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Pathfinder thread pastebin

Apr 20th, 2015
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  1. Reposting the Pathfinder Unchained stuff:
  2.  
  3. Summoner Summon Monster SLA was untouched
  4. Black Tentacles became a 4th level spell for them - Haste is 3rd
  5. Pounce is now 3 pts and level 7 required
  6. Free evolutions based on eidolon type
  7.  
  8. Variant Multiclassing
  9. Variant Multiclassing requires giving up half your feats (3rd, 7th, 11th, 15th and 19th level feats).
  10. >Rogue mutliclass gives Sneak Attack 4d6/evasion/uncanny dodge/trapfinding
  11. >Bard grants bardic knowledge, some performances (including inspire courage and competence), versatile performance, and lore master.
  12. >Monk grants unarmed strike, evasion, a ki pool, and the AC bonus.
  13. >Oracle grants a mystery, a curse, revelations, and orisons.
  14. >Sorcerers do grant their bloodline and bloodline powers.
  15. >Witch grants hexes, a familiar, and cantrips.
  16. >Magus grants arcane pool, magus arcana, and spellstrike.
  17. >Alchemist grants alchemy, bombs, mutagens, and poison use.
  18. >Druid grants wild empathy, a companion, and wildshape.
  19. >Ranger grants, track, favored enemy, and favored terrain.
  20. >Fighter grants bravery, armor training 1 & 2, and weapon training 1 & 2.
  21. >Paladin grants detect evil, lay on hands, smite evil, mercy, and divine bond.
  22. >Cavalier grants an order, challenge, tactician, and order & tactician abilities.
  23. >Cleric grants spontaneous casting and the bonus language, one domain's 1st level power, reduced channeling, and the same domain's 8th level power
  24. >Wizard picks a school, grants a power at 3rd level, a familiar, some cantrips, another power and then a bonus feat or arcane discovery
  25. >Inquisitor picks a deity, gets code of conduct, gains judgement 1/day, stern gaze, solo tactics, and a second judgement at the end
  26. All class abilities granted work as the original class feature. You also get the limitations (ie. Paladins vmc are LG etc.)
  27. Class abilities granted count for feats/prc requirements etc.
  28.  
  29. Monk got
  30. >full BAB
  31. >d10 HD and 2 good saves (Fort/Ref - Will is now poor)
  32. >Flurry is now extra attack at full BAB
  33. >at level 11 they gain an additional attack
  34. >monks gain ki powers at 4th level and every 2 after
  35. >Unchained monk does not work with all archetypes
  36. >Abundant step at 8th level
  37. >Flurry of Blows now adds one attack at highest attack bonus, and at level 11 adds a second attack at highest attack bonus.
  38. >Most class abilities are Ki Powers now. Ki Powers basically being Qinggong Monk. So you have select them. This means that you can't use most archetypes with it. For example:
  39. >Diamond Body is a ki power
  40. >One ki power gives flight.
  41. >One gives discordant blast
  42. >Cobra Breath allows you to neutralize poison and spit it at people
  43. >Flying Kick gives double damage on an unarmed attack
  44. >Foot Stomp can prevent people from getting away
  45. >Elbow Smash can give you an extra attack for nonlethal
  46. Most of the attack ones can be used as part of a Flurry. Couple are debuffs.
  47.  
  48. Barbarian got:
  49. >Rage = +2 hit/dmg and 2 temp hp per level
  50. >Greater Rage = +3 hit/dmg, and 3 temp hp per level
  51. >Mighty Rage = +4 hit/dmg, and 4 temp hp per level
  52. >AC penalty and Will bonus don't change.
  53. >Raging Swimmer is now a swim speed
  54. >Raging Climber is now a climb speed
  55.  
  56. Unchained Rogue
  57. >Weapon Finesse at level 1
  58. >Dex to Damage with Finessable weapon at levels 3, 11, 19
  59. >Level 5 they get Signature Skill
  60. >Signature skill advances at 10, 15, 20
  61.  
  62. For example, if you take disguise you get:
  63. >Disguise in 1d3 mins
  64. >No penalties for age, gender, race
  65. >Disguise as a standard action
  66.  
  67. Stealth gets:
  68. >less penalties when moving
  69. >get better at sniping
  70. >deny dexterity bonus for entire round
  71.  
  72. Sleight of Hand gets:
  73. >Use Sleight of Hand to improve disarm or steal maneuver attempts (+2)
  74. >easier to use Sleight of Hand as a move action (–10 only)
  75. >easier as a swift action (–20)
  76. >later no penalty as a move action and much easier as a swift action (–10)
  77.  
  78. Acrobatics gets:
  79. >normal speed through a threatened square at a lower penalty
  80. >use Acrobatics as a defense against trip attacks or a Reflex save against falls
  81. >stand up from prone with AoO
  82. >double Acrobatics on jumps plus fall any distance and not end up prone if you remain conscious
  83.  
  84. Here's the VMC for gunslingers:
  85. >3rd level = proficiency in firearms
  86. >7th level = Gunsmith class feature
  87. >11th level = Amateur gunslinger feat
  88. >15th level = 3rd level deed of your choice
  89. >19th level = 7th level deed of your choice
  90.  
  91. VMC Bard
  92. >3rd level = Bardic Knowledge
  93. >7th level = Bardic Performance (level - 4), Inspire Courage, Inspire Competence, limited uses per day
  94. >11th level = Versatile Performance (one choice)
  95. >15th level = Lore Master 1/day
  96. >19th level = Dirge of Doom, Inspire Greatness
  97.  
  98. VMC Oracle
  99. >1st level = Oracle's Curse (1/2 level), Oracle Mystery
  100. >3rd level = Revelation
  101. >7th level = Orison
  102. >11th level = +5 effective oracle level for Curse
  103. >15th level = Revelation
  104. >19th level = Revelation
  105.  
  106. VMC Fighter
  107. >3rd level = Bravery
  108. >5th level = Bonded Weapon (basically EWP)
  109. >7th level = Armor Training 1
  110. >11th level = Weapon Training 1
  111. >15th level = Armor Training 2
  112. >19th level = Weapon Training 2
  113.  
  114. VMC Alchemist
  115. >3rd level = 1/2 level on Craft Alchemy and can use that skill to identify potions
  116. >7th level = Int mod + 1/2 level in bombs per day that deal damage as an Alchemist of your level
  117. >11th level = Mutagen
  118. >15th level = Poison Use and Swift Poisoning
  119. >19th level = Poison Immunity
  120.  
  121. VMC Summoner:
  122. >3rd level = Summon Monster 1/day at effective Summoner level equal to character level - 2
  123. >7th level = Eidolon at effective Summoner level equal to character level - 4
  124. >11th level = Summon Monster 3/day
  125. >15th level = Shield Ally
  126. >19th level = Aspect but only 1 evolution point
  127.  
  128. VMC Ranger:
  129. >3rd level = Track as Ranger level = Character level
  130. >7th = 1st Favoured Enemy
  131. >11th level = 1st Favoured Terrain
  132. >15th level = Woodland Stride, Swift Track
  133. >19th level = Quarry
  134.  
  135. VMC Rogue:
  136. >3rd level = Trapfinding
  137. >7th level = Evasion, Sneak Attack +1d6
  138. >11th level = Uncanny Dodge, Sneak Attack +2d6
  139. >15th level = Sneak Attack +3d6
  140. >19th level = Sneak Attack +4d6
  141.  
  142. VMC Paladin:
  143. >1st level = Code of Conduct, Aura of Good
  144. >3rd level = Detect Evil
  145. >7th level = Lay on Hands 1/2 char level per day, heal as Paladin of char level -4
  146. >11th level = Smite Evil 1/day as Paladin of char level -4
  147. >15th level = One Mercy from 3rd level Mercy list
  148. >19th level = Divine Bond as Paladin of char level -3
  149.  
  150. VMC Sorceror:
  151. >1st level = Pick a bloodline
  152. >3rd level = 1st level Bloodline Power
  153. >7th level = 3rd level Bloodline Power
  154. >11th level = Bloodline Feat or Eschew Materials
  155. >15th level = 9th level Bloodline Power
  156. >19th level = 15th level Bloodline Power
  157.  
  158.  
  159. And on a unrelated to Unchained note, have some spoilers for Heroes of the Wild:
  160.  
  161. >Archetypes
  162. Witch (Herb Witch) = easier time brewing alchemical shit and has a new power called Herbal Remedies
  163. Inquisitor (Green Faith Marshal)
  164. Alchemist (Horticulturist)
  165. Summoner (Wild Caller) - gets a plant Eidolon with base forms of Mushroom, Cactus, Conifer, or Tree
  166.  
  167. >Alternate Racial Traits
  168. Core races get alternate racial traits - these are:
  169.  
  170. Fey Magic (3x 0 level spells 1/day, 1x 1st level spell 1/day - all are druidic)
  171. Fey Thoughts (add two skills to class skills - one of which is UMD)
  172. Low-light Vision
  173.  
  174. >Witch Patrons
  175. Storms
  176. Summer
  177. Thorns
  178. Mountains
  179. Plants
  180.  
  181. Heroes of the Wild Spoilers:
  182.  
  183. >Alchemist (Horticulturist)
  184. gains a plant familiar
  185. gains bombs that work either only on plants or only on non-plant matter
  186. And this:
  187.  
  188. Seed Extract: At 1st level, the horticulturist gains the ability to summon amazing animate plants using alchemically treated seeds. The horticulturist adds summon monster I–VI as 1st- through 6th-level extracts, respectively, to his class extract list. For example, he automatically adds summon monster I to his formula book at 1st level, and adds the higher-level spells to his formula book each time he gains the ability to use extracts of those levels. Using these extracts takes 1 round (as the spell’s normal casting time), and the creature summoned must be placed in a space adjacent to the horticulturist. The horticulturist can’t use these extracts to summon any of the elementals or outsiders listed on the spells’ summoning tables. Creatures the horticulturist summons with these extracts become creatures with the plant type (gaining low-light vision and immunity to mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stun) rather than their normal type, but their attack bonuses, Hit Dice, saving throws, and skills don’t change.
  189. This ability replaces mutagen and the discovery normally gained at 2nd level. The horticulturist can’t choose the mutagen discovery.
  190.  
  191. >Witch (Herb Witch)
  192. Profession (Herbalist) instead of Craft (Alchemy)
  193. gains a bonus to Profession (Herbalist)
  194. gains 3+Int Mod remedies
  195. remedies can be used to cure blindness, deafness, nausea, disease, fatigue, sickness, poison
  196. lose first hex
  197. cauldron must be second hex
  198. must take patron connected to nature
  199.  
  200. >Wood Spirit
  201. Hex that briefly turns targets into twisted, treelike beings that gain Hardness but are staggered (once per day per target)
  202. Hex that commands plants to produce Goodberries
  203. Hex to conjure thorny shit that acts as Light Undergrowth that the Shaman can pass through
  204. Hex that mimics Woodland Stride and later upgrades to airwalk
  205. Remote communication from one plant to the area around another plant, with the shaman's voice manifesting as a rustling noise from the leaves. This one upgrades to also be able to listen to areas around plants while near different plants.
  206. Spirit Animal is a wooden figurine or animal-shaped tree. It gains Freeze.
  207. Can turn an arm into a tree limb for slam attacks (reach increases later, and transform-both-arms is also an upgrade)
  208. Can grow roots that act like mini-Black Tentacles.
  209. 1/day tree-transformation as Plant Shape III
  210. Capstone makes the shaman a being of living wood. It gives the Plant subtype, +4 Natural Armor, DR against Wood, some of the Plant Immunities (Paralysis, Poison, Polymorph, Sleep, Stun), and meld-with-wood at will
  211.  
  212. >Feats
  213. Fey Performance
  214. The wind, trees, and local wildlife join in on your bardic performances.
  215. Prerequisite: Bardic performance class ability.
  216. Benefit: You can enhance your performance with nature’s sights and sounds by expending an extra round of bardic performance at the start of the performance. The range of the performance increases by 30 feet. Furthermore, for the purposes of affecting blind and deaf creatures, this performance counts as having both audible and visible components. This feat doesn’t function in environments devoid of animal and plant life.
  217.  
  218. >Some other new feats:
  219.  
  220. Bounding Step = You can leap through difficult terrain like a deer
  221. Branch Pounce (Combat) = You are adept at climbing trees and using the higher ground to your advantage in battle.
  222. Charging Stag Style (Combat, Style) = Practitioners of Charging Stag Style can charge fluidly around trees, taking enemies by surprise in the wilderness.
  223. Earth Magic = You can draw raw magical energy from the ground to empower your spells.
  224. Verdant Spell (Metamagic) = Your magical connection to nature allows you to entice, fool, and misdirect plants and fungi as though they were people.
  225.  
  226. There's also a new Shaman Spirit.
  227.  
  228. Plant Eidolon: When a wild caller summons his eidolon, the eidolon’s body is created from extraplanar plant material and imbued with the intelligence of a being from the First World. Its statistics are changed as follows:
  229.  
  230. Type: The eidolon has the plant creature type and extraplanar subtype. The eidolon is not immune to mind-affecting or polymorph effects, though it does gain immunity to paralysis, poison, sleep effects, and stunning.
  231.  
  232. Base Form: When the eidolon is summoned in an environment matching one of
  233. these base forms, the wild caller can choose to change the eidolon’s base form to the matching form by sacrificing one daily use of his summon nature’s ally ability as a free action.
  234. Plant eidolon base forms are as follows.
  235.  
  236. Cactus (desert): Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attacks slam (1d8), sting (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions limbs (arms), limbs (legs), sting, tail.
  237.  
  238. Conifer ( forest, mountain): Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attacks 2 claws (1d4); Ability Scores Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 11; Resist cold 10; Free Evolutions claws, limbs (arms), limbs (legs), resistance (cold).
  239.  
  240. Mushroom (swamp, underground): Size Medium; Speed 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6) plus poison; Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (arms), limbs (legs), poison.
  241.  
  242. Tree (forest, jungle, swamp): Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort
  243. (good), Ref (good), Will (bad); Attacks 2 slams (1d8); Ability Scores Str 16, Dex 12, Con 13,
  244. Int 7, Wis 10, Cha 11; Free Evolutions improved natural armor, limbs (arms), limbs (legs), slam ×2.
  245.  
  246. This ability alters the summoner’s eidolon.
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