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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.  
  11. VMC Alchemist
  12. >3rd level = 1/2 level on Craft Alchemy and can use that skill to identify potions
  13. >7th level = Int mod + 1/2 level in bombs per day that deal damage as an Alchemist of your level
  14. >11th level = Mutagen
  15. >15th level = Poison Use and Swift Poisoning
  16. >19th level = Poison Immunity
  17.  
  18. VMC Bard
  19. >3rd level = Bardic Knowledge
  20. >7th level = Bardic Performance (level - 4), Inspire Courage, Inspire Competence, limited uses per day
  21. >11th level = Versatile Performance (one choice)
  22. >15th level = Lore Master 1/day
  23. >19th level = Dirge of Doom, Inspire Greatness
  24.  
  25. VMC Fighter
  26. >3rd level = Bravery
  27. >5th level = Bonded Weapon (basically EWP)
  28. >7th level = Armor Training 1
  29. >11th level = Weapon Training 1
  30. >15th level = Armor Training 2
  31. >19th level = Weapon Training 2
  32.  
  33. VMC Gunslinger
  34. >3rd level = proficiency in firearms
  35. >7th level = Gunsmith class feature
  36. >11th level = Amateur gunslinger feat
  37. >15th level = 3rd level deed of your choice
  38. >19th level = 7th level deed of your choice
  39.  
  40. VMC Oracle
  41. >1st level = Oracle's Curse (1/2 level), Oracle Mystery
  42. >3rd level = Revelation
  43. >7th level = Orison
  44. >11th level = +5 effective oracle level for Curse
  45. >15th level = Revelation
  46. >19th level = Revelation
  47.  
  48. VMC Paladin:
  49. >1st level = Code of Conduct, Aura of Good
  50. >3rd level = Detect Evil
  51. >7th level = Lay on Hands 1/2 char level per day, heal as Paladin of char level -4
  52. >11th level = Smite Evil 1/day as Paladin of char level -4
  53. >15th level = One Mercy from 3rd level Mercy list
  54. >19th level = Divine Bond as Paladin of char level -3
  55.  
  56. VMC Ranger:
  57. >3rd level = Track as Ranger level = Character level
  58. >7th = 1st Favoured Enemy
  59. >11th level = 1st Favoured Terrain
  60. >15th level = Woodland Stride, Swift Track
  61. >19th level = Quarry
  62.  
  63. VMC Rogue:
  64. >3rd level = Trapfinding
  65. >7th level = Evasion, Sneak Attack +1d6
  66. >11th level = Uncanny Dodge, Sneak Attack +2d6
  67. >15th level = Sneak Attack +3d6
  68. >19th level = Sneak Attack +4d6
  69.  
  70. VMC Sorceror:
  71. >1st level = Pick a bloodline
  72. >3rd level = 1st level Bloodline Power
  73. >7th level = 3rd level Bloodline Power
  74. >11th level = Bloodline Feat or Eschew Materials
  75. >15th level = 9th level Bloodline Power
  76. >19th level = 15th level Bloodline Power
  77.  
  78. VMC Summoner:
  79. >3rd level = Summon Monster 1/day at effective Summoner level equal to character level - 2
  80. >7th level = Eidolon at effective Summoner level equal to character level - 4
  81. >11th level = Summon Monster 3/day
  82. >15th level = Shield Ally
  83. >19th level = Aspect but only 1 evolution point
  84.  
  85. VMC Witch:
  86. >1st level = Patron
  87. >3rd level = Familiar (Witch level = Char level)
  88. >7th level = Hex (Slumber only affects creatures with HD equal to or less than Char level, otherwise DC/caster level is witch level = char level)
  89. >11th level = Cantrip
  90. >15th level = Hex (first Hex gains any advancements from 8th level)
  91. >19th level = Major Hex (cannot pick Ice Tomb)
  92. VMC Witch does not qualify for Extra Hex
  93.  
  94. >Monk grants unarmed strike, evasion, a ki pool, and the AC bonus.
  95. >Magus grants arcane pool, magus arcana, and spellstrike.
  96. >Druid grants wild empathy, a companion, and wildshape.
  97. >Cavalier grants an order, challenge, tactician, and order & tactician abilities.
  98. >Cleric grants spontaneous casting and the bonus language, one domain's 1st level power, reduced channeling, and the same domain's 8th level power
  99. >Wizard picks a school, grants a power at 3rd level, a familiar, some cantrips, another power and then a bonus feat or arcane discovery
  100. >Inquisitor picks a deity, gets code of conduct, gains judgement 1/day, stern gaze, solo tactics, and a second judgement at the end
  101. All class abilities granted work as the original class feature. You also get the limitations (ie. Paladins vmc are LG etc.)
  102. Class abilities granted count for feats/prc requirements etc.
  103. Cantrips gained via VMC have a Caster level = Character level, with a Casting stat for DCs based on the casting stat of the class. Otherwise they are At-will SLAs.
  104.  
  105. Monk got
  106. >full BAB
  107. >d10 HD and 2 good saves (Fort/Ref - Will is now poor)
  108. >Flurry is now extra attack at full BAB
  109. >at level 11 they gain an additional attack
  110. >monks gain ki powers at 4th level and every 2 after
  111. >Unchained monk does not work with all archetypes
  112. >Abundant step at 8th level
  113. >Flurry of Blows now adds one attack at highest attack bonus, and at level 11 adds a second attack at highest attack bonus.
  114. >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:
  115. >Diamond Body is a ki power
  116. >One ki power gives flight.
  117. >One gives discordant blast
  118. >Cobra Breath allows you to neutralize poison and spit it at people
  119. >Flying Kick gives double damage on an unarmed attack
  120. >Foot Stomp can prevent people from getting away
  121. >Elbow Smash can give you an extra attack for nonlethal
  122. Most of the attack ones can be used as part of a Flurry. Couple are debuffs.
  123.  
  124. Barbarian got:
  125. >Rage = +2 hit/dmg and 2 temp hp per level
  126. >Greater Rage = +3 hit/dmg, and 3 temp hp per level
  127. >Mighty Rage = +4 hit/dmg, and 4 temp hp per level
  128. >AC penalty and Will bonus don't change.
  129. >Raging Swimmer is now a swim speed
  130. >Raging Climber is now a climb speed
  131.  
  132. Unchained Rogue
  133. >Weapon Finesse at level 1
  134. >Dex to Damage with Finessable weapon at levels 3, 11, 19
  135. >Level 5 they get Signature Skill
  136. >Signature skill advances at 10, 15, 20
  137.  
  138. For example, if you take disguise you get:
  139. >Disguise in 1d3 mins
  140. >No penalties for age, gender, race
  141. >Disguise as a standard action
  142.  
  143. Stealth gets:
  144. >less penalties when moving
  145. >get better at sniping
  146. >deny dexterity bonus for entire round
  147.  
  148. Sleight of Hand gets:
  149. >Use Sleight of Hand to improve disarm or steal maneuver attempts (+2)
  150. >easier to use Sleight of Hand as a move action (–10 only)
  151. >easier as a swift action (–20)
  152. >later no penalty as a move action and much easier as a swift action (–10)
  153.  
  154. Acrobatics gets:
  155. >normal speed through a threatened square at a lower penalty
  156. >use Acrobatics as a defense against trip attacks or a Reflex save against falls
  157. >stand up from prone with AoO
  158. >double Acrobatics on jumps plus fall any distance and not end up prone if you remain conscious
  159.  
  160. And on a unrelated to Unchained note, have some spoilers for Heroes of the Wild:
  161.  
  162. >Archetypes
  163. Witch (Herb Witch) = easier time brewing alchemical shit and has a new power called Herbal Remedies
  164. Inquisitor (Green Faith Marshal)
  165. Alchemist (Horticulturist)
  166. Summoner (Wild Caller) - gets a plant Eidolon with base forms of Mushroom, Cactus, Conifer, or Tree
  167.  
  168. >Alternate Racial Traits
  169. Core races get alternate racial traits - these are:
  170.  
  171. Fey Magic (3x 0 level spells 1/day, 1x 1st level spell 1/day - all are druidic)
  172. Fey Thoughts (add two skills to class skills - one of which is UMD)
  173. Low-light Vision
  174.  
  175. >Witch Patrons
  176. Storms
  177. Summer
  178. Thorns
  179. Mountains
  180. Plants
  181.  
  182. Heroes of the Wild Spoilers:
  183.  
  184. >Alchemist (Horticulturist)
  185. gains a plant familiar
  186. gains bombs that work either only on plants or only on non-plant matter
  187. And this:
  188.  
  189. 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.
  190. This ability replaces mutagen and the discovery normally gained at 2nd level. The horticulturist can’t choose the mutagen discovery.
  191.  
  192. >Witch (Herb Witch)
  193. Profession (Herbalist) instead of Craft (Alchemy)
  194. gains a bonus to Profession (Herbalist)
  195. gains 3+Int Mod remedies
  196. remedies can be used to cure blindness, deafness, nausea, disease, fatigue, sickness, poison
  197. lose first hex
  198. cauldron must be second hex
  199. must take patron connected to nature
  200.  
  201. >Wood Spirit
  202. Hex that briefly turns targets into twisted, treelike beings that gain Hardness but are staggered (once per day per target)
  203. Hex that commands plants to produce Goodberries
  204. Hex to conjure thorny shit that acts as Light Undergrowth that the Shaman can pass through
  205. Hex that mimics Woodland Stride and later upgrades to airwalk
  206. 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.
  207. Spirit Animal is a wooden figurine or animal-shaped tree. It gains Freeze.
  208. Can turn an arm into a tree limb for slam attacks (reach increases later, and transform-both-arms is also an upgrade)
  209. Can grow roots that act like mini-Black Tentacles.
  210. 1/day tree-transformation as Plant Shape III
  211. 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
  212.  
  213. >Feats
  214. Fey Performance
  215. The wind, trees, and local wildlife join in on your bardic performances.
  216. Prerequisite: Bardic performance class ability.
  217. 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.
  218.  
  219. >Some other new feats:
  220.  
  221. Bounding Step = You can leap through difficult terrain like a deer
  222. Branch Pounce (Combat) = You are adept at climbing trees and using the higher ground to your advantage in battle.
  223. Charging Stag Style (Combat, Style) = Practitioners of Charging Stag Style can charge fluidly around trees, taking enemies by surprise in the wilderness.
  224. Earth Magic = You can draw raw magical energy from the ground to empower your spells.
  225. Verdant Spell (Metamagic) = Your magical connection to nature allows you to entice, fool, and misdirect plants and fungi as though they were people.
  226.  
  227. There's also a new Shaman Spirit.
  228.  
  229. 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:
  230.  
  231. 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.
  232.  
  233. Base Form: When the eidolon is summoned in an environment matching one of
  234. 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.
  235. Plant eidolon base forms are as follows.
  236.  
  237. 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.
  238.  
  239. 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).
  240.  
  241. 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.
  242.  
  243. Tree (forest, jungle, swamp): Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort
  244. (good), Ref (good), Will (bad); Attacks 2 slams (1d8); Ability Scores Str 16, Dex 12, Con 13,
  245. Int 7, Wis 10, Cha 11; Free Evolutions improved natural armor, limbs (arms), limbs (legs), slam ×2.
  246.  
  247. This ability alters the summoner’s eidolon.
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