1. Class Variants

PATHFINDER UNCHAINED

Pathfinder Unchained brought four new takes on base classes — Barbarian, Rogue, Monk and Summoner. These four classes supercede and replace the old core class in our campaign, the original published core versions of these classes are not available to you. Any discrepancies needed to integrate each class to fit their old core class are as follows:

Barbarian

Should integrate fairly seamlessly, with any archetype from Unchained or core being able to exchange feature for feature. Rage powers from the original barbarian may be selected freely, except where they have been superceded by an unchained power of the same name. 

Rogue

Should also seamlessly integrate with any archetype from either version. In light of our feat revisions, rogues gain Deft Maneuvers at level 1, and Deadly Agility at level 3 in place of Finesse Training. In place of the Finesse Training choices at levels 11 and 19, you may choose another combat feat you qualify for that benefits a finesse weapon or grants a proficiency in a finessable weapon.

Original rogue talents can be taken where they are not superceded by Unchained versions in the unchained list, though some of them can get fucky in conjunction with other Unchained updates. If this is the case, we’ll house rule it to work as needed.

Feature stacking with other classes, prestige classes etc. is as follows for rogues or any other classs with these features:

  • Any class granting Sneak Attack as a class ability has its levels counted when determining the “rogue level” for overcoming Improved Uncanny Dodge.
  • Any class granting Uncanny Dodge/Improved Uncanny Dodge has its class levels counted when determining if a sneak attack can overcome Improved Uncanny Dodge.
  • Prestige classes that grant rogue talents and/or ninja tricks stack for the purpose of determining what level the character may acquire advanced rogue talents or ninja tricks. So if you have 5 levels of Assassin and 5 levels of Rogue, your next Rogue talent can be an advanced talent if you so choose.

Summoner

Is an admitted, outright nerf of the class, but is better balanced against other secondary caster 2/3 BAB classes and was admittedly a fix on Paizo’s part to a brain fart initial release. However, we are houseruling to restore the evolution point progression of the core Summoner. To integrate core archetypes with the Unchained Summoner, discuss it with a DM; we will make it fit. 

Monk

Unchained monk can be used for any core monk archetype by replacing archetype features for the Ki power at the closest level as the core Monk feature the archetype replaces. If the replaced feature of the core monk is one that can be taken as a Ki power by the UnMonk, the Ki power may still be chosen at a later level when another Ki power is chosen:

  • Archetype features that alter or replace maneuver mastery or slow fall replace the unchained monk’s 4th-level ki power. (This overlap doesn’t affect any published core monk archetypes.)
  • Archetype features that alter or replace high jump replace the unchained monk’s 6th-level ki power.
  • Archetype features that alter or replace wholeness of body replace the unchained monk’s 8th-level ki power.
  • Archetype features that alter or replace abundant step or diamond body replace the unchained monk’s 12th-level ki power. (This overlap doesn’t affect any published core monk archetypes.)
  • Archetype features that alter or replace diamond soul replace the unchained monk’s 14th-level ki power.
  • Archetype features that alter or replace quivering palm replace the unchained monk’s 16th-level ki power.
  • Archetype features that alter or replace empty body replace the unchained monk’s 18th-level ki power.

Weapon Proficiencies: If it’s not already, any weapon listed as a monk weapon is added to the monk’s standard base weapon proficiencies. If an archetype trades out monk weapon proficiency, then these additional weapons are also traded out.

Flurry of Blows, Unarmed Strike: The Unarmed Strike feature of a 1st level Monk incorporates Improved Grapple as per Elephant in the Room. If an archetype later grants Improved Grapple in its progression, choose any combat feat for which you quality that has Improved Grapple as a prerequisite.

All other classes, archetypes etc that use the core monk’s unarmed strike and flurry of blows feature — including Sacred Fist etc. — use the Unchained mechanic in its place:

At 1st level, a monk (or other class with the Flurry of Blows feature) can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

When taking levels in two or more classes with the Flurry of Blows or Unarmed Strike and Damage features, their levels stack to determine progression for damage and number of attacks.

Un-errata’d Master of Many Styles: To discourage dipping, Paizo errata’d the Master of Many Styles archetype to change so that you have to meet prerequisites of any style feats. This was their way of remedying using the archetype as a 2-dip class to pick up the first and second of a style tree and calling it a day. This reverses that, and consistent with the base Monk’s bonus feats, there is no longer qualification needed, however to discourage the same dipping:

  • Before you can take a feat farther into a style chain as a bonus feat for a Master of Many Styles, you must choose at least two base style feats. You can then take additional style feats in a chain as a monk bonus feat at liberty without needing to meet any prerequisites.
  • In the same vein Sacred Fist does not have to meet prerequisites for thier bonus style feats consistent with its original writeup.

All other classes, archetypes etc that gain the monk’s ki pool feature continue to be able to use their Ki pool to gain their class-specific benefits as written in their class description, and otherwise use the Unchained Monk’s Ki pool description. They may take advantage of the Ki Master feat to select ninja tricks or the Extra Ki Power feat (see combat feat variants) to gain additional monk powers as they progess in level. Legendary games has also published a collection of Ki Feats for those who have a Ki pool.

Any character with the Ki Pool ability may regain points to their Ki pool in between an 8 hour rest by one of the following:

Centering: A character with the Ki Pool ability can focus her mind and body to regain ki. this uses a move action that draws attacks of opportunity in order to regain 1 point in her Ki pool. This can only be done a number of times per day equal to the character’s Wisdom modifier.

Meditation: By spending an hour in meditation, a character can regain a number of points to their Ki pool equal to their Wisdom modifier. This can be done once in between 8-hour rests. If something interrupts the character during this meditation, then the benefits are lost.

The total amount of Ki that can be regained by either of these methods, together or separately, is the character’s Wisdom modifier, thus if the character uses centering once during combat, then meditates thereafter, they are still limited in their total daily gain by the same Wisdom modifier limit; if the character meditates once during the day, she cannot later use centering to regain any more Ki until after her next full rest.

Ninja

Everyman Gaming released an Unchained Ninja that’s based off of Unchained Rogue and Monk rather than the original. This replaces the base ninja in our campain. The same variant rule for the rogue’s Finesse Training above applies to the Unchained Ninja’s ability of the same name.

Rogue, Slayer, Ninja, Vigilante Talents

For the sake of consolidation of the three classes of which Rogue is the parent, and because vigilante outclasses all of the rest with their talent choices, the tricks/talents that let a member of one of these classes take a talent from a sibling class’ talent tree is consolidated as follows

Cross Talented: The <rogue, slayer, ninja, vigilante> can learn a <rogue talent, slayer talent, ninja trick, vigilante talent> in place of one of their own talent list. Her effective class level for the talent is the same as her actual class level. She cannot learn another class’ talent/trick that has the same name as one in her own talent list. For vigilante talents selected as a cross talent, she is limited to those available to a stalker vigilante. She cannot learn a cross talent for an ability her class doesn’t grant her (for example, a rogue doesn’t get Studied Target), with the exception that vigilante talents that modify the Hidden Strike feature will instead modify sneak attack or sudden strike, and vice versa. You cannot gain vigilante talents using the Extra Talent feat.

Advanced Cross Talent: The <rogue, slayer, ninja, vigilante> can learn a <advanced rogue talent, advanced slayer talent, master ninja trick, vigilante talent> in place of one from their own talent list. She cannot learn another class’ talent/trick that has the same name as one in her own talent list. For vigilante talents selected as a cross talent, she is limited to those available to a stalker vigilante. She cannot learn a crosss talent for an ability her class doesn’t grant her, with the exception that vigilante talents that modify the Hidden Strike feature will instead modify sneak attack or sudden strike, and vice versa. If any cross talent you choose has prerequisites, you must meet the prerequisites. You cannot gain vigilante talents using the Extra Talent feat.

The rule that you cannot take the same talent/trick more than once still applies; each time you take Cross Talented it applies to a different cross talent. If you would choose an advanced talent from a sibling class that has another talent from the same class as a prerequisite, then you would need to have gained the prerequisite talent prior using the Cross Talented selection.

Also, these abilities may be taken as talents to replace them if they were traded away for an archetype: Danger Sense, Evasion, Uncanny Dodge, Improved Uncanny Dodge (Uncanny Dodge as a prerequisite), and Trapfinding.

Swashbuckler

Also not first party but a 3pp Unchained Swashbuckler to make it more versatile as far as the weapon and fighting styles of archetypal swashbucklers, and less of a gun-less Gunslinger. This doesn’t supercede the original; you can build on either. Houserule: Unchained Swashbuckler is base proficient in light armor, bucklers, all simple weapons and the favored weapons of their chosen style, (removed martial and pistols from base proficiencies). Other weapons/groups for a style choice may be added/replaced upon discussion.

Ranger

Ranger gets a significant rebalance on its own page, Unchaining the Ranger.

ARCHETYPE STACKING

When applying more than one archetype to a class on your character, if both archetypes modify — but do not replace — a class feature in a way that they don’t conflict or override one another, they are considered compatible.

Examples: If two archetypes alter a class’ skills, but do not otherwise overlap in class skills they remove, or they add the same skill(s), then they are considered compatible. If two archetypes alter Bardic Performance, but do not alter the same specific bardic performance, or one diminishes the effective bard level while another modifies one or more performances, then the archetypes are still compatible. If two cleric archetypes replaced one domain each, and no other class features required the presence of a domain, then the archetypes are compatible.

If two archetypes modify armor and weapon proficiencies, they will generally remain compatible. The worse of any tradeoff of proficiencies the archetypes remove, or the better of proficiencies they add, always applies.

If two archetypes modify the frequency of uses of a class feature additively, or the number of skill points, ki points, or any sort of point-based feature, then they are compatible but only the better number of uses applies. If either or both of them modifies these subtractively then you must apply the sum of both. If the archetypes’ subtractions would leave the class with 0 or less uses/points/etc then they’re not compatible.

If two archetypes modify the progression of a class feature — such as the number of dice for sneak attack, lay on hands or channeling energy, then they are not compatible.

3pp CLASS CONTENT

Most 3pp class content is open for characters with prior discussion, including those in d20pfsrd.org. Named 3pp content that is openly allowed are the multiclass archetypes from Pathfinder Community (note exceptions below), and the classes from Paths of Magic (note that the classes from Paths of Magic are newer revisions of like-named content on d20pfsrd, and supercede the earlier versions).

  • Legendary classes have been specifically called out and banned for use.
  • A conversion of the 3.5e Artificer class is written up in the Eberron Pathfinder conversion document. Being based from 3.5 material this will be our accepted artificer class versus the two or three on d20PFSRD.
  • If a Paizo 1pp class overrides the name of a 3pp class, discuss it with the GMs if you can use the latter.
  • Divine Warden from Multiclass Archetypes is forbidden — 2/3 casting on a full BAB chassis is a no.
  • Any of said archetypes with something + summoner are TBD with the DMs to review balance.
  • Same for any other class with more than 4th-level casting on a full BAB chassis.
  • Terrain Patriarch from Multiclass Archetypes has been rewritten to line up with the Unchained Ranger.

CASTING ADVANCEMENT

Some of this is clarification, and the rest is undoing a Paizo FAQ:

  • Classes with bloodlines continue to gain their bonus bloodline spells when a prestige class advances their spellcasting.
  • Classes with mysteries continue to gain their bonus mystery spells when a prestige class advances their spellcasting.
  • Classes with patrons continue to gain their patron spells when a prestige class advances their spellcasting.
  • Classes with spell books continue to gain additional free spells in their spellbooks when a prestige class advances their spellcasting.
  • Classes with spells known continue to gain spells known when a prestige class advances their spellcasting.

OTHER CLASS ALTERATIONS

Note on Prestige Classes

Lurker has been a collaborator on the Prestige Unchained project which has optimised and shortened the progression for many of the PF1 prestige classes. You may opt to take the Unchained version of a prestige class from this document (with the exception of any of these that are further house ruled below), or use the original (houseruled if applicable) version. The unchained versions will generally allow for earlier entry and less penalty to your base class, so they’re highly recommended instead of core.

Deific Obedience Prestige Classes have some alterations for entry requirements to make them even, as well as other notes to make divine obedience feats and boons work in our setting in On Divine Obediences.

Antipaladin

Antipaladins as a class remain, but they shall be called Blackguard. The alignment of a Blackguard can be any evil that’s within one step of their patron. Codes for said antipaladins will be developed per their sponsoring patron.

Arcane Trickster

Is now unchained. Also to note, pertinent information on spell combat mechanics changes also affect the Arcane Trickster are here.

Arcane Fist

An Unchained variant of this multiclass archetype of the magus.

Arcanist

Consume Spells: The number of uses for this ability was errata’d after publication from unlimited, to Charisma modifier per day. The first was too much, and the errata wasn’t enough. For us, it’s 3+Charisma mod per day, to be consistent with similar limited use class abilities.

Bard

Codifying that any feature, item or effect that increases the effective level of the bardic performance ability affects all aspects of the bardic performance ability. This includes rounds per day, level dependent effects, and what bard songs are gained at the effective bardic performance level. If an archetype or alternate class feature replaces a bardic performance with another performance, that alternate performance is gained at the bard’s indicated effective bardic performance level.

Because bards are, by design, the ultimate face class, and were outclassed in this by the vigilante’s social identity, adding this to the Advanced Versatile Performance section:

  • Social Talent: In place of a versatile performance, the bard may choose a social talent from the vigilante’s social talents list. For the purposes of this talent, the bard is considered a vigilante of the same level with only a social identity. She may not choose a talent that is dependent upon a class feature she does not possess (such as anything that modifies a dual identity or a transformation therefrom).

As well as:

Bards also have a selection of alternate class features that were ported from 3.5e publications as well as Pathfinder 3pp.

Black Archer

Prestige class for followers of Shevrash, an archetype of the Unchained Latern Bearer.

  • Must worship Sevrash as a prerequisite.
  • Alignment may also be neutral.
  • Lantern Arcana is called Archer’s Arcana.
  • Only gains one favored enemy at 1st, and that is humanoid (elf). Her favored enemy bonus increases by +2 at 4th level. If she already has the favored enemy ability, then this becomes the dedicated adversary talent against humanoid (elf) enemies, and any class levels with this feature stack with lantern bearer levels to determine her bonus and number of favored enemies.
  • Celestial Weaponry is called Bane Weaponry and instead all of the Black Archer’s attacks with a ranged weapon are treated as elf-bane weapons.
  • Does not gain the Bringer of Brightness ability.

Bladesinger

Adopting the Spell Dancer archetype of Magus, with a few moniker and mechanical changes to flavor it for FR instead of Golarion, and to make the tradeoff abilities actually an equitable tradeoff:

  • The name of the archetype will be Bladesinger
  • Spell Dance will be called Bladesong, and the ability is altered as follows:

    Bladesong (Su)
    Lesser Bladesong: At 1st level, a Bladesinger gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the Bladesinger gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement to a maximum of +50 enhancement bonus to speed and +10 AC vs. provoked attacks of opportunity at level 20. The Bladesinger may regain 1 point in his arcane pool while using this ability by moving at least 10 feet during any turn in combat in which he makes an attack, or moving through a threatened square without being successfully hit by an attack of opportunity; he may regain points in this manner a number of points per day equal to his Intelligence modifier; this means of recovery is in lieu of that of the standard Magus.

    Greater Bladesong: At 5th level, during a bladesong, the Bladesinger may add one of the following effects on himself: blur, fly, or haste. The chosen effect can last up to the duration of the bladesong. The additional effect can be ended as a free action before the bladesong’s ending, but adding another effect will require a swift action to activate it. At 9th level, the bladesinger may take a swift action to use dimension door once during a bladesong. This will end any of the 5th level and up effects as an immediate action before the movement takes effect. At 13th level, the spell dancer may choose to gain freedom of movement during the bladesong in place of the above effects.

    This replaces the Magus’ arcane pool ability to apply magical properties to a weapon; as well as the standard means by which a Magus may regain arcane pool points.

  • Arcane Movement is replaced by the following:

    Spellsong (Ex)
    At 7th level, so long as he is only wielding a weapon in one hand and nothing in the other hand, can take 10 when making a Concentration check to cast defensively, even when in immediate danger, distracted or in vigorous movement. This ability replaces Knowledge Pool.

  • Dance of Avoidance and Greater Dance of Avoidance are (Ex), rather than (Su)

The following Elf-only Magus Arcana from 3pp are included in the list of recommended arcana for the Bladesinger: Song of the Blade Dance, Song of Death’s Herald, Song of Victory, as well as these additional house ruled Magus Arcana:

Song of Arcane Triumph
Prerequisite: Magus 6, Bladesong Ability.

Benefit: This performance is the crescendo of the Bladesinger’s Art, allowing him to channel the raw energy of his magical power into his performance. Once per round, as a standard action that includes a single attack, he can tap into his spell power and transform it into sonic energy. If the attack hits, he may spend a spell slot which causes 1d6 points of sonic damage per spell Level of the expended spell slot to the target of the melee attack. A Fortitude Save ( DC 10 + half the Bladesinger’s Level + his Charisma Modifier ) halves the sonic damage dealt. If the attack was a critical hit, the damage is doubled and the target is deafened for 1d4 rounds with no save. The deafened condition applies, even if the target is immune to critical hits.
Note: this is a house ruled replacement of the 3pp arcana that came from the same source as the three arcana above, as the published form was game breaking powerful.

Song of Fury
Prerequisites: Magus 16, Bladesong Ability.

Benefit: When initiating a bladesong, the Bladesinger may expend an additional point from his arcane pool to gain an additional attack at his highest attack bonus. This attack is in addition to any attacks gained by Haste or similar effects, however, all attacks made while the Song of Fury is active (including this one) are made at a penalty of -2 until the beginning of the Bladesinger’s next round after the song ceases.

Bloodrager

Added new 3pp book of bloodrager bloodlines that compliment the newer Paizo sorcerer bloodlines. Said bloodlines can also be selected by the Eldritch Scion and other archetypes that adopt a bloodrager bloodline.

Cleric

From the “Paizo overvalued skill points” department:

  • The Cloistered Cleric archetype from Paizo is hence replaced word for word with the variant from 3.5 Unearthed Arcana.
  • The Cardinal archetype does not lose domains, or spontaneous casting, and further gains a bonus equal to 1/2 her cleric level on Bluff, Diplomacy, Intimidate and Knowledge (geography and local).

Dragon Disciple

  • Has following requirements:
    • Race: Any nondragon.
    • Skills: Knowledge (arcana) 4 ranks.
    • Languages: Draconic.
    • Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.
  • Skill Ranks at Each Level: 4 + int modifier
  • Choose one:
    • A Dragon Disciple progresses spells per day at every level besides 1st level,
    • Doesn’t progress spells, and gains full BAB.
  • Scales draconic bloodline from any other class with a bloodline.
  • Dragon form: uses either form of the dragon, form of the exotic dragon or form of the alien dragon, depending on their bloodline.

Druid, Oracle, Paladin, All Other Divine Caster Variants

All divine casters need to note variant rules in the divine casters and domain entries in the wiki for applicable rule variants for their class.

Duelist

A different unchained Duelist for our campaign is here, which was my initial submission to the Prestige Unchained project (and closer to the original).

Eldritch Knight

Eldritch Knight was unchained, and further altered from the one in the Prestige Unchained Project

Eldritch Scion

  • Because they go from being a class where Intelligence is the forté stat to being a dump stat, Eldritch Scions get 4 skill points/level (not counting the 2 background skill points per level).
  • For the purpose of flavor text, bloodrage and its abilities are called Mystical Focus.
  • Bloodrager bloodline abilities that are keyed to Constitution are instead keyed to Charisma for the Eldritch Scion.
  • The Eldritch Scion may choose spells from the Bloodrager spell list as one of his spells known, and they are treated as on his magus class spell list for the purpose of spell combat and spellstrike.
  • The following replaces the writeup of the Eldritch Pool feature in entirety:

    An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his eldritch scion level (minimum 1) + his Charisma modifier. This eldritch pool functions as the magus’ arcane pool, with any magus abilities keyed to Intelligence instead keyed upon the eldritch scion’s Charisma modifier. So long as he has at least 1 point remaining in his eldritch pool, as a swift action, the eldritch scion can draw on the power of his bloodline with a state of mystical focus called battle focus for a number of rounds equal to his eldritch pool, allowing him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. These rounds do not have to be consecutive but they have to be spent in at least 1 round increments. If the eldritch scion expends his last remaining point from his eldritch pool while battle focus is in effect, the battle focus immedately ceases. Maintaining battle focus is a free action, but reactivating it again requires another swift action. The eldritch scion can regain these rounds whenever he refreshes his eldritch pool with 8 hours of rest.

    At 4th level, an eldritch scion can also use his eldritch pool to gain the benefits listed with the magus’s arcane pool class feature, as a magus equal to his level -3. (The level diminishment now makes up for not having to spend pool points to maintain the battle focus.)

    This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool. Archetypes that alter arcane pool, may also alter eldritch pool.

  • The Bonus Spells entry is fucked up as hell and was never fixed in the errata so going on the same spell level gains as it does for Bloodrager:

    At 4th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 7th level as a bonus spell known. He gains the next three bonus spells from his bloodrager bloodline at 7th, 10th, and 13th levels, respectively. At 16th level, he gains the bonus spell from the sorcerer of the same bloodline that is normally gained at 11th level, and at 19th level gains the 13th level sorcerer bloodline spell.

  • The Eldritch Scion may choose one of his bloodline bonus feats instead of a combat feat as one of his bonus feats.
  • Favored class bonus (any): An Eldritch Scion character may choose to add an additional 1/2 round of Battle Focus per day as a favored class bonus. This bonus does not increase the points in his eldritch pool.

Favored Soul

The favored soul has been adapted from 3.5e as a cleric archetype

Horizon Walker

Is further unchained.

Inquisitor

As a divine caster, the inquisitor gains a divine aura like that of the cleric corresponding to that of her patron deity; if she adopts an archetype that trades off spellcasting, she does not gain this aura.

Magus

  • As part of the Arcane Pool a Magus can regain 1 point in his arcane pool by scoring a critical hit with a weapon enhanced by his arcane pool. He can regain a number of points in this manner up to his Intelligence modifier (or Charisma, if the pool is keyed off of Charisma).
  • Spell Recall and Greater Spell Recall, to clarify, in the case of a spontaneous casting magus archetype, functions to restore a previously expended spell slot.
  • Alternate class feature for the Magus, yoinked from Milozs0pl’s unchained magus:

    Rapid Spell Combat (Su): By expending 2 arcane pool points, the magus can perform her spell combat as a standard action, casting a single spell and making only a single attack with her weapon. This ability is treated as spell combat for all purposes (including spell combat’s penalty to attack rolls), but is treated as an attack action, and may benefit from Vital Strike or other feats, abilities and tactics that can be used with an attack action. This feature replaces Fighter Training or an archetype feature that replaces it.

Changes to Magus Arcana:

  • Pretty much all of the Magus arcana that say they can only be used once per day, can be used additional times per day at the cost of 1 arcane point.
  • The following alteration is made to the Close Range magus arcana change emphasised:

    Benefit: You can deliver spells that feature a ranged touch attack as melee touch spells. If you use a ranged touch attack spell that targets more than one creature (such as scorching ray), you can continue to hold the charge of the spell after delivering the first touch for successive touch attacks (similar to Chill Touch) until the number of attacks is expended, or until another spell is cast. These spells can be used with the spellstrike class feature.

  • The Flamboyant Arcana and Arcane Deed arcana are reverted to their pre-errata state, with a minor revision to fix the actual problem with the arcana: You do count as having one panache point if you have at least one arcane pool point, and you can spend arcane points to power other deeds chosen with Arcane Deed, and you treat your magus level as your swashbuckler level as originally printed. You may not select the Precise Strike deed as an arcane deed — which is the reason it was nerfed in the first place.
  • Maneuver Mastery choose either Deft Maneuvers or Powerful Maneuvers; this arcana applies to all combat maneuvers affected by that feat.
  • New magus arcana:

    Arcane Armor Specialization (Ex)

    Benefit: So long as the magus has at least 1 point in her arcane pool, she can ignore the movement penalties when wearing medium or heavier armor, or when carrying a medium or heavy load. She still suffers arcane spell failure if she lacks the appropriate class features.

    Arcane Exploit (Su)

    Benefit: Gain an Arcane Exploit from the Arcanist’s Arcane Exploits list. This may not be selected from the Greater Exploits list. An exploit that requies an expenditure from the Arcanist’s arcane reservoir instead costs points from the Magus’ arcane pool, and exploits that affect the Arcanist’s arcane reservoir instead affect the Magus’ arcane pool.

    School Study (Su)

    Benefit: The magus can select one arcane school available to the wizard, but does not have to select any opposition schools. The magus gains the 1st-level powers of the chosen school, and treats her magus level as her wizard level for the purposes of these powers. If a 1st-level power of this school has an effect with a touch or ranged touch attack, she can use a swift action to deliver the effects of the chosen school power upon a successful attack. If the magus already has the chosen arcane school (or gains it later), then these arcane schools must match, and taking this arcana allows her magus levels to stack with the levels of the class that granted the arcane school to determine the powersand level dependent effects of her arcane school.

    Spell Recall (Su)
    Prerequisite: Magus 6, does not gain this as a class feature from his archetype.

    Benefit: The magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast. For a spontaneous casting Magus archetype, spending these points restores a previously expended daily spell slot.

    Spell Recall, Greater (Su)
    Prerequisite: Magus 12, does not gain this as a class feature from his archetype.

    Benefit: The magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell (or spell slot) with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action a prepared casting magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Mystic Theurge

Our own unchaining of the prestige class is as follows:

  • All instances of ‘arcane’ spellcasting and spells (including prerequisites) in Mystic Theurge may be replaced with ‘psychic’.
  • Prerequisites:
    • Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks
    • Spells: Able to cast 2nd-level divine spells and 1st-level arcane/psychic spells
      Or
      Able to cast 1st-level divine spells and 2nd-level arcane/psychic spells
  • Adds this feature at even levels:

    Arcane/Divine Devotion: At 2nd level, and every 2 levels thereafter, the Mystic Theurge may add 1 to their effective class level for one of the following class features chosen each time this feature is gained: Arcane School, Blessing Powers, Bloodline Powers, Channel Energy, Domain Powers, Fervor, Hex, Natures Bond, Revelations, or Wild Shape. This can only apply to features the Mystic Theurge has already gained from their base classes.

Oracle

Because the Forgotten Realms setting requires all divine casters to have a single patron deity — which would include the Oracle — an Oracle has a divine aura like that of a cleric, other details are laid out in the divine casters section of the wiki.

Paladin

Gray Paladin archetype doesn’t exist. For one, the archetype sucks; secondly, if, by chance, a paladin in our setting falls, they can either atone, or opt to retrain their paladin levels into another class — Divine Champion, for example, is a valid option for a paladin who no longer adheres to her oaths, but still lines up with the ethos of her deity. There are also the options of retraining into the archetypes below:

Besides the Vindictive Bastard, which is open any lawful alignment, the following paladin archetypes are open to non-lawful aligned good characters:

Characters with these archetypes can still be no more than one step removed from their sponsoring deity’s alignment.

Shadowdancer

These apply to either the normal or unchained version of this prestige class:

Keeping with the past flavor of our inherited setting, and just the way some of us prefer to see the Summon Shadow ability rather than summoning undead, the verbiage and mechanics of the Summon Shadow ability change as follows:

Shadow Companion

At 3rd level, a shadowdancer’s shadow gains an unnatural life of its own. At will the shadowdancer can summon forth her shadow to be a self-directed, dimensional being of shadowstuff, or to transform back into a seeming normal shadow, mimicking her every move. The shadow is treated mechanically as an undead shadow, except that this shadow’s alignment matches that of the shadowdancer, receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded and cannot create spawn. The shadow is a semblance of the shadowdancer, albiet an imperfect or altered one, distorted in the way that everything upon the shadow plane is an abberant mirror of its companion on the prime. The shadow serves as a companion to the shadowdancer and they can communicate intelligibly with one another. It functions otherwise as an improved familiar with the shadowdancer’s wizard level equal to her shadowdancer level. Like a familiar, it has a number of hit points equal to half the shadowdancer’s total, and uses the shadowdancer’s base attack bonus, base save bonuses and either the master’s skill ranks or its own, whichever is higher.

If a shadowdancer’s shadow is ever destroyed, she must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A destroyed shadow companion cannot be regained for 30 days, during which time the shadowdancer is devoid of her shadow.

Also, tweaks to Shadow Jump, now compatible with Dimensional Agility without an additional feat in between:

A shadowdancer gains the ability to travel between shadows as if by means of a Dimension Door spell. Each jump takes a move action to perform. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet, two jumps of 20 feet,  or four jumps of 10 feet each. At each level, the distance a shadowdancer can jump each day doubles (80 feet at 2nd, 160 feet at 3rd, 320 feet at 4th, and 640 feet at 5th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Sorcerer

Migrated the Battle Sorcerer from Unearthed arcana 3.5 as an archetype:

Witch

Pathfinder Subreddit did a collaborative fast patch of the witch with an expanded spell list and spontaneous patron spellcasting, and it is co-opted into our campaign.

Vellemancer Archetype: This archetype gains six “free” spells at 8th level in place of a hex, but we consolidated all of the animal buffs into Animal Prowess, so it’s not really a fair trade for a hex anymore. So instead this borrows inspiration from the Skald spell kenning:

Expanded Wishgranter: At 8th level, the vellemancer’s wish granting ability transcends the boundaries of her own magical traditions. She may choose a number spells from the bard, cleric, or sorcerer/wizard spell list of 2nd level or lower equal to her Intelligence modifier; if her Intelligence modifier permanently increases later, she may select additional spells. The vellemancer can cast these spells only as part of her wishgranter ability and cannot prepare or cast them as normal, but she can sacrifice any prepared spell of the same level or higher to spontaneously cast one of these spells. This replaces the hex normally gained at 8th level.

Woodland Sniper (Slayer Archetype)

Because we houserule that anyone can sneak attack at range within 30 feet, alter the entire verbiage of the Ranged Sneak Attack ability to:

Ranged Sneak Attack (Ex)
At 3rd level, and every 3rd level thereafter, the woodland sniper adds 10ft to the distance he can sneak attack someone at range, however his sneak attack damage in melee is that of a slayer of his level -3. This alters sneak attack.

VARIANT MULTICLASSING

We do allow for the Variant Multiclassing (VMC) rules in our campaign, which allow for you to trade in half of your character feats in exchange for class features of a secondary class, which you are considered (mostly) at level parity with your primary class.

Rogue Genius Games published an expanded VMC guide that includes newer classes from Pathfinder, including the newer hybrid classes — like Arcanist and Bloodrager. This publication is linked here. While not forbidden it is highly recommended not to attention to the Dedicated VMC options they have in this book (pgs 24-end of book); no, seriously don’t give up all of your feats. If you really want to, no one’s going to stop you.

Variant Multiclassing Rules are further clarified and/or modified as follows:

All: Upon selecting your secondary class, also select three class skills for that class; these skills are always class skills for you.

All: The class abilities of the secondary class refer to the unchained or homebrew version of the ability if one is available.

All: You may archetype your secondary class, with GM discussion — if a feature you gain from your secondary class is replaced by a feature of the class archetype, you gain the archetype’s feature instead. If the class feature gained from the secondary class has a level adjustment (such as the VMC druid Companion or Wildshape ability), the same level adjustment applies to the archetype feature.

All: For purposes of magic equipment and other affects that modify class levels or features, you count as having both the base class and the VMC class but only for class features you will gain in the VMC. Thus a VMC monk may use Monk’s Robes and count as additional monk levels for unarmed strike damage, but not for Stunning Fist uses, as you do not gain that feature, unless you gain said feature from another class or feat in your build.

All: For the purpose of feats that modify a class feature or require the class feature as a prerequisite, the class features granted by the VMC count as the class features of a regular member of that class, at either the character’s level, or the effective class level of the feature, whichever is lower. So for example, an 11th level VMC cleric can take channeling feats available to a 7th level cleric.

Alchemist: In lieu of the 15th and 19th level features, you may choose an alchemist discovery at each of these levels, using 1/2 your character level to determine the discoveries you can choose.

Arcanist: If you are a spellcaster in your base class, you may choose 1 arcanist spell for each level of spells you can cast. If you are an arcane caster, these are considered on your list of spells known and you can cast or prepare them using a slot of their listed level. If you are a divine caster, these are considered on your spell list for the purpose of spell trigger and completion items, though you cannot use your class spell slots to cast them.

Bard: The bard may gain a bardic masterpiece at 11th level in lieu of a versatile performance, and does not need to give up a spell known as you’re essentially already giving up a feat instead.

Cleric: The 3rd level Domain ability, when you choose your domain, if you are a spellcaster in your base class, you gain the ability to cast the domain spells for this domain 1/day as a spell-like ability, using your primary casting ability. You gain each of the domain’s spell levels at the same time as you’re able to cast that level of spell in your base class. These are considered divine spells and not subject to arcane spell failure. They are also considered on your spell list for the purposes of spell completion and spell trigger items, even though you can’t cast them using your own spell slots.

Also when chosing your domain, gaining the 1st-level domain abilities means gaining all 1st-level domain abilities — like Travel Domain’s speed boost.

Channeling as of 7th level is 3 + CHA per day, progresses to -4 at 11th and -2 at 19th without further feat sacrifices.

At levels 11 and 19, you may instead choose a channeling feat for which you qualify.

Druid: Ignore the limitation that says your companion can’t be improved by any other feat or ability. Same for Wildshape being modified by any feat or ability that would increase effective levels or options.

Swap the level 11 and level 15 features, gaining Wildshape at 11th and full-level companion at 15th. Once gaining wildshape at 11th, as with base classes with alternate forms in our setting, you may qualify for monster feats that can be used with your alternate forms.

Fighter: Clarification — your character level does count as fighter levels for the purpose of qualifying for feats, and further, you can count your character level as your Base Attack Bonus for the purpose of qualifying for said feats.

Gunslinger: Is by overwhelming consensus among the Pathfinder Community total and utter crap. The below is the progression developed by the community:

  • Gunsmith: At 3rd level, she gains the gunsmith class feature; she does not gain a free firearm, but does gain proficiency in all firearms.
  • Gunslinger: At 7th level, she gains the Amateur Gunslinger feat; she can also spend 1 grit point to perform a quick clear as a standard action.
  • Deed: At 11th level, she gains a 1st-level gunsliger deed of choice.
  • Improved Deed: At 15th level, she gains a gunslinger deed of choice, treating their effective gunslinger level as half their character level.
  • Greater Deed: At 19th level, she gains a gunslinger deed of choice, treating their effective gunslinger level as half their character level.

Magus: Your character level counts as 1/2 Fighter levels (if your base class isn’t Fighter) for the purposes of feat qualifications. Also to clarify — you may also use wands offhand of Magus spells (or the Broad Study arcana) as possible resources for using spellstrike when you get it at level 11.

Monk: At 1st level, you may add your Wisdom to your AC as a dodge bonus, so long as you are not armored, carrying a shield or encumbered. You do not gain any increase to this dodge bonus until level 15 as written.

Once you have gained the Ki Pool feature at 11th level, it is treated as the Unchained Monk’s Ki pool, and the rules above for classes with Ki pools apply to you. As per the Unchained Monk, you may spend 1 Ki point to gain an additional attack as part of a full attack action, even though you do not gain the flurry of blows feature.

Tying up a core rule exploit, you do not get to stack this Ki pool with a base class that gets its own Ki. If the other class with a Ki pool has a different stat modifier, however, you can stack the stat modifiers when determining your total Ki pool.

If you are not Lawful, your Ki alignment strike will be Chaotic if you’re Chaotic, if you’re neither Lawful nor Chaotic, the alignmet strike will be Good/Evil if you are either Good or Evil in alignment. If you are, by chance true neutral, this component of Ki strike simply doesn’t function.

Oracle: In case it wasn’t clear on the overarching all classes amendments above, the Oracle may in fact qualify for the Extra Revelation feat once she gains her first revelation at 3rd level; she is still confined to the revelation choices as listed.

If you are a spellcaster in your base class, you may cast each mystery spell 1/day as a spell-like ability using your primary casting ability, with each spell level gained as you are able to cast that level in your base class. You may treat these spells as on your spell list for the purpose of spell trigger and completion items, even though you may not use your base class spell slots to cast them.

Paladin: The 11th level Smite Evil ability gains another use of the ability at 15th and 19th levels.

The Mercy feature treats your paladin level as half your character level, instead of locking you at 3rd level.

Ranger: A new writeup is found on the Unchained Ranger page.

Rogue: At 11th, 15th, and 19th levels, you can opt to gain the listed feature, OR you can opt to gain a rogue talent of choice. At 15th this option can be an advanced talent. This may not be a cross talent.

Sorcerer: When you choose your bloodline, if you are a spellcaster in your base class, you gain the ability to cast the bloodline spells for this bloodline 1/day each as a spell-like ability, using your primary casting ability for DCs, maximum spell level etc. You gain each of the bloodline’s spell levels at the same time as you’re able to cast that level of spell in your base class. These are considered arcane spells and subject to arcane spell failure.

You also gain the bloodline arcana of your chosen bloodline when you choose it.

Summoner:

  • 3rd level uses exactly the same verbiage as the Unchained Summoner’s ability, except that he treats his summoner level as his character level -2, and he gains additional uses per day of this ability at levels 7, 11, 15 and 19
  • The 7th level Eidolon ability expends a use of the character’s summon monster ability to summon, but otherwise is identical to the Chained Summoner’s eidolon feature equal to the character’s level -4, except for the eidolon’s evolution points, which scale at half the character’s level.
  • At 11th level gain the Bond Senses ability.
  • 15th and 19th are as printed.

Swashbuckler: Same as its alternate, VMC gunsliger, this just sucks, swashbuckler finesse is irrelevant in our campaign, and this doesn’t even have any way to give you panache to use the deeds. House ruled progression is as follows:

  • Nimble: At 3rd level, you gain the Nimble class feature; your AC bonus increases by +1 every 6 levels for a maximum of +3 at level 15
  • Amateur Swashbuckler: At 7th level, you gain the Amateur Swashbuckler Feat as a bonus feat. You gain Opportune Parry and Riposte as your 1st-level deed as well as Derring-do.
  • Charmed: At 11th level, you gain the Charmed Life class feature, treating your Swashbuckler level as your Character Level -8.
  • Improved Deed: At 15th level, you gain a deed of your choice, treating half your character level as your Swashbuckler level for prerequisites and level-dependent effects.
  • Greater Deed: at 19th level, you gain a deed of your choice, treating half your character level as your Swashbuckler level for prerequisites and level-dependent effects.

Warpriest: When you gain the Fervor ability at 7th level, if you are a divine caster, you may use fervor with your divine spells as a warpriest would in order to cast a spell targeting yourself as a swift action.

Witch: Also needs some help compared to other VMCs. And the fact that the hexes gained are level static is completely contrary to the class powers gained in literally every other VMC class.

  • 1st – When you choose your Patron, if you are a spellcaster in your base class, your familiar (gained at level 3) gains the ability to cast the patron spells 1/day each as a spell-like ability. The familiar gains each of the patron spell levels at the same time as you’re able to cast that level of spell in your base class. You may treat these spells as on your spell list for the purpose of spell trigger and completion items, even though you may not use your base class spell slots to cast them.
  • 3rd – Familiar is unchanged, except that you are dependent upon your familiar to cast your patron spells above.
  • The 7th, 15th and 19th hexes you can use as a witch of half your character level.

Wizard: If you are a spellcaster in your base class, you may choose 1 wizard spell of your chosen arcane school for each level of spells you can cast. If you are an arcane caster, these are considered on your list of spells known and you can cast or prepare them using a slot of their listed level. If you are a divine caster, these are considered on your spell list for the purpose of spell trigger and completion items, though you cannot use your class spell slots to cast them.

Variant Prestige Classing: the section of Rogue Genuis’ book on variant prestige classing (pg 15) is designed such that it can overlap with a base VMC on the levels that you haven’t traded off feats for the secondary class, though that is intentional and allowed, again it’s highly advised not to trade away all of your feats, rather choose to VMC a base class, or prestige class rather than both.

  • Houserule: With Variant Prestige Classing, if it doesn’t already grant the capstone ability for the prestige class as the 17th level gained ability, you gain it at 19th level.
  • VMC Duelist is unchained along with the duelist PrC.
  • VMC Eldritch Knight is also unchained along with the PrC.

Occult Variant Multiclassing: And if you want a touch of the mystic and supernatural, another 3pp published variant multiclassing for the occult classes.