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Published by Dragoonmk3, 2023-05-11 23:49:57

Pathfinder Unchained

PZO1131 Unchained

paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845658 4845658 4845658 886824 886824 886824 250 STATISTICS Utility Spell-Like Abilities 1/day—gaseous form; at will—darkness, invisibility; constant—fly Utility Options change shape (Small, Medium, or Large humanoid; alter self or giant form I) Str +6, Dex +2, Con +6, Int +2, Wis +2, Cha +4; Bluff +13, Disguise +23, Intimidate +13, Sense Motive +13, Spellcraft +13, Use Magic Device +13 XP 4,800; LE outsider (giant, native, oni, shapechanger) Night Hag Soul Collector The night hag soul collector is not only a dangerous opponent; she is also dangerously well connected. She can force her captured souls to do her bidding to augment her own combat effectiveness, granting her powers from the summoner class graft. Array: This night hag is a summoner for all practical purposes, so she uses the spellcaster array, albeit with increased ability modifiers to ref lect the fact that she is physically imposing for a spellcaster. Creature Type: Since her type is outsider, the night hag gains darkvision and a +2 bonus on attack rolls. She trades the outsider saving throw adjustments for the summoner adjustments. Class: The night hag soul collector’s summoner class graft increases her Fortitude and Ref lex by 1 and grants Knowledge (planes) as a master skill. The lost soul acts as her eidolon. The night hag is thematically similar to a summoner, but isn’t treated as actually having class levels in summoner. Spells: The night hag uses a modified version of the conjuration spell list, to stay in theme with her spontaneous summoning from the summoner class graft. As a soul broker, she needs constant detection spells to inspect her merchandise, as well as the soul bind spell at will. Options: From the summoner graft, the night hag gains spontaneous magic (summon monster), as well as one magic option and one any option. She chooses change shape and a custom dream haunting option to allow her to torment her foes from safety. To represent the defenses necessary to ply her trade among evil outsiders, the night hag also has particularly potent spell resistance and damage reduction options for her CR. Skills: A night hag encounter might be social and deceptive, so the monster has additional master and good skills, and her +10 bonus from change shape is ref lected in her Disguise skill. Damage: For damage with three primary attacks, the night hag doubles the damage for two primary attacks (18) to get a total of 36, then divides by three (her total number of attacks). Each attack deals roughly 12 points of damage Lost Soul: This represents the twisted form of a lost soul that the night hag can call forth to defend her— effectively her eidolon, since she is using the summoner graft. The soul’s twisted form has screaming mouths on long tendrils that bite as it moves, allowing it to pounce. Array: As an eidolon, the lost soul uses the combatant array. Creature Type: The outsider type graft grants the lost soul a +2 bonus on attack rolls and Ref lex saving throws. Size: The lost soul’s Large size grants it –1 to touch AC, +1 to f lat-footed AC, +2 to CMB, and +1 to CMD. Options: As a combatant, the lost soul gains one combat option and one any option. For these options, it gains pounce and damage reduction. Skills: While a combatant normally has one master skill and two good skills, the lost soul is simple, so the GM gives it only Intimidate as a master skill and Fly as a good skill. Damage: To determine its damage with four primary attacks, the lost soul doubles the damage value for two primary attacks (22) to get 44 points of damage, then divides by 4. Each attack deals 11 points of damage, or 1d8+6 on Table 5–9. paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845658 4845658 4845658 886824 886824 886824


paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845659 4845659 4845659 886825 886825 886825 251 Monsters 5 NIGHT HAG SOUL COLLECTOR CR/HD 9 Init +4; Perception +14 (darkvision 60 ft.) Size Medium; Speed 30 ft.; Special Movement etherealness (at will) DEFENSES AC 21 (touch 12, flat-footed 15); Fort +9, Ref +9, Will +12; CMD 24; SR 24; Concentration +12 hp 103; DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep ATTACKS Melee 2 claws +14 (1d4+9), bite +14 (1d6+9) Attack Spell-Like Abilities (DC 16 + spell’s level) 1/day—deep slumber; at will—magic missile, ray of enfeeblement, soul bind Attack Options dream haunting, spontaneous casting (summon monster); CMB +14 STATISTICS Utility Spell-Like Abilities 1/day—dimension door; 3/day— darkness, dispel magic, haste, invisibility; constant—detect chaos, detect evil, detect good, detect law, detect magic; double the duration of all conjuration (summoning) spells Utility Options change shape, soul broker Str +6, Dex +4, Con +6, Int +4, Wis +3, Cha +3; Bluff +17, Diplomacy +14, Disguise +27, Intimidate +14, Knowledge (planes) +17, Perception +14, Sense Motive +14, Spellcraft +14 XP 6,400; NE outsider (evil, extraplanar) SPECIAL ABILITIES Dream Haunting (Su) The night hag can haunt a creature’s dreams from her home on the Ethereal Plane. A creature she haunts takes 1 point of Constitution damage when it awakes. Soul Broker (Su) As a standard action, the night hag can release one of her captured souls to fight at her side; see the night hag’s lost soul statistics, below. NIGHT HAG’S LOST SOUL CR/HD 9 Init +4; Perception +14 (darkvision 60 ft.) Size Large (10 ft.); Speed 30 ft., fly 60 ft. (good) DEFENSES AC 25 (touch 15, flat-footed 18); Fort +10, Ref +12, Will +8; CMD 28 hp 126; DR 10/cold iron and magic ATTACKS Melee 4 bites (reach 15 ft.) +19 (1d8+6) Attack Options pounce; CMB +19 STATISTICS Str +7, Dex +4, Con +3; Fly +14, Intimidate +17 XP 6,400; NE outsider (extraplanar) Marilith General A six-armed general of the abyssal hordes, the marilith is iconic for its overwhelming number of attacks. This marilith uses custom options to better reflect her skills as a general. Array: As an abyssal general, the marilith uses the combatant array and has additional strong ability modifiers. Creature Type: The marilith is an outsider, so she gains darkvision and a +2 bonus on attack rolls and Fortitude saves. She also gains the elective adjustment of spells, with a modified list. Subtype: From the demon subtype, the marilith gains her immunities, resistances, summon ability, and telepathy. Her tactical nature gives her a wider-than-normal variety of allies she can call forth with her summon ability. Size: The marilith’s Large size grants her –1 to touch AC, +1 to f lat-footed AC, +2 to CMB, and +1 to CMD. Spells: The marilith prefers to meet her enemies directly with her numerous blades, so her modified spell list is more about trickery, mobility, and battlefield control than about directly attacking her foes with magic. Options: Normally, a CR 17 combatant has two combat options and one any option, but the marilith general is cunning and tactical. To better lead her forces in battle, in addition to critical striker and damage reduction, she gets the heroic recovery and inspire courage social options. Skills: In order to keep her command post, a marilith general needs guile and social skills. Therefore, she has more master skills than normal, but trades away one good skill in the bargain. Damage: The marilith’s multi-armed attacks make her damage complex to calculate. Doubling the damage for two natural attacks (50) gives her 100 points of damage. This is then increased by 50%—since her iterative attacks and tail are less likely to hit—for a total of 150. Dividing 150 by 10 attacks gets 15, which is 2d6+9 on Table 5–9 on page 241. The tail slap is weaker, so it uses the low attack and damage values for secondary attacks in the three natural attacks column in the array. This reduces the marilith’s overall damage, but not enough to necessitate increasing the rest of her damage. MARILITH GENERAL CR/HD 17 Init +5; Perception +29 (darkvision 60 ft., true seeing) Size Large (10 ft.); Speed 40 ft.; Special Movement greater teleport (at will, self plus 50 lbs. of objects only) DEFENSES AC 34 (touch 20, flat-footed 25); Fort +20, Ref +18, Will +15; CMD 39 (43 vs. grapple, can’t be tripped); SR 28; Concentration +25 hp 297; DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; unholy aura Defensive Spell-Like Abilities at will—project image ATTACKS Melee +1 longsword (reach 10 ft.) +29/+24/+19/+14 (2d6+9/17–20), 5 +1 longswords (reach 10 ft.) +29 (2d6+9/17–20), tail slap +24 (2d6+3 plus improved combat maneuver [grapple]) Attack Spell-Like Abilities (DC 18 + spell’s level) 3/day—blade barrier; at will—telekinesis Attack Options critical striker; CMB +31 (+35 grapple) paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845659 4845659 4845659 886825 886825 886825


paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845660 4845660 4845660 886826 886826 886826 252 STATISTICS Utility Spell-Like Abilities 3/day—fly Utility Options heroic recovery, inspire courage, summon allies (marilith 20%, nalfeshnee 35%, or 1d4 hezrous 60%) Str +8, Dex +5, Con +11, Int +5, Wis +5, Cha +8; Bluff +29, Diplomacy +29, Intimidate +29, Sense Motive +21, Use Magic Device +29; telepathy 100 ft. XP 102,400; CE outsider (chaotic, demon, evil, extraplanar) Ancient Blue Dragon This ancient blue dragon has additional attacks, with damage extrapolated from the natural attacks column for CR 18. Despite being a combatant, it has a reduced spellcasting ability (as if it were a CR 12–15 spellcaster) with a DC halfway between combatant and spellcaster to represent a dragon’s natural spellcasting prowess. The spells are customized for this dragon, and it doesn’t receive an additional boon from selecting one of the preset lists. The dragon has seven options instead of four to ref lect its many talents, including several built into its statistics: damage reduction, extra armor, and spell resistance. It adds +4 to the DC of its breath weapon to ref lect at ability’s raw power. The dragon gains additional Wisdom and Charisma modifiers of +5. It uses the expert array’s number of skills, and has the f lying acumen option built into its statistics. Array: The dragon is a mighty and iconic beast. It uses the combatant array, but it also possesses reduced spellcasting abilities, and its advanced age grants it superior mental ability scores. Creature Type: The dragon type grants the ancient blue dragon darkvision, low-light vision, immunity to paralysis and sleep, and a +2 bonus on attack rolls and Will saves. To emphasize its sheer size, the ancient blue dragon also gains an additional +2 bonus on Fortitude saves. Size: The dragon’s Gargantuan size graft grants it –4 to touch AC, +5 to f lat-footed AC, +8 to CMB, and +4 to CMD. Spells: To ref lect its nature as a slightly lesser spellcaster than a true spellcaster of its CR, the dragon gains the spells of a CR 12–15 spellcaster instead, with DCs halfway between those of the combatant and spellcaster arrays. Since it has its own customized spell list, the dragon doesn’t receive an additional boon from selecting one of the preset lists. Options: Normally, a CR 18 combatant would have three combat options and one any option, but the ancient blue dragon not only has damage reduction, extra armor, and spell resistance, but also critical striker and defense breaker to ref lect its ferocious power. Skills: As it has collected untold knowledge over its many years, the ancient blue dragon uses the expert’s number of skills, and its f lying acumen option negates the Gargantuan size graft’s prohibition on Fly as a master skill. Damage: The dragon has three primary attacks and three secondary attacks. The damage for two natural attacks (55) is doubled to 110. This is multiplied by 125% (137 total) since many attacks use a lower bonus. The damage is divided unevenly to emphasize certain attacks: 32 points for the bite and tail slap, 22 per claw, and 13 per wing. ANCIENT BLUE DRAGON CR/HD 18 Init +4; Perception +31 (blindsense 60 ft., darkvision 60 ft., low-light vision) Aura electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 25) Size Gargantuan (20 ft.); Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy, hover) paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845660 4845660 4845660 886826 886826 886826


paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845661 4845661 4845661 886827 886827 886827 253 Monsters 5 DEFENSES AC 37 (touch 11, flat-footed 35); Fort +20, Ref +18, Will +18; CMD 43; SR 29; Concentration +23 hp 330; DR 15/magic; Immune electricity, paralysis, sleep Defensive Spells 1/day—mislead ATTACKS Melee bite (reach 20 ft.) +30 (4d6+18/19–20), 2 claws (reach 15 ft.) +30 (3d6+12), 2 wings (reach 15 ft.) +25 (2d6+6), tail slap (reach 15 ft.) +25 (3d8+18) Attack Spells (DC 17 + spell’s level) 1/day—forceful hand; 3/day—enervation, hold monster; at will—haste Attack Options (DC 27) breath weapon (120-ft. line, 19d6 electricity), critical striker, defense breaker; CMB +36 STATISTICS Utility Spells 3/day—dimension door, hallucinatory terrain; at will—invisibility Str +12, Dex –2, Con +8, Int +6, Wis +5, Cha +5; Bluff +25, Fly +31, Intimidate +31, Knowledge (arcana) +31, Spellcraft +25 XP 153,600; LE dragon (earth) Pit Fiend With a diverse spread of abilities useful for both combat and spellcasting, a pit fiend remains fairly complex to create even in the simple monster creation system. It’s not really 100% a combatant, so it requires special statistical adjustments. Array: This monster mostly uses the numbers from the combatant array, but gains a large number of spells, and therefore has the hit points of a spellcaster. As a powerful ruler in Hell, the pit fiend’s starting ability modifiers are +13, +13, +9, +9, +6, and +6. Creature Type: As an outsider, the pit fiend gains darkvision 60 feet, increases its Fortitude from +20 to +22, and increases its attack bonuses from +30 to +32. It also gets the elective adjustment for one additional master skill. Subtype: The devil subtype graft grants the see in darkness sense, energy resistance 10 to acid and cold, and immunity to fire and poison. It also gives the pit fiend the summon allies option and telepathy 100 feet. Size: Since it’s Large, the pit fiend decreases its touch AC from 22 to 21 and increases its f lat-footed AC from 28 to 29. Its CMB goes up from +32 to +34, and its CMD goes from 42 to 43. Spells: The monster gains spells as though it were a spellcaster. In addition, it can use mass hold monster and greater teleport at will. Options: For the three combat options given by its array, the pit fiend has constrict, damage reduction, and improved combat maneuver (grapple), which also gives it bonuses on CMB checks made to grapple and to CMD against grapple checks. For its one any option, it has poison with eight advantages (two + 1/3 of the pit fiend’s CR of 20). These advantages are removing the onset, changing the frequency to 1/round for 6 rounds, increasing the ability damage three times, increasing the cure to 2 consecutive saves, and two advantages invented specifically for this monster: increasing the frequency to 1/round for 10 rounds, and increasing the cure to 3 consecutive saves. As a nod to classic pit fiends, the monster can regenerate from wounds, but the regeneration amount is so low for its level that it doesn’t cost an option. Its diseased bite is also free, since it won’t matter much in high-level combat. The devil has a bonus option for its fear aura, and doesn’t spend any options for its spells, but these additions are reasonable for a high-level villain such as the pit fiend. The Bestiary pit fiend’s devil shaping ability won’t come up in combat, so it has been omitted. Skills: Because of its creature type graft, the pit fiend has two master skills instead of one. Damage: The number of attacks the pit fiend gains has been reduced from the number in the Bestiary; in particular, its wing attacks have been removed to allow its remaining attacks to have more impact. The array’s two natural attacks’ damage (66) is doubled to 132, then increased by 25% to get 165, which is then divvied up between four attacks. This sets the damage value at 48 points for each claw, 42 for the bite, and 27 for the tail slap. PIT FIEND CR/HD 20 Init +9; Perception +35 (darkvision 60 ft., see in darkness) Aura fear (30 ft., DC 20) Size Large (10 ft.); Speed 40 ft., fly 60 ft. (average); Special Movement greater teleport (at will, self plus 50 lbs. of objects only) DEFENSES AC 38 (touch 21, flat-footed 29); Fort +22, Ref +20, Will +17; CMD 43 (47 vs. grapple); SR 31; Concentration +26 hp 333; regeneration 5 (good weapons, good spells); DR 10/ good and silver; Immune fire, poison; Resist acid 10, cold 10 ATTACKS Melee 2 claws (reach 10 ft.) +32 (2d8+42), bite (reach 10 ft.) +32 (4d6+30 plus disease and poison), tail slap (reach 10 ft.) +32 (2d8+18 plus improved combat maneuver [grapple]) Attack Spell-Like Abilities (DC 17 + spell’s level) 1/day— quickened fireball, meteor swarm; at will—mass hold monster, wall of fire Attack Options (DC 25) constrict (2d8+60), disease (onset immediate, frequency 1/day, effect 1d4 Str damage, cure 2 consecutive saves), poison (type injury, frequency 1/round for 10 rounds, effect 1d6 Con damage, cure 3 consecutive saves); CMB +34 (+38 grapple) STATISTICS Utility Options summon allies (typically barbed devil or ice devil, 60%) Str +13, Dex +9, Con +13, Int +6, Wis +9, Cha +6; Bluff +28, Intimidate +35, Sense Motive +28; telepathy 100 ft. XP 307,200; LE outsider (devil, evil, extraplanar, lawful) paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845661 4845661 4845661 886827 886827 886827


paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845662 4845662 4845662 886828 886828 886828 254 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and INDEX action economy, revised 102 alignment 95 alignment, removing 100 Artistry skill 48 automatic bonus progression 156 background skills 46 expanded Craft 51 expanded Perform 52 expanded Profession 53 barbarian 8 combat tricks 112 consolidated skills 54 Acrobatics 54 Athletics 56 Finesse 58 Influence 58 Nature 60 Perception 61 Performance 62 Religion 63 Society 63 Spellcraft 64 Stealth 65 Survival 65 Craft skill, alternate 72 diseases 138 dynamic magic item creation 180 esoteric material components 150 fractional base bonuses 40 grouped skills 70 innate item bonuses 158 iterative attacks, removing 110 Lore skill 50 magic item creation, dynamic 180 monk 14 ex-monks 19 monster creation 194 arrays 196 class grafts 206 creature type grafts 204 damage 241 example monsters 243 extended example 242 options 228 size grafts 217 skills 240 spells 218 subtype grafts 214 template grafts 216 multiclassing, variant 88 poisons 139 Profession skill, alternate 77 rogue 20 scaling items 160 armor and shields 162 rings 165 rods 167 staves 168 weapons 163 wondrous items 168 skill unlocks 82 spell alterations 146 active spellcasting 148 limited magic 146 wild magic 147 spellcasting, simplified 144 staggered advancement 42 stamina and combat tricks 112 summoner 25 eidolon 28 eidolon subtypes 29 spell list 39 wound thresholds 136 You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845662 4845662 4845662 886828 886828 886828


paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845663 4845663 4845663 886829 886829 886829 255 Index 7 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845663 4845663 4845663 886829 886829 886829


paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845664 4845664 4845664 886830 886830 886830 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 paizo.com #3551402, Alex Blackmore <[email protected]>, Apr 29, 2015 4845664 4845664 4845664 886830 886830 886830


paizo.com/pathfinder Printed in China. PZO1131 Get ready to shake up your game! Within these pages, the designers of the Pathfinder Roleplaying Game unleash their wildest ideas, and nothing is safe. From totally revised fundamentals like core classes and monster design to brand-new systems for expanding the way you play, this book offers fresh ideas while still blending with the existing system. With Pathfinder Unchained, you become the game designer! Pathfinder Unchained is an indispensable companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the alltime best-selling set of fantasy rules into a new era. Pathfinder Unchained includes: ► New versions of the barbarian, monk, rogue, and summoner classes, all revised to make them more balanced and easier to play. ► New skill options for both those who want more skills to fill out their characters’ backgrounds and those seeking streamlined systems for speed and simplicity. ► Changes to how combat works, from a revised action system to an exhaustive list of combat tricks that draw upon your character’s stamina. ► Magic items that power up with you throughout your career—and ways to maintain variety while still letting players choose the “best” magic items. ► Simplified monster creation rules for making new creatures on the fly. ► Exotic material components ready to supercharge your spellcasting. ► New takes on alignment, multiclassing, iterative attacks, wounds, diseases and poisons, and item creation. ► AND MUCH, MUCH MORE! OFF THE LEASH!


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