[UPDATED] Pathfinder Unchained Contents Spoilers

Pathfinder Unchained is shipping to Paizo's subscribers. Below you'll find a quick look at the table of contents, introducing the five chapters of the book and what's in each. The book seems crammed full of new optional rules and systems. UPDATE: Be sure to scroll down to the comments below this article where a sequence of posts provides large amounts of detail about the book's content!

Pathfinder Unchained is shipping to Paizo's subscribers. Below you'll find a quick look at the table of contents, introducing the five chapters of the book and what's in each. The book seems crammed full of new optional rules and systems. UPDATE: Be sure to scroll down to the comments below this article where a sequence of posts provides large amounts of detail about the book's content!

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Unfortunately, I got my copy on the one day of the week where I work until 10 at night.

But I can give you a brief rundown of the table of contents!

Chapter 1 features the unchained versions of the Barbarian, Monk, Rogue, and Summoner.
It also has a section for determining "Fractional Base Bonuses" for multiclassing purposes, and a section for "Staggered Advancement" that lets you increase BAB, Saves, or HP between levels.

Chapter 2 is all about the skills and options. Background Skills, Consolidated Skills, Skill Groups... also expanded rules for Craft and Profession. It also turns out that the Rogue's new "skill tricks" are available to all classes with a feat. The Variant Multiclassing rules are also in this section, but doesn't include options from the Advanced Class Guide.

Chapter 3 has rules for removing alignment, a revised action economy (three simple actions per turn, one between turn action), a system for removing Iterative attacks (which lets you deal an additional hit of damage for every 5 points above their AC you rolled) , rules for Stamina and Combat Tricks, and rules for wounds, diseases, and poison.

Chapter 4 is all about magic. It has a simplified spellcasting system, alterations to spells, new material components that can modify spells, and some extensive magic item tweaks.

DMs can either remove magic items entirely (making the bonuses inherent), have magic items grant a bonus in addition to their normal effect (similar to 4e and 13th Age), or have them scale with level. There's also a system for making new ones that promises to be an "adventure".

Chapter 5 is dedicated to the quick monster creation rules.

I would like to answer more questions, but I really need to get going. Can't wait to get a chance to really read this!

UPDATE: Be sure to scroll down to the comments below this article where a sequence of posts provides large amounts of detail about the book's content!
 

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exile

First Post
It's because Pathfinder is seen as having options to the point of being out of hand,and the folks over at Hasbro want to make sure that doesn't happen with 5e. What's missed on that is, IMHO, source material should be out of hand, to be mined as the GM sees fit for making their own campaigns and stories. I'm very much distinguishing between homebrew campaigns and using Golarion here; if I'm playing in the Paizo brand setting I'd pretty much expect to be allowed to play any standard race or class. But if my GM said "This is taking place in the world of Zhan-Har, and there are no halflings, witches or alchemists here. We use the Unchained version of the Summoner and Barbarian, but the Core version of the Rogue", then I see they've taken that "out of control" material and taken control of it. Which is exactly how it's supposed to work.

I think I agree with you that what you describe is an ideal situation.
 

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JohnLynch

Explorer
The one thing I want from this book, the one thing that will make me alt-tab and pre-order a copy right this minute, is an alternate magic item system that gets rid of wealth by level and Pathfinder/3e's Magic item Christmas tree.
I've got version 2 posted here of my take on Inherent Bonuses. It takes up a lot less money so you can hand out more magical items at lower level. I've also detailed "heroic boons" like those found in DMG2 of 4th ed.

I don't know if I'm still 100% happy with it. I've got a couple of posts exploring the effects of the math behind the choices. I may take one final run at it before I see what Pathfinder Unchained did with them.
 

I've got version 2 posted here of my take on Inherent Bonuses. It takes up a lot less money so you can hand out more magical items at lower level. I've also detailed "heroic boons" like those found in DMG2 of 4th ed.

I don't know if I'm still 100% happy with it. I've got a couple of posts exploring the effects of the math behind the choices. I may take one final run at it before I see what Pathfinder Unchained did with them.

I've done my own attempt at this (here) but I've always assumed the official Paizo staff could do better. I'll have to glance at Unchained if I see it and decide if it's worth the purchase.
 

KainG

Explorer
It's because Pathfinder is seen as having options to the point of being out of hand,and the folks over at Hasbro want to make sure that doesn't happen with 5e. What's missed on that is, IMHO, source material should be out of hand, to be mined as the GM sees fit for making their own campaigns and stories. I'm very much distinguishing between homebrew campaigns and using Golarion here; if I'm playing in the Paizo brand setting I'd pretty much expect to be allowed to play any standard race or class. But if my GM said "This is taking place in the world of Zhan-Har, and there are no halflings, witches or alchemists here. We use the Unchained version of the Summoner and Barbarian, but the Core version of the Rogue", then I see they've taken that "out of control" material and taken control of it. Which is exactly how it's supposed to work.

This is very much how my homebrew game world is. I love all the options that Pathfinder has as it gives me a lot of choice of how I want the game to work for my world. I'm very much looking forward to perusing my copy of Pathfinder Unchained when it comes in.
 

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