Tuesday, April 14, 2015

At A Glance: Pathfinder Unchained.

So, I sez.. 'betcha you won't pull that there chain...'


Pathfinder Unchained is what you get when you let the designers of the Pathfinder game brainstorm things out. Variant rules. Lots of them. New takes on the classes that have GMs tearing out their hair. Options and different takes on a myriad of things: Fractional Base Bonuses (saves/BAB and such), staggered advancement (variant version of multiclassing)

Classes: A new look at barbarian, monk, rogue and summoner.
 -Barbarian: Not too bad. More of a steamline and polish than re-balancing. Barbarian rage is now a simple +2 to melee attack/damage, thrown melee attacks and will saves, along with a penalty to AC, and temporary HP that goes first.. so you don't die from HP loss at the end of your rage. Rage powers are pretty much the same, with a few enhancements. You got a new category of rage powers: Stances. You can only use one stance power at a time, so there will be some switching.
-Monk: A tweak and polish to the monk. Full BAB and a tweak to flurry gives the monk teeth while throttling back the flurry mayhem. The big change (I've seen so far) is the ki powers; they are a very broad and selectable. Very wuxia in outlook. Style strike is added as well. One of the monk's flurry blows can be a style strike (with more as he levels) and have all sorts of fun effects.
-Rogue: One of my favorite classes, though I typically suck at it, but let's be honest there are oh-so-many options on how to do a 'trap monkey' now. You got to do a lot to make the rogue relevant when you got slayers, investigators, and all manner of archetypes and traits to get trapfinding in the mix. Most of what we get is polish, not much outright new. The new is finesse training, rogue's edge and debilitating injury. Finesse training is like what swashbuckler's get, an agile fighting style, but staggered. At 1st level, a rogue gets weapon finesse for free, at 3rd they get to add their dex (in stead of strength) to one finesse useable weapon with others being added later. Rogue's edge plays on the rogue's role as a skill monkey, adding on skill unlock powers to the skills they have. (More on that later) and finally debilitating strike which inflicts a a status condition when dealing sneak attack damage. Adding in tweaks and polish to rogue talents, I think they did a good job of pushing the rogue back into relevance.
-Summoner: If there was a class more hated by GMs than the summoner, I can't think of it. The summoner gets some tweaks and some justifiably needed re-balancing. Pretty much stays the same spellwise, with a few tweaks. Yeah, no more 2nd level haste spell kids. The big changes, naturally, are all around the eidolon. Each one now has a planar subtype as well as a body type. Each is aligned and a summoner can pick any 'adjacent' aligned type. Each gets perks and bonuses. Forms are tied to type: resistances, bonus to saving throws, dr and so on. All in all. I'm a hung jury on the summoner till I get to tweak my summoner and compare him to him as an unchained summoner.
-Factional base bonuses  & staggered advancement: Ways to advance/balance multiclass characters out. Meh to me.

Skills & Options: Background skills, consolidated skills, group skills, crafts/professions, skill unlocks and more on variant multiclassing. A variety of ways to streamline skill usage. Grouping skills by type, condesning them even further, and giving you a reason to specialize in a skill with Skill unlocks. You take a feat: Signature Skill, and go from there. Every five points you put in the skill comes an exceptional way you use it. I like that. Particularly for the rogues who now get one free @ 5th level. Lastly the multiclass alternates. (the stuff in classes is more phased advancement), this is more like the stuff in 4E multiclassing. Which I didn't like.
Gameplay: Gameplay elements like alignment, revising action economy, swapping out iterative attacks, tactics, wound levels and revised poison/disease. Tweaks and alternate methods of game play elements.
Magic: the big juice to me. You get rules for alternate spell casting as well as altering magic conditions (limited and wild magic) as well overclocking spells, spell fumbles, and esoteric material components and a few feats to juice things up. Then the last bit of the section is scaling items, and other approaches to magic items.
Monsters: More toys for the race/monster building crowd. Not my cup of tea but seems clear cut and good for making unique to your campaign folio of monster.

The crunch: Lots of it. particularly if you are a home gamer who wants to break with the usual mechanics.  It will be interesting to see what plays out in PFS and how much of this is followed up on in the splat books over time.

Sunday, April 5, 2015

And on a side note.. a PC has acheived VC status.

Lady Roasa Annarey Hellena Delaphine del Noire; Baroness of Lower Zimar 
Venture Captain of Yanmass

A mouthful in ain't it, she's the GM credit baby of the first Jacksonville run of Eyes of the Ten. Two weeks ago, I played through Beacon Below and got her to 12th level (finally) and from there jumped right up to 13th level.
So I started looking around for a place for the Lady del Noire to put up a Pathfinder Lodge that will fit her two goals in life; those are fairly simple to those that know her backstory. Roasa is a loyal subject of Taldor, the country not the ruler that is, and a Pathfinder; she's also a Lion Blade and has skills in diplomacy and such.
For Roasa, I chose Yanmass rather than Zimar as the location of her Pathfinder Lodge. From the trade city of Yanmass, she can build the intelligence network that she need to help the Society AND prepare for what she considers inevitable. The Taldan civil war that is going to break out when the Emperor dies in the next few years; Shes backing the Grand Prince's daughter in her claim for the throne.
Not that we'll ever hear of those tales sadly. There are no 13+ scenarios out there and as far as I can tell no modules in that range that cover Taldor or Qadira. Still, I'd like to hear of other folk's Seeker and Venture Captain-at-Large characters.


Baroness Roasa Annarey Hellena Delaphine del Noire
Female versatile human (Taldan) cleric of Pharasma 11/envoy of balance 2 (Pathfinder Player Companion: Champions of Balance)
N Medium humanoid (human)
Init +1; Senses Perception +22
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Defense
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AC 32, touch 14, flat-footed 31 (+10 armor, +2 deflection, +1 Dex, +1 luck, +2 natural, +6 shield)
hp 119 (13 HD; 2d6+11d8+50)
Fort +12, Ref +7, Will +18
Defensive Abilities death's embrace
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Offense
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Speed 30 ft.
Melee +3 consecrated cold iron morningstar +13/+8 (1d8+4) or
   dagger +10/+5 (1d4+1/19-20) or
   Masterwork dagger +11/+6 (1d4+1/19-20) or
   Masterwork silver morningstar +11/+6 (1d8+1)
Ranged darkwood heavy crossbow +11 (1d10/19-20)
Special Attacks channel positive energy 8/day (DC 21, 7d6)
Domain Spell-Like Abilities (CL 13th; concentration +21)
   11/day—bleeding touch (5 rounds), rebuke death (1d4+5)
Cleric Spells Prepared (CL 13th; concentration +21)
   7th—mass cure serious wounds, destruction[D] (DC 25), maddening oubliette (DC 25)
   6th—greater dispel magic, eaglesoul, heal[D], word of recall
   5th—communal air walk[UC], breath of life[D] (DC 23), fickle winds[UM], righteous might, wall of stone
   4th—cure critical wounds[D], dismissal (2, DC 22), holy smite (2, DC 22), greater magic weapon, planetary adaptation
   3rd—blood rage, cure serious wounds[D], dispel magic, magic vestment (2), communal resist energy[UC], searing light
   2nd—bull's strength (2), cure moderate wounds[D], cure moderate wounds, false life, lesser restoration, silence (DC 20)
   1st—bless, cultural adaptation, cure light wounds[D], endure elements, protection from evil, remove sickness[UM] (DC 19), shield of faith
   0 (at will)—detect magic, light, scrivener's chant, stabilize
   D Domain spell; Domains Death (Death, pharasma subdomain), Healing
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Statistics
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Str 12, Dex 12, Con 14, Int 14, Wis 26, Cha 20
Base Atk +9; CMB +10; CMD 24
Feats Command Undead, Fast Learner[ARG], Persuasive, Quick Channel[UM], Selective Channeling, Skill Focus (Diplomacy), Toughness, Versatile Channeler[UM]
Traits bully, extremely fashionable
Skills Acrobatics +5, Appraise +4, Bluff +14, Climb +3, Diplomacy +35, Disguise +11, Escape Artist +2, Fly +2, Heal +14, Intimidate +16, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +20, Perception +22, Perform (oratory) +9, Perform (sing) +7, Ride +2, Sense Motive +14, Spellcraft +12, Stealth +2, Survival +10 (+12 to avoid becoming lost), Swim +2
Languages Abyssal, Celestial, Common, Dwarven, Elven, Gnome, Hallit, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Shoanti, Skald, Tien, Varisian
SQ endowment (spiritual equilibrium), healer's blessing, incisive spells +1, versatile human
Combat Gear cold iron crossbow bolts (10), extend metamagic rod (lesser), jingasa of the fortunate soldier, oil of bless weapon, potion of cure light wounds (3), potion of enlarge person, potion of protection from evil (4), reach metamagic rod, scroll of align weapon, remove paralysis, scroll of comprehend languages, scroll of cultural adaptation, scroll of ghostbane dirge, scroll of invisibility purge (x2), scroll of make whole, scroll of remove fear, scroll of suppress charms and compulsions (x2), scroll of tap inner beauty (x2), silver crossbow bolts (10), wand of cure light wounds, wand of cure moderate wounds (9 charges), wand of lesser restoration (17 charges), wand of spiritual weapon (11 charges), air crystal (4), alchemist's fire (2), antiplague (5), antitoxin (4), ghast retch flask (2), holy water (7), tanglefoot bag (2); Other Gear +4 glamered mithral agile breastplate, +4 consecrated darkwood heavy wooden shield, +3 consecrated cold iron morningstar, crossbow bolts (15), dagger, darkwood heavy crossbow, Masterwork dagger, Masterwork silver morningstar,  pink and green sphere ioun stone,  scarlet and blue sphere ioun stone, amulet of natural armor +2, cloak of resistance +2, efficient quiver, handy haversack, headband of inspired wisdom +6, ocher rhomboid ioun stone, plague rat belt (greater), ring of eloquence, ring of protection +2, sleeves of many garments, tome of understanding +1, wayfinder, bedroll, belt pouch, blanket, winter, diamond dust (worth 2,000 gp), dress jewelry (worth 150 gp), earplugs, everburning torch, flint and steel, ink, black (3), inkpen (2), noble's outfit, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, scroll box, shield sconce, signet ring, silk rope (50 ft.), silver apsis consortium badge (severing ties), silver holy symbol of Pharasma, sunrod (2), tattoo holy symbol of Pharasma, hand, tent, small, light horse, bit and bridle, bit and bridle, riding saddle, 2,968 gp, 7 sp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bleeding Touch (5 rounds, 11/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Caravan (1 @ 5 lbs, Diplomacy) Can use the chosen skill to make Day Job rolls.
Cleric Domain (Death, Pharasma) Granted Powers: You can cause the living to bleed at a touch.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Command Undead (DC 21) Channel energy can take control of undead.
Death's Embrace (Ex) Heal damage from channeled negative energy.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.