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Pathfinder Roleplaying Game: Pathfinder Unchained, by Jason Bulmahn

Pathfinder Roleplaying Game: Pathfinder Unchained, by Jason Bulmahn

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Pathfinder Roleplaying Game: Pathfinder Unchained, by Jason Bulmahn

Pathfinder Roleplaying Game: Pathfinder Unchained, by Jason Bulmahn



Pathfinder Roleplaying Game: Pathfinder Unchained, by Jason Bulmahn

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  • Break your chains! The Pathfinder RPG contains numerous rules considered sacred by players and GMs alike. Since the system itself was based upon RPG "technology" already more than 10 years old at the time of its creation, "backwards compatibility" often meant sticking with the familiar, even if tradition was filled with cobwebs and decades-old assumptions. Pathfinder Unchained dares to take a fresh look at the system itself, altering some of the fundamentals of the game and giving fresh optional takes on classic rules.
  • Inside this hardcover collection of alternate rules and options you'll find completely redesigned versions of the barbarian, monk, rogue, and summoner classes. Delve into a new system for resolving player actions designed to speed play and dispel confusion. Many of the new systems (such as the revised classes) work seamlessly with the existing Pathfinder rules. Even the most staunchly traditionalist player will appreciate the book's math-lite system for on-the-fly monster creation and the new system for generating dynamic magic items that go far beyond a simple +1 to add lore and interest to the campaign.
  • Players will love the book's new resource pool for martial characters, allowing for exciting new tactical options, as well as the robust new system that allows spellcasters to modify their spells with powerful spell components.

Pathfinder Roleplaying Game: Pathfinder Unchained, by Jason Bulmahn

  • Amazon Sales Rank: #79832 in Books
  • Brand: Paizo Publishing
  • Published on: 2015-05-12
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.90" h x .70" w x 8.50" l, 2.00 pounds
  • Binding: Hardcover
  • 256 pages
Features
  • Package Quantity: 1
  • Excellent Quality.
  • Great Gift Idea.
  • Satisfaction Ensured.
  • Produced with the highest grade materials
Pathfinder Roleplaying Game: Pathfinder Unchained, by Jason Bulmahn


Pathfinder Roleplaying Game: Pathfinder Unchained, by Jason Bulmahn

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23 of 27 people found the following review helpful. 5 Attacks - A couple of hits, but a lot of misses By J. Brunner 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.

9 of 10 people found the following review helpful. A book of options, to make the game better. By Matthew Morris It's rare I give anything a five star review, but Unchained is worth it.This has been called "Unearthed Arcana" for Pathfinder. It isn't. It fixes some classes (Summoner, I'm looking at you) simplifies some others (Barbarian) and unifies the theme of others (Rogues are back to skill monkey supreme, Monks are more flexible and can be build unified (and are more complex as a result)The gem for me is the Variant Multiclassing (VMC). Basically you swap out some feats for class abilities from another class. Want to make a 'scholar fighter'? VMC into bard for bardic knowledge and eventually a versatile performance (with free retraining!) Want a rogue with a sidekick? VMC with wizard or summoner.The background skills and skill clusters can address an often heard complaint, unskilled PCs. While I see it as a feature, not a bug, the alternate skill systems can address that issue for those who don't like the skill system.An excellent book for the experienced Pathfinder.

6 of 6 people found the following review helpful. A good tool for changing up what you know about Pathfinder, but not perfect By Chalgyr's Game Room I find the premise behind Pathfinder Unchained to be incredibly interesting. Take a tried and true series, but let's break a bunch of the rules we have previously put in place. That is not to say there was anything wrong with the base system - in fact I am a huge fan of it personally. But variety is good, and I often feel as though the best tabletop RPG products are the ones that provide ideas but give you room to improvise. Here it feels like the development team has had a chance to share their own improvisations, and by and large they are a great way to add variety to the system.Every system has balance concerns. Some are more significant than others, but Pathfinder Unchained gave the team a way to add something new into the mix while letting their experience tweak the balance of power a bit in the process. Monk, summoner, rogue and barbarian classes all get a facelift that makes them different than you might be used to. Not wholesale - if you enjoyed barbarians before, you should still continue to do so. But now some of the skills are easier to manage. Rage is still important, but the impact of it lowers the learning curve. These are subtle but appreciable differences.Combat and magic see facelifts here as well. I cannot say that they make the game necessarily better, but changes such as removing iterative attacks and simplified spellcasting certainly make combat snappier. Additionally these changes feel aimed at making the barrier to entry just a little bit lower, which is not a bad thing at all. I know some people who play Pathfinder already and tend to apply their own rules to the game, not because there are inherent problems, but they just find theirs easier on friends who come over and do not game nearly as much as they do. This book is more akin to a toolbox for these kinds of players who want to try something new and make it more accessible at the same time.Items scaling in power really caught my eye, largely because I have a system like this already coded into my MUD from almost fifteen years ago. It handles a bit differently, but it works well all the same. It creates a little overhead for the person running the game as they have to adjust the item's statistics accordingly, which is admittedly something done more easily on a MUD where the computations are all just handled on the back end, but I really appreciated the flavor of this particular idea.Related to this, the item creation system is interesting as it helps to create unique and sometimes amusing items. This creation system is fairly easy to use, but the multiple challenge or check points each step of the way helps to create something that feels different when it is done. Sometimes the crafted item is fairly mundane. In some instances? It can border on hilarious.Creation is a theme throughout this 256 page hardcover book. The last fifth of the content revolves around creating monsters. This is incredibly cool and after spending over an hour with just this part alone (after reading it), it feels surprisingly balanced and comprehensive. The skeptic in me is certain that the system is broken in places somewhere, but to the designer's credit - nothing immediately jumped out at me. This is not in and of itself a quick process, with nine distinctive steps along the way. Thankfully steps get skipped here and there as they are not all relevant to all creatures all of the time.Of course, when you are talking about options - these will not all bit a hit with each and every person looking to run a game system. The weeding out of alignments struck me as a particularly odd choice as alignment feels important to the DNA of the game and seldom ever felt like it was getting in the way of things. The skill unlocks characters gain access to every five levels give things a slightly more video game feel as well. It is a nice touch, but it does not bring a great deal to the table.This is the kind of tome best wielded by an experienced Pathfinder player who is running the session, but has some great ideas that should allow newer players to find easier access to the game. As with any tool like this, it feels more like a set of suggestions than hard and fast rules. Use the parts that fit your players or current theme and feel free to skip the rest until another time. The quality of the book and the overall set of ideas are both quite sound, but with something like this you are apt to only use parts of it at any given time. Not essential, but still very good.

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