said ...

That's a tricky question. Dex to damage with a single light or one-handed weapon is worth a feat, as per Slashing Grace, Dervish Dance, and Fencing Grace. Finesse training lets you use Dex to damage with ANY weapon that can be used in conjunction with Weapon Finesse, including when used in two hands. So overall, finesse training is better than a feat, and my gut says that makes it too good to be a talent.

But then again, investigator talents are more powerful than feats (many of them replicate discoveries or drastically lower the cost of certain uses of inspiration). Slayer talents are more in-line with rogue talents, but the trapfinding slayer talent exists, which is CRAZY good compared to most other talents. (Seriously; it is by far the most powerful slayer talent of all based on what it gives you.)

As a result, my designer's gut says this: only two talents on the investigator talent's list are combat focused, the ones that lower the cost of using inspiration on attack rolls. As a result, I don't think finesse training is appropriate for investigators. For slayers, I'd prefer to see an ability like the one Mark Seifter proposed for the vigilante; damage bonus when using Dex to hit and Strength to damage. The slayer already has some serious leverage over the rogue (even the unchained one), but its combat focused nature makes finesse training more appropriate for it, in my opinion.

I can't recall if I addressed finesse training for investigators or slayers in the product off of the top of my head.

I couldn't see if finesse training had been address in Unchained Cunning, hence my query.

OK, so humour me for a moment. If DEX to damage is worth a feat, and slayers can get to level 14 by only taking feats as talents (finesse slayer, weapon training, ranger combat style I, II and III, combat trick and feat), then perhaps finesse training could be a slayer talent?

Now I agree with you that giving it in full is OP. I was thinking something along the lines of:

Finesse Training (ex):

The slayer can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the slayer from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The slayer can must have the Finesse Slayer talent and be at least 3rd level before selecting this talent. He can select this talent again at 11th level and 18th level.

What do you think?

Also, I was looking through the Ultimate Intrigue playtest and couldn't see the ability Mark Seifter proposed. Do you know what it was called?


Mythraine wrote:

I couldn't see if finesse training had been address in Unchained Cunning, hence my query.

OK, so humour me for a moment. If DEX to damage is worth a feat, and slayers can get to level 14 by only taking feats as talents (finesse slayer, weapon training, ranger combat style I, II and III, combat trick and feat), then perhaps finesse training could be a slayer talent?

Now I agree with you that giving it in full is OP....

The stuff you spoilered there looks good to me.

Contributor

1 person marked this as a favorite.

If I were to let the slayer pick it multiple times, I might let them choose it once as a standard talent and once as an advanced talent. I might also consider making slayers have Weapon Focus with the weapon too, but that's a big "maybe."

All said, what you have is certainly workable. If I end up doing an Everyman Archetypes product for slayers, I'll certainly revisit the Dex to damage option for slayers. If I didn't put it in here, however, it means that I probably didn't have space for it and didn't want to deal with the mental acrobatics that making finesse training available to slayers entailed.

Mark's vigilante talent idea was something along the lines of, "If using Dex to hit and Str to damage, add X to the damage that your weapon deals." His idea was essentially the following:
— The damage dealt by Dex-based characters is too low.
— Dex to damage is super strong because it lets you pump up one stat for both offense and defense.
— Give bonuses to people using Dex to hit without giving them Dex to damage too.

As you can probably tell from the Steadfast Personality errata, the game as a whole runs better when you have choices to make when character building, and allowing characters to dump multiple stats effectively takes choice out of the game.


Alexander Augunas wrote:

If I were to let the slayer pick it multiple times, I might let them choose it once as a standard talent and once as an advanced talent. I might also consider making slayers have Weapon Focus with the weapon too, but that's a big "maybe."

All said, what you have is certainly workable. If I end up doing an Everyman Archetypes product for slayers, I'll certainly revisit the Dex to damage option for slayers. If I didn't put it in here, however, it means that I probably didn't have space for it and didn't want to deal with the mental acrobatics that making finesse training available to slayers entailed.

Mark's vigilante talent idea was something along the lines of, "If using Dex to hit and Str to damage, add X to the damage that your weapon deals." His idea was essentially the following:
— The damage dealt by Dex-based characters is too low.
— Dex to damage is super strong because it lets you pump up one stat for both offense and defense.
— Give bonuses to people using Dex to hit without giving them Dex to damage too.

As you can probably tell from the Steadfast Personality errata, the game as a whole runs better when you have choices to make when character building, and allowing characters to dump multiple stats effectively takes choice out of the game.

Yeah I was a bit bummed that Finesse Training and Danger/Trap Sense weren't part of Unchained Cunning. They seemed to me to be easy topics to address.

SIDE NOTE on DANGER SENSE: With both Unchained Barbarians and Rogues getting Trap Sense upgraded to Danger Sense, don't you think Investigators and Slayer should have Danger Sense as well?

Perhaps the Finesse Training I suggested earlier could have a Steadfast Personality-like clause to say If you have a Strength penalty, you must apply both your Strength penalty and your Dexterity modifier. This could prevent extreme dumping of STR.

I'm slowly going through the rest of the .pdf. It's looking really sweet. Especially the STR archetype for Rogues. I will hopefully post a review.

Also, count me as +1,000,000 for an Unchained Slayers product (as would now be obvious from my previous posts).

Contributor

Mythraine wrote:
SIDE NOTE on DANGER SENSE: With both Unchained Barbarians and Rogues getting Trap Sense upgraded to Danger Sense, don't you think Investigators and Slayer should have Danger Sense as well?

No. There's actually a feat that upgrades trap sense to danger sense in Paizo's Advanced Class Origins. I like the idea that the trapfinder slayer talent isn't entirely as good as the rogue's trap kit.


Alexander Augunas wrote:
Mythraine wrote:
SIDE NOTE on DANGER SENSE: With both Unchained Barbarians and Rogues getting Trap Sense upgraded to Danger Sense, don't you think Investigators and Slayer should have Danger Sense as well?
No. There's actually a feat that upgrades trap sense to danger sense in Paizo's Advanced Class Origins. I like the idea that the trapfinder slayer talent isn't entirely as good as the rogue's trap kit.

Ahhh. I do not have that book.

Thanks for pointing it out to me.

Contributor

Mythraine wrote:
Alexander Augunas wrote:
Mythraine wrote:
SIDE NOTE on DANGER SENSE: With both Unchained Barbarians and Rogues getting Trap Sense upgraded to Danger Sense, don't you think Investigators and Slayer should have Danger Sense as well?
No. There's actually a feat that upgrades trap sense to danger sense in Paizo's Advanced Class Origins. I like the idea that the trapfinder slayer talent isn't entirely as good as the rogue's trap kit.

Ahhh. I do not have that book.

Thanks for pointing it out to me.

No problem! I try hard to make sure my content is unique. It'd be too easy to just rehash Paizo ideas. :D (Which is one of the reason that the Everyman Unchained line has historically been cheap for its page count. This is the first one that has sizable content that's all-new, so its a little bit more expensive.)


Just posted a review. I really do like this one, it has some great options for anyone who wants to play a poisoner rogue.

Contributor

1 person marked this as a favorite.
Eric Hinkle wrote:
Just posted a review. I really do like this one, it has some great options for anyone who wants to play a poisoner rogue.

Thanks! I appreciate the time you took to write the review, Eric. :D


Alexander Augunas wrote:
Eric Hinkle wrote:
Just posted a review. I really do like this one, it has some great options for anyone who wants to play a poisoner rogue.
Thanks! I appreciate the time you took to write the review, Eric. :D

Well, I appreciate the time you took to write the PDF in the first place, so thank you.


2 people marked this as a favorite.

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

Contributor

1 person marked this as a favorite.
Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

Thanks for the review, End!

Dark Archive

Adventure Path Charter Subscriber

Sorry for the thread necro, but I have a question.

Can an unchained ninja only use their chosen style strike when spending ki, or can they use it once per round as an unchained monk?

Contributor

1 person marked this as a favorite.
Justin Sluder wrote:

Sorry for the thread necro, but I have a question.

Can an unchained ninja only use their chosen style strike when spending ki, or can they use it once per round as an unchained monk?

No, do it. Necro your favorite products' threads because it improves the chance someone will learn about the product and buy it.

To answer your question, yes. An Unchained ninja needs to spend ki in order to use her style strikes.


I still think this is one of the best supplements for anyone who wants to make a better rogue, or any of the sneaky classes. It's great work from beginning to end.

Dark Archive

Adventure Path Charter Subscriber
Alexander Augunas wrote:
To answer your question, yes. An Unchained ninja needs to spend ki in order to use her style strikes.

That's what it looked like, but I can see how it could be argued otherwise as well. Thank you for the prompt response.

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