Pathfinder Roleplaying Game: Pathfinder Unchained
B**N
Classes redefined and a slew of new rules you'll gloss over
Unchained contains a variety of new rules, though of the variety contained, I found two to be most useful:1.) Background/Adventuring skill, which makes essentially relegates two free skill points per level to the skills that had very little use in game but were helpful in fleshing out your characters (Profession, Handle Animal, Craft, etc).2.) The main draw is the 4 "redone" classes: The Monk, Barbarian, Rogue, and Summoner. The Unchained monk finally gets a full BAB and a new "Style Strike" feature that gives it a little more combat presence, however it still suffers from the core problem that pathfinder monks already did in being very MAD (multiple attribute dependent). The Barbarian functions very similarly to it's previous iteration, and is essentially a simplified/clarified version that changes little. Apparently the writers felt the rogue wasn't powerful enough as the Unchained rogue is a buzzsaw, still possessing all the skills of a rogue but now allowing it to deal melee damage based on dexterity, making the already powerful two weapon fighter rogue stronger. Lastly the Summoner, which (personally) had seemed a very very powerful class before, is brought back down in power level slightly, with archetypes for it's eidolon instead of being able to make whatever you wished.
S**S
Good Quality, Fun Content
This book gives some class options to Pathfinder 1e. I admittedly have only used the rogue part, but the improvements to the rogue are fantastic.
J**R
5 Attacks - A couple of hits, but a lot of misses
I purchased this book with the hope that, in some way, it would mirror the Unearthed Arcana from Dungeons and Dragons 3.5. I wrote a review of that book that stated that it may be the best book for players since the Players Handbook, and I still feel that way quite a few years later. In a lot of ways, this book is in the same spirit, but there aren't nearly as many options, and not all that many of them will be all that useful for you.Now, opinions may vary here, but I am going to sort of dish out the good, the bad and the ugly as I see it.Classes Unchained: There is a new version of the Barbarian, Monk, Rogue, and Summoner in the book. In this case, unchained really is synonymous with amped-up if not game-breakingly enhanced. I would probably argue that the Rogue is the single worst class in Pathfinder from a combat perspective. This book certain makes it competitive. Monk and Barbarian certainly needed the revisions less. I rather enjoy the Barbarian rewrite, since it doesn't really change anything too much, and ought to make the class easier to play. The Monk didn't really need much when it came to improved combat efficiency, but this game gives it a big shot in the arm. I can't comment on Summoner, because I've never met a DM that would allow someone to run one.Skills and Options come next. If you want to (further) simplify the skills in the game, this will basically let you pair it down to about a dozen, or add 2 additional skills which aren't really needed at all. Pairing down the skills does make each skill point you get 2-3 times as potent as before, but since there are only 12 skills, lets just hope you aren't an 20 intelligence rogue or anything. This section strangely glosses over what a nightmare it would be to translate enemy stat blocks built on the 35 skill system into one that only has 12, and doesn't really address the question I just poised... but at least everyone will have maximum perception.Related to this, "skill unlocks" is a section in this that basically offers mini-feat like boons to players who reach 5, 10, 15, or 20 ranks in each skill. Its kind of ok if you want your game to work more like an MMO. I would throw the option to divide each level into 4 sub levels in this basic idea too, which is also an option allowed in this book. Also on the subject of skills are a number of pages devoted to expanding craft and profession. If you're really into the idea that these should do more, you may like these pages. I'm guessing a lot of players wouldn't miss these pages if they were ripped out of the book though.There's a dubious section of this book devoted to adding feats for each alignment, followed quickly by a section that outlines how you remove alignment entirely from Pathfinder. I get why the alignment system is contentious, but if you remove the alignment system, you're supposed to remove the alignment based spells. In a game with angels and demons running around, it seems like you might as well find another game to play. This is also not a strong section of the book. There is also a size-able potion of the book devoted to boosting combat (specifically fighters) with a stamina system which seems sort of ok, but at almost 40 pages, its not THAT good. Similarly, the magic options within this book are not all that compelling. There is an option that makes basically all high-enough level characters semi-spontaneous casters, which could be interesting, but the rest of it is pretty underwhelmingSo now we're thinking maybe this isn't a book to buy, but it does have some redeeming concepts: injuries, automatic bonus progression, dynamic magic item creation, and a creature-creation lab. The back half of this book has some very fun ideas. Injuries is a simple enough system, taking up about 2 pages but it looks like it would work nicely, actually. On the other hand, the last 20% of the book is a sort of 'how to make monsters' step-by-step process. Now I'm sure this is broken somehow, but its definitely the most comprehensive attempt to make a monster creation rule set in any D&D book I've seen.Somewhere in between is the dynamic item creation. I like this system, as it gives a little extra character to creating an item. Each one can be fairly unique since each player will have a slightly different experience with creating each item. Think of this as a system that adds random perks and minor curses to items depending on the rolls. Pretty neat.So, should you buy this? If you've got some cash burning a hole in your pocket, absolutely, why not. Just go into this book knowing that every player is probably going to hate 40% of it. The things I hate about it, you may well love, and there are even some ideas in here that I haven't glossed over because they neither appeal to me strongly nor appear on the face of it as a silly system.
A**R
YES!
OMG, I don't even know where to begin with this book. As a Pathfinder RPG player, this is just the single greatest book for the game (beside the core rulebook of course). It has so many great variants and updates that are so versatile and useful for the game. I cannot compliment this book enough. It's the Unearthed Arcana for Pathfinder, and I've been waiting YEARS for it and it's finally here! :D
D**C
Worth a Look.
There could always be more content, and that is what this offers... more content. I like the optional rules and builds for some classes that have struggled for flavor. While it is not as fulfilling as some of the previous supplemental resources, it does offer new and interesting choices. It is certainly not necessary for the game, but if you want to simplify a few options then this might be your go-to.
T**Y
com) but nice to have it in physical form
Lots of options to freshen up your game. A few minor tweaks to some less interesting classes definitely makes them more interesting. Don't feel obligated to purchase as the information is freely available online (d20pfsrd.com) but nice to have it in physical form. Also, Paizo's art is always amazing. Still, there's a lot of options and finding the information you need quickly isn't always easy.
U**H
Worth getting if you enjoy options.
Basically, this is a book of "official houserule options", offering quite a variety of alternate systems. Of particular note are the reworking of the Rogue and Monk classes, both frequent targets for complaints of inadequacy. Also quite interesting are inherent and automatic bonus progression, both of which offer alternatives to the oft-cited Christmas Tree effect.
M**P
spells or items that can be easily plugged into your game
This book contains the reprinted rules for Monk, Rogue, Barbarian, and Summoner. Aside from that, it's a wealth of alternate rules, serving as Pathfinder's version of Unearthed Arcana. You won't find any archetypes, feats, spells or items that can be easily plugged into your game, but it's a great GM's resource.
A**R
Close but no cigar
I wanted to like this book. Its very much a type of book that I should like - lots of optional/alternative rules (I modify & house rule stuff a lot) and upgrades to some of the (allegedly) less powerful classes.But none of the rules particularly appealed - I might use the unchained classes, but doubt I'll use any of the rules - Stamina came closest, but ultimately it felt like too much effort for an okay but not great change. Similarly I'd love to get rid of iterative attacks but their alternative didn't sing to me.Overall - interesting to read but (unless one of my PC grabs one of the unchained classes) it will just be another dust collector.tl;dr : Buy it if you have 10+ PF rulebooks already (and spare cash) and want to modify the rules. It may inspire me to house rule a bit more, but I'm unlikely to use theirs.
P**R
Great product, came in time
nice addition of optional rules and reworked classes expanding the already great game.
I**N
Good fun
Nice new rules
A**A
Pathfinder's 'Unearthed Arcane' book!
This is a book of options, of which you can pick and choose which will work best for your game. Flexibility and choices are good things.The book is a Paizo hardcover, with 254 pages of content. The quality is Paizo's typical level, ie., awesome. The pages are slightly glossy and the art is fantastic. Paizo hard covers are built to last, through the rigors of gaming usage.The options include:- New versions of the Barbarian, Monk, Rogue, and Summoner.- A system similar to Fractional BAB/Saves, from Unearthed Arcana (I like the UA system better) but again this is extra options for your game.- Staggered advancement, where you gain partial class abilities, skill ranks, feats, etc.., over the course of your level (in 1/4 increments).- Several options for skills, including a Consolidated Skills (giving any character more skill options with the same number of skill points).- Alternate crafting and profession rules for your skills.- Skill Unlocks (getting significant bonuses at 5/10/15/20 ranks into a given skill).- Alignment, as a point based scale... alignment feats... removing alignment from the game, along with the ramifications of doing so.- Removing iterative attacks (the extra attack you gain at BAB +6 (the +6/+1) or at BAB +11 (the +6/+1).- Wound Thresholds for more realism... penalties to your capabilities which escalate as you approach death (no more full and equal effectiveness at both 52 HPs and 3 HPs).- An alternate system for Poisons and Diseases.- Simplified spellcasting (memorize your highest spells, and use a pool to cast the vast majority of your spells... less bookkeeping for higher levels).- Limit the scaling of spells (stop adding additional dice, to the same spell due to your level increases).- Adding special materials to your spells, which get special functionality.- Automatic bonus spells, effectively gaining the bonus of a higher stat as your level, even if your world has reduced magical items so your stat isn't increasing as quickly as a typical caster in a normal campaign.- Innate Item bonuses... so you don't need to always go with the Cloak of Resistance, Ring of Protection, Amulet of Natural Armor... get the bonuses, at level appropriate rates automatically.- The option to add Wild Magic to your game.- The chance to fumble your spells.- Items which scale with your level, improving on their own as you gain additional levels.- A new magic item creation system.- A monster creation system, for more flexibility in your games.Our group has used the classes the most, and are sticking with the default game rules for the current campaign.I really like the Unchained Rogue, and appreciate the simplification of the Barbarian (static bonuses from Rage, as opposed to enhancements to abilities, which is more damage with a two-hander and less with a one-hander... ie., more math to play with) and the Summoner (where the Eidolon is an outsider of a given type, and automatically gains certain augments around that theme, with less customization required). I'm not sure if I like the Unchained Monk, as it fixes a few class issues but weakens an already interesting, but not strong, melee combatant.The options are interesting, and a future campaign could easily be given a unique flavor with a combination of these rules.For example, you could make magical items scarce but powerful, while giving players some of the bonuses from the typical 'big six' (Ring of Protection, Cloak of Resistance, Amulet of Natural Armor etc..) just for leveling up. Then give bonus spells based on level rather than having it based on a stat (which isn't enhanced by abundant items and thus high INT/WIS etc). The fewer items in existence could scale over time, so they remain useful far longer than normal. Magic could be less reliable, without spells scaling based on level, and with the potential of fumbles and wild surges.That would be a drastically different campaign setting than the normal... it would be a memorable game.Ultimately, more options are good, and you can pick and choose which to use in your game.
B**B
Great Book
I feel that this book was one of the most welcome in recent memory. It fixed problems some people have had with classes (specifically rogue and barbarian) Those classes had long been seen as un necessary or under powered compared to other classes now they seem like they are on much more even footing.The new monster creation method is also amazingly streamlined and a welcome addition for those DM’s that like to keep their players on their toes, whether it’s a Myrdraal from the wheel of time or a Beholder you can now create them to your hearts content and with relative ease.
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