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We have been trying out various changes from Unchained in our PF-core games. We use the more gritty HP system and now are using the Variant Multiclassing. The verdict is we like it a lot. It has toned down some of the silliness yet still opens up players to have unique character concepts.
Anyone else try the variant rule out?
S.

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I'm about to start up a Paladin VMC Oracle in a 6th level game. Not having to sacrifice Paladin levels to get Life Link is, in my opinion, more than worth the fact that I can only use Life Link on one target until level 8. And the other benefits fit in well: I went with Legalistic for my curse, reflavoring it as a "celestial honor" sort of thing rather than stemming from fiendish contracts. Orison will be nice, I plan to take detect magic (since I have the Heavenly Touch trait and the Aasimar's Halo ability, and my familiar can cast guidance on me at will). I plan on getting even more Channel Energy (I'm a Hospitaler as well) and then Energy Body if the game makes it that far.
All in all, a great combination of abilities, and well worth losing a few feats, at least in my opinion.

DeathlessOne |

I've been trying out builds using the VMC rules and so far, I like what I've seen. Barring a few exceptions (*cough*monk*cough*), I like the way it was implemented. From an optimization stand point, losing 5 feats hurts, A LOT. From a flavor standpoint, it allows greater flexibility of abilities and retention of your main class power level (and capstone ability).
I see Fighters as one of the classes benefiting the most from the VMC rules.
One of the things I wish was an option was an alternate option for the Druid. Getting a druid domain could sometimes be preferable over an animal companion.

LuniasM |
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Although I see the reason to dislike the monk VMC (that armor restriction *shudders*) it still works pretty well for certain concepts. In fact, just the other day I built Asami from LoK using a Rogue / VMC Monk with a certain scaling magic item... The unarmed damage boost is nice. I personally allow my players to switch out abilities with other features of a similar level, and I'm considering allowing archetype abilities that switch out VMC class abilities on a case-by-case basis.
I started making a Fighter / VMC Magus the other day. Wand wielder and Weaponwand make Spellstrike possible, and you can (arguably) take Extra Arcana to afford Flamboyant Arcana and Arcane Deed for access to precise strike. Unfortunately I got to Level 8 before realizing Lore Warden and Learned Duelist don't stack due to conflicting proficiencies. What a bummer. The archetypes mesh so well too.