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Reposting the Pathfinder Unchained stuff: Summoner Summon Monster SLA was untouched Black Tentacles became a 4th level spell for them - Haste is 3rd Pounce is now 3 pts and level 7 required Free evolutions based on eidolon type Variant Multiclassing Variant Multiclassing requires giving up half your feats (3rd, 7th, 11th, 15th and 19th level feats). >Rogue mutliclass gives Sneak Attack 4d6/evasion/uncanny dodge/trapfinding >Bard grants bardic knowledge, some performances (including inspire courage and competence), versatile performance, and lore master. >Monk grants unarmed strike, evasion, a ki pool, and the AC bonus. >Oracle grants a mystery, a curse, revelations, and orisons. >Sorcerers do grant their bloodline and bloodline powers. >Witch grants hexes, a familiar, and cantrips. >Magus grants arcane pool, magus arcana, and spellstrike. >Alchemist grants alchemy, bombs, mutagens, and poison use. >Druid grants wild empathy, a companion, and wildshape. >Ranger grants, track, favored enemy, and favored terrain. >Fighter grants bravery, armor training 1 & 2, and weapon training 1 & 2. >Paladin grants detect evil, lay on hands, smite evil, mercy, and divine bond. >Cavalier grants an order, challenge, tactician, and order & tactician abilities. >Cleric grants spontaneous casting and the bonus language, one domain's 1st level power, reduced channeling, and the same domain's 8th level power >Wizard picks a school, grants a power at 3rd level, a familiar, some cantrips, another power and then a bonus feat or arcane discovery >Inquisitor picks a deity, gets code of conduct, gains judgement 1/day, stern gaze, solo tactics, and a second judgement at the end All class abilities granted work as the original class feature. You also get the limitations (ie. Paladins vmc are LG etc.) Class abilities granted count for feats/prc requirements etc. Monk got >full BAB >d10 HD and 2 good saves (Fort/Ref - Will is now poor) >Flurry is now extra attack at full BAB >at level 11 they gain an additional attack >monks gain ki powers at 4th level and every 2 after >Unchained monk does not work with all archetypes >Abundant step at 8th level >Flurry of Blows now adds one attack at highest attack bonus, and at level 11 adds a second attack at highest attack bonus. >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: >Diamond Body is a ki power >One ki power gives flight. >One gives discordant blast >Cobra Breath allows you to neutralize poison and spit it at people >Flying Kick gives double damage on an unarmed attack >Foot Stomp can prevent people from getting away >Elbow Smash can give you an extra attack for nonlethal Most of the attack ones can be used as part of a Flurry. Couple are debuffs. Barbarian got: >Rage = +2 hit/dmg and 2 temp hp per level >Greater Rage = +3 hit/dmg, and 3 temp hp per level >Mighty Rage = +4 hit/dmg, and 4 temp hp per level >AC penalty and Will bonus don't change. >Raging Swimmer is now a swim speed >Raging Climber is now a climb speed Unchained Rogue >Weapon Finesse at level 1 >Dex to Damage with Finessable weapon at levels 3, 11, 19 >Level 5 they get Signature Skill >Signature skill advances at 10, 15, 20 For example, if you take disguise you get: >Disguise in 1d3 mins >No penalties for age, gender, race >Disguise as a standard action Stealth gets: >less penalties when moving >get better at sniping >deny dexterity bonus for entire round Sleight of Hand gets: >Use Sleight of Hand to improve disarm or steal maneuver attempts (+2) >easier to use Sleight of Hand as a move action (–10 only) >easier as a swift action (–20) >later no penalty as a move action and much easier as a swift action (–10) Acrobatics gets: >normal speed through a threatened square at a lower penalty >use Acrobatics as a defense against trip attacks or a Reflex save against falls >stand up from prone with AoO >double Acrobatics on jumps plus fall any distance and not end up prone if you remain conscious Here's the VMC for gunslingers: >3rd level = proficiency in firearms >7th level = Gunsmith class feature >11th level = Amateur gunslinger feat >15th level = 3rd level deed of your choice >19th level = 7th level deed of your choice VMC Bard >3rd level = Bardic Knowledge >7th level = Bardic Performance (level - 4), Inspire Courage, Inspire Competence, limited uses per day >11th level = Versatile Performance (one choice) >15th level = Lore Master 1/day >19th level = Dirge of Doom, Inspire Greatness VMC Oracle >1st level = Oracle's Curse (1/2 level), Oracle Mystery >3rd level = Revelation >7th level = Orison >11th level = +5 effective oracle level for Curse >15th level = Revelation >19th level = Revelation VMC Fighter >3rd level = Bravery >5th level = Bonded Weapon (basically EWP) >7th level = Armor Training 1 >11th level = Weapon Training 1 >15th level = Armor Training 2 >19th level = Weapon Training 2 VMC Alchemist >3rd level = 1/2 level on Craft Alchemy and can use that skill to identify potions >7th level = Int mod + 1/2 level in bombs per day that deal damage as an Alchemist of your level >11th level = Mutagen >15th level = Poison Use and Swift Poisoning >19th level = Poison Immunity VMC Summoner: >3rd level = Summon Monster 1/day at effective Summoner level equal to character level - 2 >7th level = Eidolon at effective Summoner level equal to character level - 4 >11th level = Summon Monster 3/day >15th level = Shield Ally >19th level = Aspect but only 1 evolution point VMC Ranger: >3rd level = Track as Ranger level = Character level >7th = 1st Favoured Enemy >11th level = 1st Favoured Terrain >15th level = Woodland Stride, Swift Track >19th level = Quarry VMC Rogue: >3rd level = Trapfinding >7th level = Evasion, Sneak Attack +1d6 >11th level = Uncanny Dodge, Sneak Attack +2d6 >15th level = Sneak Attack +3d6 >19th level = Sneak Attack +4d6 VMC Paladin: >1st level = Code of Conduct, Aura of Good >3rd level = Detect Evil >7th level = Lay on Hands 1/2 char level per day, heal as Paladin of char level -4 >11th level = Smite Evil 1/day as Paladin of char level -4 >15th level = One Mercy from 3rd level Mercy list >19th level = Divine Bond as Paladin of char level -3 VMC Sorceror: >1st level = Pick a bloodline >3rd level = 1st level Bloodline Power >7th level = 3rd level Bloodline Power >11th level = Bloodline Feat or Eschew Materials >15th level = 9th level Bloodline Power >19th level = 15th level Bloodline Power And on a unrelated to Unchained note, have some spoilers for Heroes of the Wild: >Archetypes Witch (Herb Witch) = easier time brewing alchemical shit and has a new power called Herbal Remedies Inquisitor (Green Faith Marshal) Alchemist (Horticulturist) Summoner (Wild Caller) - gets a plant Eidolon with base forms of Mushroom, Cactus, Conifer, or Tree >Alternate Racial Traits Core races get alternate racial traits - these are: Fey Magic (3x 0 level spells 1/day, 1x 1st level spell 1/day - all are druidic) Fey Thoughts (add two skills to class skills - one of which is UMD) Low-light Vision >Witch Patrons Storms Summer Thorns Mountains Plants Heroes of the Wild Spoilers: >Alchemist (Horticulturist) gains a plant familiar gains bombs that work either only on plants or only on non-plant matter And this: 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. This ability replaces mutagen and the discovery normally gained at 2nd level. The horticulturist can’t choose the mutagen discovery. >Witch (Herb Witch) Profession (Herbalist) instead of Craft (Alchemy) gains a bonus to Profession (Herbalist) gains 3+Int Mod remedies remedies can be used to cure blindness, deafness, nausea, disease, fatigue, sickness, poison lose first hex cauldron must be second hex must take patron connected to nature >Wood Spirit Hex that briefly turns targets into twisted, treelike beings that gain Hardness but are staggered (once per day per target) Hex that commands plants to produce Goodberries Hex to conjure thorny shit that acts as Light Undergrowth that the Shaman can pass through Hex that mimics Woodland Stride and later upgrades to airwalk 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. Spirit Animal is a wooden figurine or animal-shaped tree. It gains Freeze. Can turn an arm into a tree limb for slam attacks (reach increases later, and transform-both-arms is also an upgrade) Can grow roots that act like mini-Black Tentacles. 1/day tree-transformation as Plant Shape III 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 >Feats Fey Performance The wind, trees, and local wildlife join in on your bardic performances. Prerequisite: Bardic performance class ability. 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. >Some other new feats: Bounding Step = You can leap through difficult terrain like a deer Branch Pounce (Combat) = You are adept at climbing trees and using the higher ground to your advantage in battle. Charging Stag Style (Combat, Style) = Practitioners of Charging Stag Style can charge fluidly around trees, taking enemies by surprise in the wilderness. Earth Magic = You can draw raw magical energy from the ground to empower your spells. Verdant Spell (Metamagic) = Your magical connection to nature allows you to entice, fool, and misdirect plants and fungi as though they were people. There's also a new Shaman Spirit. 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: 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. Base Form: When the eidolon is summoned in an environment matching one of 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. Plant eidolon base forms are as follows. 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. 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). 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. Tree (forest, jungle, swamp): Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (good), Ref (good), Will (bad); Attacks 2 slams (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions improved natural armor, limbs (arms), limbs (legs), slam ×2. This ability alters the summoner’s eidolon.
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