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PaThfINder UNcHaINed PaTHfINder UNcHaINed PaTHfINDer UNcHaINed PDF

258 Pages·2015·43.46 MB·English
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PPP aaaTTThHHfffIIINNNddDeeerrr UUU NNNcccHHHaaaIIINNNeeeddd PPp aaaTTTHHHfffIIINNNdDDeeerrr UUU NNNcccHHHaaaIIINNNeeedDD PPP UUU aaaTTThHHFffIIINNNddDeeerrr NNNcccHHHaaaIIINNNeeeddd CREDITS Lead Designer • Jason Bulmahn Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter Authors • Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor Cover Artist • Wayne Reynolds Interior Artists • Mike Allen, David Alvarez, Rogier van de Beek, Dmitry Burmak, Rayph Beisner, Eric Belisle, Tomasz Chistowski, Ivan Dixon, Mattias Fahlberg, Jorge Fares, Yuriy Georgiev, Daniel Jiménez Villalba, Rob Joseph, Diana Martinez, Nikola Matkovic, Michael J. Penn, Roberto Pitturru, Géraud Soulié, and Ben Wootten Creative Director • James Jacobs Editor-in-Chief • F. Wesley Schneider Managing Editor • James L. Sutter Senior Developer • Rob McCreary Developers • John Compton, Adam Daigle, Mark Moreland, and Owen K.C. Stephens Associate Editors • Judy Bauer and Christopher Carey Editors • Thomas Call, Garrett Guillotte, Joe Homes, Andrea Howe, Matt Jackson, Jason Keeley, Lyz Liddell, and Ryan Macklin Managing Art Director • Sarah E. Robinson Senior Art Director • Andrew Vallas Art Director • Sonja Morris Graphic Designers • Emily Crowell and Ben Mouch Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Finance Manager • Christopher Self Staff Accountant • Ashley Kaprielian Data Entry Clerk • B. Scott Keim Chief Technical Officer • Vic Wertz Software Development Manager • Cort Odekirk Senior Software Developer • Gary Teter Campaign Coordinator • Mike Brock Project Manager • Jessica Price Licensing Coordinator • Michael Kenway Customer Service Team • Sharaya Kemp, Katina Mathieson, Sara Marie Teter, and Diego Valdez Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, Liz Courts, Winslow Dalpe, Lissa Guillet, Erik Keith, Chris Lambertz, and Scott Spalding Special Thanks • The countless players and Game Masters who have helped us refine this game over the years. This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkinson. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort. Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Pathfinder Unchained is published by Paizo Inc. under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Roleplaying Game, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Tales, and Wrath of the Righteous are trademarks of Paizo Inc. © 2015 Paizo Inc. First printing April 2015. Printed in China. TABLE OF CONTENTS INTRODUCTION 4 CHAPTER 5: MONSTERS 192 Simple Monster Creation 194 CHAPTER 1: CLASSES 6 Step 1: Array 196 Barbarian 8 Step 2: Creature Type or Class Graft 204 Monk 14 Step 3: Subtype Graft 214 Rogue 20 Step 4: Template Graft 216 Summoner 25 Step 5: Size Graft 217 Fractional Base Bonuses 40 Step 6: Spells 218 Staggered Advancement 42 Step 7: Monster Options 228 Step 8: Skills 240 Step 9: Damage 241 CHAPTER 2: SKILLS AND OPTIONS 44 Monster Creation Examples 242 Background Skills 46 Consolidated Skills 54 INDEX 254 Grouped Skills 70 Alternate Crafting and Profession Rules 72 Skill Unlocks 82 Variant Multiclassing 88 CHAPTER 3: GAMEPLAY 92 Alignment 95 Removing Alignment 100 Revised Action Economy 102 Removing Iterative Attacks 110 Stamina and Combat Tricks 112 Wound Thresholds 136 Diseases and Poisons 138 CHAPTER 4: MAGIC 142 Simplified Spellcasting 144 Spell Alterations 146 Esoteric Material Components 150 Automatic Bonus Progression 156 Innate Item Bonuses 158 Scaling Items 160 Dynamic Magic Item Creation 180 Introduction In 2008, Paizo released the Pathfinder Roleplaying Game. NAVIGATING THIS BOOK It was a massive project, and we gave it everything we had, Each chapter in this book presents rules that share a common combining the best legacies of the past with fresh new ideas theme. The only exception is Chapter 3, which focuses on to create the game you know today. rules that don’t fit in with any of the other chapters’ concepts. But a game designer never stops tinkering. Chapter 1—Classes: Your choice of class remains one In the years since, we’ve released tons of new rules, of the most important parts of creating a character. This from classes and subsystems to feats and spells. Yet there chapter presents four new takes on familiar classes, which were always those ideas too big to be touched—the shiny, have been redesigned to improve their ease of use and power terrifying ones that could fundamentally alter the way the relative to other classes. In addition, this chapter contains game works. Unwilling to rock the boat, we incorporated new rules that relate to character advancement. them into our home games or set them aside. Barbarian: Though rage remains similar to its original Until now. Within these pages, you’ll find lovingly design, it’s now easier to implement, and rage powers have crafted refinements that fine-tune the Pathfinder RPG rules been rebalanced to become a more important part of the class. system, and mad experiments that transform it completely. Monk: Receiving the most wide-reaching changes, the With Pathfinder Unchained, you become the designer—which monk now has expanded options in the form of ki powers, parts of this book you incorporate into your game, and allowing you to create exactly the monk you want to play. which parts you leave on the shelf, are entirely your call. Rogue: The new version of the rogue gains enhancements We’re opening up our workshop and offering you our to its combat abilities and solidifies its role as the master best tools. What you build with them is up to you. of skills. 44 IInnttrroodduuccttiioonn Summoner: The revised version of the summoner remains largely the same, aside from a revised spell list, but players Sources will benefit from big changes to eidolons, which now have References to rules found in other products are marked subtypes that flavor many of your choices. with the following abbreviations. These rules are also Fractional Base Bonuses: This short section details a system available online for free at paizo.com/prd. by which level-based bonuses are given as fractions, helping Advanced Class Guide ACG to balance multiclass characters. Advanced Player’s Guide APG Staggered Advancement: Staggered advancement allows you Advanced Race Guide ARG to gain some of your bonuses, such as skill ranks, hit points, Ultimate Combat UC and saving throws, at even breaks between levels. Ultimate Equipment UE Chapter 2—Skills and Options: While much of this Ultimate Magic UM chapter focuses on new ways to use skills in your game, it also includes a system for replacing some of your feats with class features from other classes. Wound Thresholds: In a normal game, characters can be on Background Skills: This system splits skills into two the edge of death without suffering any sort of impairment. categories: adventuring skills and background skills. This system introduces escalating penalties as a character’s Characters get a few extra ranks in the latter, allowing hit points dwindle. them to acquire skills that rarely come up during adventures. Diseases and Poisons: More than just ability score damage, Consolidated Skills: This system reduces the total number the new diseases and poisons in this section include a of skills from more than 30 to just 12. It also reduces the variety of conditions and a track that leads from healthy overall number of skill ranks, making them easier to track. to severely impaired. Grouped Skills: Using this system, a character can gain Chapter 4—Magic: Covering both spellcasting and broad training in a group of skills, while specializing in magic items, the rules in this chapter both enhance and a few subsets. place limits on the power of magic in your game. Alternate Crafting and Profession: This section expands Simplified Spellcasting: High-level prepared casters have the Craft and Profession rules, making them more robust a lot of work to do each morning. These spellcasters gain parts of the game. flexibility when using this simplified casting system, but Skill Unlocks: With these rules, a character who reaches pay for it by gaining fewer overall spells per day. 5, 10, 15, or 20 ranks in a skill unlocks various bonuses Spell Alterations: This section offers a number of different and abilities unique to that skill. The revised rogue from possibilities for altering how spells work in your game, Chapter 1 uses these rules extensively, but others can gain from limited power to unbridled wild magic. access to them with a new feat. Esoteric Material Components: More than just bat guano Variant Multiclassing: These rules allow characters to and a live cricket, these components influence the effects dabble in other classes by swapping out feats for a limited of your spells. selection of class features from their secondary pursuits. Automatic Bonus Progression: Characters come to rely on Chapter 3—Gameplay: This chapter deals primarily with specific magic items to grant them the bonuses they need combat options, but it also covers alignment and a few other to succeed. This system removes these items in favor of game systems. bonuses all characters receive as they go up in level. Alignment: These rules allow alignment to be a more Innate Item Bonuses: But what if you like your magic fluid part of a character, changing over time based on the items to grant bonuses? With this option, all items grant character’s actions and deeds. bonuses in addition to any other powers and abilities they Removing Alignment: This section gives guidelines for might have. removing alignment from the game entirely. Scaling Items: Scaling items, an entirely new type of Revised Action Economy: This system streamlines the game magic item, advance in power as you gain levels, effectively by giving each character three simple actions per turn and growing with your character. one additional action between turns. Dynamic Magic Item Creation: This section adds adventure Removing Iterative Attacks: Running a high-level character to the process of creating a magic item—formerly little more can involve rolling a lot of dice every turn. This section makes than a complex math problem. the process simpler, allowing a player to roll to attack only Chapter 5—Monsters: Finally, creating monsters for once, while still dealing comparable damage. your game is simple with this new, easy-to-use process! Stamina and Combat Tricks: This expansive new rules With the rules in this chapter, you can create the monster system offers a wide variety of combat options for martially you need in a matter of minutes while still ensuring it’s focused characters. balanced and ready for use at the table. 55 Classes 1 he dragon roared, a T stream of lightning blasting forth to scorch the ground where Sajan had been standing. The monk flew backward, tucking into a flip. “Now, Amiri!” In response, Amiri burst from behind a rock, bellowing a battle cry. Her massive sword chopped down, shearing through the dragon’s forearm. Blood fountained. “Ha!” Amiri yelled. “Nice distraction. Maybe you monk types are good for something after all.” “Insults are the surest sign of an unsettled mind,” Sajan said, and sprinted for the dragon, blade raised high... Introduction Barbarian Since the release of the Pathfinder RPG Core Rulebook, countless For some heroes, the rage that lives within them can’t be game sessions have revealed that certain classes have been contained. Whether this fury is a product of heritage or of pushing against their constraints, yearning to break free nature, these adventurers have learned to harness it, turning into something at once familiar and new. This chapter its power against their foes. The primal warriors known includes unchained versions of the barbarian, monk, rogue, as barbarians transform their rage into a potent weapon and summoner, as well as subsystems that alter character on a battlefield. Heedless of their wounds and possessed advancement. These classes can be used alongside their of unstoppable bloodlust, these savage brutes are the original counterparts (although individual characters must embodiment of war. use one version or the other exclusively). Some feats, rage Unchained: The unchained barbarian is similar in many powers, rogue talents, and other rules might not work with regards to its counterpart in the Core Rulebook—she still goes the unchained classes, and such rules should be reviewed into a rage and gains rage powers, but many of the details before being used with the new versions. Finally, with the have been changed. Rage now grants temporary hit points exception of the monk, these classes should work with any of and static bonuses on attack and damage rolls, rather than the archetypes from previous books as long as the classes still bonuses to ability scores that force players to recalculate a have the appropriate class features to replace. number of statistics. Additionally, many rage powers now Barbarian: From a game balance perspective, the original function whenever the barbarian is raging, as opposed to barbarian serves her role admirably, but her mechanics just once per rage. Finally, the overall utility of many of the require the player to recalculate numerous values once rage powers has been adjusted to make them more useful she enters a rage and keep track of a bevy of once-per-rage and interesting. abilities. She can easily die in a fight due to the way that Alignment: Any nonlawful. ending a rage lowers her hit points. The unchained barbarian Hit Die: d12. significantly simplifies the rage bonus calculations, and she gains temporary hit points instead of raising and later CLASS SKILLS decreasing her current and maximum hit points. Finally, she The barbarian’s class skills are Acrobatics (Dex), Climb (Str), gains stronger versions of some of the weakest rage powers. Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge Monk: The original monk has many disparate abilities, (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), which don’t always work together and are inflexible. The and Swim (Str). unchained monk loosens up, gaining ki powers that allow Skill Ranks per Level: 4 + Int modifier. greater customization. The unchained monk also has a full base attack bonus and an all-new flurry of blows. CLASS FEATURES Rogue: The original rogue has a niche thanks to her All of the following are class features of the barbarian. sneak attack and high number of skill ranks, but she is Weapon and Armor Proficiency: A barbarian is proficient still somewhat underpowered. The unchained rogue can with all simple and martial weapons, light armor, medium debilitate her enemies to dramatically alter her ability to hit armor, and shields (except tower shields). or dodge them, gains a unique edge when using her favorite Fast Movement (Ex): A barbarian’s base speed is faster skills, and enjoys a significant boost to her rogue talents. than the norm for her race by 10 feet. This benefit applies Summoner: The original summoner has plenty of only when she is wearing no armor, light armor, or medium innovative features, but he also lacks focus and theme. The armor, and not carrying a heavy load. Apply this bonus before unchained summoner gains an eidolon that fits among modifying the barbarian’s speed because of any load carried existing outsiders, gaining additional abilities and plenty or armor worn. This bonus stacks with any other bonuses to of thematic flavor. Additionally, he has a revised spell list the barbarian’s base speed. more in line with similar casters. Rage (Ex): A barbarian can call upon inner reserves of Fractional Advancement: Every class has a mathematical strength and ferocity, granting her additional combat prowess. progression for its base attack bonus and saving throws. At 1st level, a barbarian can rage for a number of rounds per day Sometimes, multiclassing leads to unusual results, and this equal to 4 + her Constitution modifier. For each level after 1st system allows you to calculate in detail without rounding. she possesses, the barbarian can rage for 2 additional rounds Staggered Advancement: It can feel a bit strange when per day. Temporary increases to Constitution, such as that a character picks up 10 new skills and a variety of other gained from bear’s endurance, do not increase the total number abilities all in one night. This system allows you to spread of rounds that a barbarian can rage per day. A barbarian can out advancement over the course of a level. enter a rage as a free action. The total number of rounds of 88 CCllaasssseess 1 rage per day is renewed after resting for 8 hours, although mark after seeing the result of the d20 roll. This ability can these hours need not be consecutive. be used only once per day. While in a rage, a barbarian gains a +2 bonus on melee Bleeding Blow (Ex): While in the powerful stance, the attack rolls, melee damage rolls, thrown weapon damage barbarian can make an attack that causes her enemies to rolls, and Will saving throws. In addition, she takes a –2 bleed profusely. Once per round, she can have one of her penalty to Armor Class. She also gains 2 temporary hit points attacks deal an amount of bleed damage equal to 1/2 her per Hit Die. These temporary hit points are lost first when a bonus damage from powerful stance. This bleed damage character takes damage, disappear when the rage ends, and bypasses damage reduction. This bleed damage doesn’t are not replenished if the barbarian enters a rage again within stack with itself. A barbarian must have the powerful stance 1 minute of her previous rage. While in a rage, a barbarian rage power and be at least 8th level to select this rage power. cannot use any Charisma-, Dexterity-, or Intelligence-based Calm Stance (Ex): The barbarian can enter a state of calm. skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability While in this stance, the barbarian doesn’t gain any benefits that requires patience or concentration (such as spellcasting). from rage other than the temporary hit points, but she A barbarian can end her rage as a free action, and is doesn’t take any of the penalties from rage (including the fatigued for 1 minute after a rage ends. A barbarian can’t penalty to AC and the restriction on actions she can take). enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends. Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once. Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends. Accurate Stance (Ex): The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power. Animal Fury (Ex): The barbarian gains a bite attack. This is a primary natural attack that deals 1d4 points of damage (if the barbarian is Medium; 1d3 if the barbarian is Small) plus the barbarian’s Strength modifier. If made as part of a full- attack action with manufactured weapons, the bite attack is made at the barbarian’s full base attack bonus – 5, and she adds only 1/2 her Strength modifier to the damage roll. The barbarian can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, grapple checks attempted by the barbarian against the target until the end of the round gain a +2 bonus. Auspicious Mark (Su): The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a swift action, she can call upon the spirits’ favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious 99

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