Pathfinder Unchained | Rules

Rules

Classes

Classes

Introduction

Since the release of the Pathfinder Roleplaying Game Core Rulebook, countless game sessions have revealed that certain classes have been pushing against their constraints, yearning to break free into something at once familiar and new. This chapter includes unchained versions of the barbarian, monk, rogue, and summoner, as well as subsystems that alter character advancement. These classes can be used alongside their original counterparts (although individual characters must use one version or the other exclusively). Some feats, rage powers, rogue talents, and other rules might not work with the unchained classes, and such rules should be reviewed before being used with the new versions. Finally, with the exception of the monk, these classes should work with any of the archetypes from previous books as long as the classes still have the appropriate class features to replace.

BarbarianFrom a game balance perspective, the original barbarian serves her role admirably, but her mechanics require the player to recalculate numerous values once she enters a rage and keep track of a bevy of once-per-rage abilities. She can easily die in a fight due to the way that ending a rage lowers her hit points. The unchained barbarian significantly simplifies the rage bonus calculations, and she gains temporary hit points instead of raising and later decreasing her current and maximum hit points. Finally, she gains stronger versions of some of the weakest rage powers.

MonkThe original monk has many disparate abilities, which don't always work together and are inflexible. The unchained monk loosens up, gaining ki powers that allow greater customization. The unchained monk also has a full base attack bonus and an all-new flurry of blows.

RogueThe original rogue has a niche thanks to her sneak attack and high number of skill ranks, but she is still somewhat underpowered. The unchained rogue can debilitate her enemies to dramatically alter her ability to hit or dodge them, gains a unique edge when using her favorite skills, and enjoys a significant boost to her rogue talents.

SummonerThe original summoner has plenty of innovative features, but he also lacks focus and theme. The unchained summoner gains an eidolon that fits among existing outsiders, gaining additional abilities and plenty of thematic flavor. Additionally, he has a revised spell list more in line with similar casters.

Fractional AdvancementEvery class has a mathematical progression for its base attack bonus and saving throws. Sometimes, multiclassing leads to unusual results, and this system allows you to calculate in detail without rounding.

Staggered AdvancementIt can feel a bit strange when a character picks up 10 new skills and a variety of other abilities all in one night. This system allows you to spread out advancement over the course of a level.

Fractional Base Bonuses

Multiclass characters in the core rules are at a slight disadvantage when it comes to their statistics. This fractional base bonuses variant is designed to help multiclass characters fulfill their true potential and stand tall among their single-class peers. It is ideal for campaigns featuring many multiclass characters, particularly if those characters take levels in many different classes or prestige classes.

Base attack bonuses and base save bonuses in the Core Rulebook progress at a fractional rate, but those fractions are eliminated because of rounding; it doesn't make sense to distinguish a base attack bonus of +6-1/2 from a base attack bonus of +6 when a character with either bonus would hit AC 17 on a roll of 11 and miss on a 10. For ease of reference, the values in the class tables are rounded this way since it never makes a difference for single-class characters. However, for multiclass characters, this rounding often results in a base attack bonus that's too low, as well as base save bonuses that are imbalanced. The following variant results in more accurate base bonuses for multiclass characters, based on the formulas behind the class progression tables rather than on the tables themselves.

For example, a character who's a 1st-level wizard and a 1st-level rogue has a base attack bonus (BAB) of +0 from each class, resulting in a total BAB of +0—worse than a 2nd-level wizard or 2nd-level rogue. But that's only because each fraction was rounded down to 0 before adding them together; the character theoretically has a BAB of +3/4 from her rogue level and +1/2 from her wizard level. If the rounding was done after adding the fractional values together rather than before, the character would have a BAB of +1 (rounded down from +1-1/4)—the same as a 2nd-level wizard or rogue.

Fractional Bonuses by Class Level

Fractional Bonuses by Class Level
Class LevelBase Save Bonus (Good)*Base Save Bonus (Poor)Base Attack Bonus (d10 or d12)Base Attack Bonus (d8)Base Attack Bonus (d6)
1st+1/2+1/3+1+3/4+1/2
2nd+1+2/3+2+1-1/2+1
3rd+1-1/2+1+3+2-1/4+1-1/2
4th+2+1-1/3+4+3+2
5th+2-1/2+1-2/3+5+3-3/4+2-1/2
6th+3+2+6+4-1/2+3
7th+3-1/2+2-1/3+7+5-1/4+3-1/2
8th+4+2-2/3+8+6+4
9th+4-1/2+3+9+6-3/4+4-1/2
10th+5+3-1/3+10+7-1/2+5
11th+5-1/2+3-2/3+11+8-1/4+5-1/2
12th+6+4+12+9+6
13th+6-1/2+4-1/3+13+9-3/4+6-1/2
14th+7+4-2/3+14+10-1/2+7
15th+7-1/2+5+15+11-1/4+7-1/2
16th+8+5-1/3+16+12+8
17th+8-1/2+5-2/3+17+12-3/4+8-1/2
18th+9+6+18+13-1/2+9
19th+9-1/2+6-1/3+19+14-1/4+9-1/2
20th+10+6-2/3+20+15+10
* If at least one of the character's classes has a good saving throw progression for the save in question, add 2 to the total save bonus.

Base Attack Bonus

There are three base attack bonus progressions. For classes with a d6 Hit Die, their BAB increases by 1/2 per level. For classes with a d8 Hit Die, their BAB increases by 3/4 per level. For classes with a d10 or d12 Hit Die, their BAB increases by 1 per level (so it's not necessary to round the BAB for these classes). A multiclass character's base attack bonus will only ever improve using this variant.

For example, a character who's a 2nd-level rogue and a 9th-level wizard would have a BAB of +5 in the core rules: +1 from her rogue levels and +4 from her wizard levels. Using the fractional system, that character's BAB would be +6, with +1-1/2 from her rogue levels and +4-1/2 from her wizard levels—enough for her to gain a second attack at a +1 bonus.

Base Save Bonuses

There are only two base saving throw progressions: good and poor. Good saves progress at a rate of +1/2 per level, while poor saves progress at +1/3 per level. Additionally, saving throw bonuses with a good saving throw progression start higher, effectively incorporating an additional +2 bonus. Under the core rules, this additional bonus stacks between classes, letting a character who's a 1st-level barbarian and a 1st-level fighter have a +4 Fortitude save bonus while his Reflex and Will saves stagnate. However, this higher initial saving throw bonus is intended to act like the +3 bonus received on a class skill: you should get it only once for a particular type of saving throw, regardless of the number of classes in which you have levels. Under this variant, the +2 bonus at 1st level to a good save no longer stacks between classes, so a character's strongest saves are sometimes decreased. However, the improvements to that character's weakest saves usually make up the difference, and such characters are much less likely to leap ahead of (or fall dramatically behind) their single-class peers.

When calculating each saving throw bonus, first determine whether each class you have levels in grants a good or poor saving throw progression for that type of save. To tell whether a class has a good or poor save progression for a particular saving throw, look at the 1st-level saving throw bonus it receives for that save in the core rules. If the bonus is +2, the class has a good save progression for that type of save. If it's +0, the class has a poor save progression for that type of save. Next, for each class, find the value in the table above corresponding to your level in that class and whether the saving throw progression is good or poor. Add the values from all your classes; if you have a good saving throw progression from at least one class, add 2 to the total (this is a one-time increase and doesn't stack).

For example, in a standard game, a character who's a 5th-level cleric and a 2nd-level fighter would have a Fortitude base save bonus of +7, a Reflex base save bonus of +1, and a Will base save bonus of +4. In this variant, the same character would have a Fortitude base save bonus of +5 (rounded down from +5-1/2), a Reflex base save bonus of +2 (rounded down from +2-1/3), and a Will base save bonus of +5 (rounded down from +5-1/6).

In the core Pathfinder rules, prestige classes advance at the same rate as base classes but have different class bonuses. These adjusted bonuses were meant to compensate for the leftover fractions from the character's base classes, since the only way to gain a prestige class is via multiclassing—taking levels in both your original class and the prestige class—or racial Hit Dice. Because fractional base bonuses already account for those fractions, instead use the base save bonuses from the table above just as you would for any other class. To tell whether a prestige class has a good or poor save progression for a saving throw, look at the 1st-level saving throw bonuses it receives for that save. If the bonus is +1, it has a good save progression. If it's +0, it has a poor save progression.

Bonuses by Level

The table above presents fractional values for the base save and base attack bonuses. To determine the total base save bonus or base attack bonus of a multiclass character, calculate the fractional values for each of the character's classes using the table and add them together.

This rule affects only multiclass characters, and such characters will have a number of attacks depending on their combined base attack bonuses from several classes. For this reason, the table does not list the multiple attacks gained by characters with a BAB of +6 or greater. Just remember that a second attack is gained when a character's total BAB reaches +6, a third at +11, and a fourth at +16, just as normal. For a character who's an 11th-level fighter and a 9th-level rogue, adding a BAB of +11 to a BAB of +6-3/4 yields a BAB of +17 (rounded down from +17-3/4), with additional attacks with BABs of +12, +7, and +2, respectively.

Staggered Advancement

When increasing in level, characters often gain new abilities and powers seemingly overnight. The following advancement variant allows you to add some verisimilitude to the way in which your characters grow in power.

Instead of gaining all your new abilities when you advance to the next level, you divide them among four XP tiers: 25%, 50%, 75%, and 100%. Each XP tier represents a specific percentage of the XP required to advance to the next level.

Using Staggered Advancement

First, select the class in which you'll gain your next level. You must meet all the prerequisites for that class level. Whenever you reach a new XP tier, gain the appropriate universal abilities and skill ranks for that class as detailed in Table 1–8: Staggered Advancement. Your feat, ability score, and spell progressions remain unchanged.

Universal AbilitiesUniversal abilities include your selected class's base attack bonus, hit points (hp), and saving throw bonuses. At the 25%, 50%, and 75% XP tiers, you can select one of the following options.

Base Attack BonusIncrease your selected class's base attack bonus (if applicable).

Hit PointsDetermine the number of hit points you would gain for advancing to the next level in your class and add 50% of those hit points (rounding down) to your hit point maximum. When you advance fully to the next level of your selected class, add the remaining hit points.

Saving Throw BonusesIncrease your class's saving throw bonuses (if applicable).

Each of the above options can only be selected once per level. Additionally, the base attack bonuses and saving throw bonuses of some classes don't increase each time they advance in level. If only one universal ability is applicable, incorporate it at the 75% tier. If two are applicable, incorporate one at the 50% tier and the other at the 75% tier (your choice).

Class FeaturesCharacters gain all class features upon reaching the next level.

Skill RanksDetermine the total number of skill ranks you would gain for advancing to the next level in your selected class, and allocate 50% of the skill ranks (rounding down) when you reach the 50% XP tier. When you advance fully to the next level, you can spend the remaining skill ranks.

The following table assumes you are using the medium XP advancement track. If you use the fast or slow XP advancement track, you can use this table as a model from which to extrapolate the XP requirements for each XP tier.

Staggered Advancement

Staggered Advancement
Character LevelXPXP TierUniversal AbilitiesClass AbilitiesSkill Ranks
1st0As standard rules for a 1st-level character
50025%BAB, 50% hp, or saves
1,00050%BAB, 50% hp, or saves50%
1,50075%BAB, 50% hp, or saves
2nd2,000Remaining 50% of hpAllRemaining 50%
2,75025%BAB, 50% hp, or saves
3,50050%BAB, 50% hp, or saves50%
4,25075%BAB, 50% hp, or saves
3rd5,000Remaining 50% of hpAllRemaining 50%
6,00025%BAB, 50% hp, or saves
7,00050%BAB, 50% hp, or saves50%
8,00075%BAB, 50% hp, or saves
4th9,000Remaining 50% of hpAllRemaining 50%
10,50025%BAB, 50% hp, or saves
12,00050%BAB, 50% hp, or saves50%
13,50075%BAB, 50% hp, or saves
5th15,000Remaining 50% of hpAllRemaining 50%
17,00025%BAB, 50% hp, or saves
19,00050%BAB, 50% hp, or saves50%
21,00075%BAB, 50% hp, or saves
6th23,000Remaining 50% of hpAllRemaining 50%
26,00025%BAB, 50% hp, or saves
29,00050%BAB, 50% hp, or saves50%
32,00075%BAB, 50% hp, or saves
7th35,000Remaining 50% of hpAllRemaining 50%
39,00025%BAB, 50% hp, or saves
43,00050%BAB, 50% hp, or saves50%
47,00075%BAB, 50% hp, or saves
8th51,000Remaining 50% of hpAllRemaining 50%
57,00025%BAB, 50% hp, or saves
63,00050%BAB, 50% hp, or saves50%
69,00075%BAB, 50% hp, or saves
9th75,000Remaining 50% of hpAllRemaining 50%
82,50025%BAB, 50% hp, or saves
90,00050%BAB, 50% hp, or saves50%
97,50075%BAB, 50% hp, or saves
10th105,000Remaining 50% of hpAllRemaining 50%
117,50025%BAB, 50% hp, or saves
130,00050%BAB, 50% hp, or saves50%
142,50075%BAB, 50% hp, or saves
11th155,000Remaining 50% of hpAllRemaining 50%
171,25025%BAB, 50% hp, or saves
187,50050%BAB, 50% hp, or saves50%
203,75075%BAB, 50% hp, or saves
12th220,000Remaining 50% of hpAllRemaining 50%
243,75025%BAB, 50% hp, or saves
267,50050%BAB, 50% hp, or saves50%
291,25075%BAB, 50% hp, or saves
13th315,000Remaining 50% of hpAllRemaining 50%
347,50025%BAB, 50% hp, or saves
380,00050%BAB, 50% hp, or saves50%
412,50075%BAB, 50% hp, or saves
14th445,000Remaining 50% of hpAllRemaining 50%
492,50025%BAB, 50% hp, or saves
540,00050%BAB, 50% hp, or saves50%
587,50075%BAB, 50% hp, or saves
15th635,000Remaining 50% of hpAllRemaining 50%
698,75025%BAB, 50% hp, or saves
762,50050%BAB, 50% hp, or saves50%
826,25075%BAB, 50% hp, or saves
16th890,000Remaining 50% of hpAllRemaining 50%
992,50025%BAB, 50% hp, or saves
1,095,00050%BAB, 50% hp, or saves50%
1,197,50075%BAB, 50% hp, or saves
17th1,300,000Remaining 50% of hpAllRemaining 50%
1,425,00025%BAB, 50% hp, or saves
1,550,00050%BAB, 50% hp, or saves50%
1,675,00075%BAB, 50% hp, or saves
18th1,800,000Remaining 50% of hpAllRemaining 50%
1,987,50025%BAB, 50% hp, or saves
2,175,00050%BAB, 50% hp, or saves50%
2,362,50075%BAB, 50% hp, or saves
19th2,550,000Remaining 50% of hpAllRemaining 50%
2,812,50025%BAB, 50% hp, or saves
3,075,00050%BAB, 50% hp, or saves50%
3,337,50075%BAB, 50% hp, or saves
20th3,600,000Remaining 50% of hpAllRemaining 50%

Barbarian

Barbarian

For some heroes, the rage that lives within them can't be contained. Whether this fury is a product of heritage or of nature, these adventurers have learned to harness it, turning its power against their foes. The primal warriors known as barbarians transform their rage into a potent weapon on a battlefield. Heedless of their wounds and possessed of unstoppable bloodlust, these savage brutes are the embodiment of war.

UnchainedThe unchained barbarian is similar in many regards to its counterpart in the Core Rulebook—she still goes into a rage and gains rage powers, but many of the details have been changed. Rage now grants temporary hit points and static bonuses on attack and damage rolls, rather than bonuses to ability scores that force players to recalculate a number of statistics. Additionally, many rage powers now function whenever the barbarian is raging, as opposed to just once per rage. Finally, the overall utility of many of the rage powers has been adjusted to make them more useful and interesting.

AlignmentAny nonlawful.

Hit Died12.

Class Skills

The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level4 + Int modifier.

Unchained Barbarian

Unchained Barbarian
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+0+0Fast movement, rage
2nd+2+3+0+0Rage power, uncanny dodge
3rd+3+3+1+1Danger sense +1
4th+4+4+1+1Rage power
5th+5+4+1+1Improved uncanny dodge
6th+6/+1+5+2+2Danger sense +2, rage power
7th+7/+2+5+2+2Damage reduction 1/—
8th+8/+3+6+2+2Rage power
9th+9/+4+6+3+3Danger sense +3
10th+10/+5+7+3+3Damage reduction 2/—, rage power
11th+11/+6/+1+7+3+3Greater rage
12th+12/+7/+2+8+4+4Danger sense +4, rage power
13th+13/+8/+3+8+4+4Damage reduction 3/—
14th+14/+9/+4+9+4+4Indomitable will, rage power
15th+15/+10/+5+9+5+5Danger sense +5
16th+16/+11/+6/+1+10+5+5Damage reduction 4/—, rage power
17th+17/+12/+7/+2+10+5+5Tireless rage
18th+18/+13/+8/+3+11+6+6Danger sense +6, rage power
19th+19/+14/+9/+4+11+6+6Damage reduction 5/—
20th+20/+15/+10/+5+12+6+6Mighty rage, rage power

Class Features

All of the following are class features of the barbarian.

Weapon and Armor ProficiencyA barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.

Rage (Ex)A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers (Ex)As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.

Accurate Stance (Ex)The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Animal Fury (Ex)The barbarian gains a bite attack. This is a primary natural attack that deals 1d4 points of damage (if the barbarian is Medium; 1d3 if the barbarian is Small) plus the barbarian's Strength modifier. If made as part of a full-attack action with manufactured weapons, the bite attack is made at the barbarian's full base attack bonus – 5, and she adds only 1/2 her Strength modifier to the damage roll. The barbarian can make a bite attack as part of the action to maintain or break free from a grapple. If the bite attack hits, grapple checks attempted by the barbarian against the target until the end of the round gain a +2 bonus.

Auspicious Mark (Su)The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a swift action, she can call upon the spirits' favor toincrease any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day.

Bleeding Blow (Ex)While in the powerful stance, the barbarian can make an attack that causes her enemies to bleed profusely. Once per round, she can have one of her attacks deal an amount of bleed damage equal to 1/2 her bonus damage from powerful stance. This bleed damage bypasses damage reduction. This bleed damage doesn't stack with itself. A barbarian must have the powerful stance rage power and be at least 8th level to select this rage power.

Calm Stance (Ex)The barbarian can enter a state of calm. While in this stance, the barbarian doesn't gain any benefits from rage other than the temporary hit points, but she doesn't take any of the penalties from rage (including the penalty to AC and the restriction on actions she can take). Rounds spent in a calm stance still count against her total number of rounds of rage per day. This is a stance rage power.

Clear Mind (Ex)When the barbarian fails a Will saving throw, she can attempt another Will saving throw at the end of her next turn (using the original DC). If the second saving throw is successful, the barbarian is treated as if she succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, the barbarian suffers the full effects of the spell or effect as normal. A barbarian must be at least 8th level to select this rage power.

Crippling Blow (Ex)Once per day when the barbarian hits with an attack, she can deal 1 point of ability damage to the target's Strength or Dexterity score. This damage increases by 1 point for every 4 levels the barbarian has. A barbarian must be at least 8th level to select this rage power.

Deadly Accuracy (Ex)If the barbarian scores a critical threat while in the accurate stance, she applies double the accurate stance's bonus when rolling to confirm the critical. A barbarian must have the accurate stance rage power and be at least 4th level to select this rage power.

Eater of Magic (Su)When the barbarian succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, she gains temporary hit points equal to the spell's level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect's creator (in the case of supernatural abilities). These temporary hit points disappear when the barbarian's rage ends, and they stack with her temporary hit points from rage but not with other temporary hit points gained from this rage power. A barbarian must have the superstition rage power and be at least 10th level to select this rage power.

Elemental Stance (Su)When the barbarian adopts this stance, she chooses an energy type (acid, cold, electricity, or fire). Her melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the barbarian's critical hits deal an additional 1d10 points of energy damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance rage power. A barbarian must be at least 4th level to select this rage power.

Energy Absorption (Su)Once per day, the barbarian can absorb the energy from a single attack that deals damage of the energy type she resists with the energy resistance rage power. She takes no damage from the attack and doesn't attempt a saving throw. Instead, she increases the temporary hit points from her rage by an amount equal to 1/2 the damage she would have taken (ignoring her energy resistance). If the barbarian is at least 16th level, once before her rage ends, she can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the barbarian would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC = 10 + 1/2 the barbarian's level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon. A barbarian must have the energy resistance rage power and be at least 12th level to select this rage power.

Energy Resistance (Ex)The barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). At 8th level, she gains limited immunity to the same type of energy, as protection from energy. She can absorb 2 points of damage per level, and she applies her energy resistance first. The energy type is chosen when this rage power is selected, and it can't be changed. This rage power can be selected more than once; each time, it applies to a different energy type.

Fearless Rage (Ex)The barbarian is immune to the shaken and frightened conditions (but not the panicked condition). A barbarian must be at least 12th level to select this rage power.

Flesh Wound (Ex)Once per day, the barbarian can avoid serious harm from an attack. She attempts a Fortitude save with a DC equal to the damage that would be dealt by the attack. If she succeeds, she takes no damage from the attack. If she fails, she takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled. A barbarian must be at least 10th level to select this rage power.

Ground Breaker (Ex)The barbarian can attack the floor around her as a full-round action. This attack automatically hits and deals damage normally. If the barbarian deals more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the barbarian, must succeed at DC 15 Reflex saves or be knocked prone. A barbarian must be at least 6th level to select this rage power.

Ground Breaker, Greater (Ex)When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must be at least 8th level and have the ground breaker rage power to select this rage power.

Guarded Stance (Ex)The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Increased Damage Reduction (Ex)The barbarian's damage reduction increases by 2/— whenever she is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power.

Inspire Ferocity (Ex)While in the reckless stance, the barbarian imparts the stance's bonus and penalty to all willing allies within 30 feet of her. A barbarian must have the reckless stance rage power to select this rage power.

Internal Fortitude (Ex)The barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level to select this rage power.

Intimidating Glare (Ex)The barbarian adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian's current rage.

Knockback (Ex)Once per round, the barbarian can attempt a bull rush against one target in place of a melee attack, using her full CMB regardless of the attack it replaces. If the bull rush is successful, the target takes an amount of damage equal to the barbarian's Strength modifier and is knocked back as normal. The barbarian doesn't move with the target. This bull rush doesn't provoke an attack of opportunity.

Knockdown Stance (Ex)The barbarian can focus on toppling her foes. Once per round, she can make a trip attack against one target in place of a melee attack. If she succeeds, the target is knocked prone. This trip attempt doesn't provoke an attack of opportunity. This is a stance rage power.

Lethal Accuracy (Ex)While in the accurate stance, the barbarian's critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). A barbarian must have the accurate stance and deadly accuracy rage powers and be at least 16th level to select this rage power.

Low-Light Vision (Ex)The barbarian's senses sharpen, and she gains low-light vision.

Mighty Swing (Ex)The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This ability can be used only once per day. A barbarian must be at least 12th level to select this rage power.

Night Vision (Ex)The barbarian's senses grow incredibly sharp, and she gains darkvision out to a range of 60 feet. If she already has darkvision, the range of that darkvision increases by 60 feet. A barbarian must have a darkvision racial trait, low-light vision racial trait, or the low-light vision rage power to select this rage power.

No Escape (Ex)The barbarian can move up to double her base speed as an immediate action. She can use this ability only when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement.

Perfect Clarity (Ex)While in the calm stance, the barbarian can roll twice for any miss chances or Will saving throws to disbelieve illusions, taking the better result. A barbarian must have the calm stance rage power to select this rage power.

Powerful Stance (Ex)The barbarian can focus her ferocity. She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Protect Vitals (Ex)While in the guarded stance, the barbarian gains an additional +4 dodge bonus to AC against attack rolls made to confirm critical hits. A barbarian must have the guarded stance rage power and be at least 8th level to select this rage power.

Quick Reflexes (Ex)The barbarian can make one additional attack of opportunity per round.

Raging Climber (Ex)The barbarian gains a climb speed equal to 1/2 her base land speed, taking into account her fast movement class feature. She can't use this climb speed to climb any surface with a DC higher than 20. She also gains a +8 enhancement bonus on Climb checks.

Raging Leaper (Ex)The barbarian is always considered to have a running start when attempting an Acrobatics check to jump. In addition, she gains a +8 bonus on Acrobatics checks to jump. Finally, if the barbarian falls, she halves the total distance fallen for the purposes of determining damage taken from the fall.

Raging Swimmer (Ex)The barbarian gains a swim speed equal to 1/2 her base land speed (taking into account her fast movement class feature). She also gains a +8 enhancement bonus on Swim checks.

Reckless Stance (Ex)The barbarian can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance rage power.

Reflexive Dodge (Ex)While in the guarded stance, the barbarian can apply her dodge bonus to AC as a bonus on Reflex saving throws. A barbarian must have the guarded stance rage power and be at least 6th level to select this rage power.

Regenerative Stance (Ex)The barbarian can continually replenish her health. At the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from rage. This is a stance rage power. A barbarian must be at least 4th level to select this rage power.

Renewed Vigor (Ex)As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.

Renewed Vitality (Ex)The barbarian ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the barbarian can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her rage ends.

Roused Anger (Ex)The barbarian can enter a rage even when fatigued. If the barbarian enters a rage while fatigued, she loses the fatigued condition and she does not gain temporary hit points from rage. Once this rage ends, the barbarian is exhausted for 10 minutes.

Scent (Ex)The barbarian gains the scent ability. She can use this ability to locate unseen foes. See page 564 of the Core Rulebook for more information.

Sharpened Accuracy (Ex)While in the accurate stance, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A barbarian must have the accurate stance rage power and be at least 8th level to select this rage power.

Shove Aside (Ex)Whenever the barbarian charges, she may push past one of her allies. That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge. This does not move the ally's position; it simply allows the barbarian to move past.

Shove Aside, Greater (Ex)This functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge. A barbarian must have the shove aside rage power and be at least 8th level to select this rage power.

Smasher (Ex)Whenever the barbarian attempts a sunder combat maneuver or makes an attack against an unattended object, she ignores 1 point of the object's hardness per barbarian level she has.

Sprint (Ex)The barbarian adds 1/2 her speed to the distance she can move when she runs or charges. A barbarian must have the swift foot rage power and be at least 4th level to select this rage power.

Strength Stance (Ex)The barbarian can summon mighty strength. She gains a +1 competence bonus on combat maneuvers and to her CMD. These bonuses increase by 1 for every 4 levels the barbarian has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power.

Superstition (Ex)The barbarian gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the barbarian has. The barbarian cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.

Swift Foot (Ex)The barbarian gains a 10-foot enhancement bonus to her base speed. A barbarian can select this rage power up to three times; its effects stack.

Taunting Stance (Ex)The barbarian can leave herself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian while she's in this stance, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to each provoking attack. This is a stance rage power. A barbarian must be at least 12th level to select this rage power.

Terrifying Howl (Ex)The barbarian unleashes a terrifying howl as a standard action. All enemies that have been shaken by the barbarian (usually through the Intimidate skill) within 30 feet must succeed at a Will save (DC = 10 + 1/2 the barbarian's level + her Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has attempted a save versus this ability (whether successful or not), it's immune to this power for 24 hours. A barbarian must be at least 8th level and have the intimidating glare rage power to select this rage power.

Unexpected Strike (Ex)The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether that movement would normally provoke an attack of opportunity. The barbarian can use this ability only when there are no other foes in a square threatened by the barbarian. A barbarian must be at least 8th level to select this rage power.

Witch Hunter (Ex)The barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by 1 for every 4 levels the barbarian has. In addition, if she confirms a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect). A barbarian must have the superstition rage power to select this rage power.

Uncanny Dodge (Ex)At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Danger Sense (Ex)At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).

Improved Uncanny Dodge (Ex)At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.

If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.

Damage Reduction (Ex)At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage reduction can reduce damage to 0, but not below 0.

Greater Rage (Ex)At 11th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Indomitable Will (Ex)At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.

Tireless Rage (Ex)At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn't gain any temporary hit points from her rage.

Mighty Rage (Ex)At 20th level, a barbarian's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Unmodified Rage Powers

The list of barbarian rage powers includes replacements for everything from the Core Rulebook, along with select revised powers based on the rage powers from Pathfinder Roleplaying Game: Advanced Player's Guide and Pathfinder Roleplaying Game: Ultimate Combat. The following rage powers from the latter two books can be used unaltered.

Advanced Player's GuideBeast totem, beast totem (greater), beast totem (lesser), boasting taunt, brawler, brawler (greater), chaos totem, chaos totem (greater), chaos totem (lesser), disruptive, ferocious mount, ferocious mount (greater), ferocious trample, ferocious trample (greater), fiend totem, fiend totem (greater), fiend totem (lesser), good for what ails you, guarded life, hurling, hurling (greater), hurling (lesser), hurling charge, liquid courage, overbearing advance, overbearing onslaught, roaring drunk, spirit steed, spirit totem, spirit totem (greater), spirit totem (lesser), staggering drunk.

Ultimate CampaignBody bludgeon, dragon totem, dragon totem resilience, ghost rager, guarded life (greater), hive totem, hive totem resilience, hive totem toxicity, primal scent, sunder enchantment, world serpent spirit, world serpent totem, world serpent totem unity.

Monk

Monk

Physical and mental perfection—that is the life goal of every monk. For these skilled warriors, martial prowess and mental clarity are one and the same. Capable of pummeling foes with both fist and weapon, monks are among the more versatile combatants on the battlefield. Monks are also able to harness their ki, a spiritual life force that resides within, allowing them to perform amazing acts of acrobatics and mystical skill. All of this depends on incredible discipline and focus, and monks spend their entire lives perfecting these arts.

UnchainedMuch of the monk has been reworked, including its base attack bonus, Hit Die, saves, and many of its special abilities. The result is a version of the monk that not only is easier to play, but also possesses a great deal more versatility. Flurry of blows is now much simpler to use in play. Many of the higher-level abilities of the monk, such as abundant step and quivering palm, have been incorporated into the new system of ki powers. As a monk advances in level, he can select from a variety of ki powers, allowing the player to truly customize his character.

AlignmentAny lawful.

Hit Died10.

Class Skills

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level4 + Int modifier.

Unchained Monk

Unchained Monk
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialUnarmed DamageAC BonusFast Movement
1st+1+2+2+0Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike1d6+0+0 ft.
2nd+2+3+3+0Bonus feat, evasion1d6+0+0 ft.
3rd+3+3+3+1Fast movement, ki pool, ki strike (magic)1d6+0+10 ft.
4th+4+4+4+1Ki power, still mind1d8+1+10 ft.
5th+5+4+4+1Purity of body, style strike (1/round)1d8+1+10 ft.
6th+6/+1+5+5+2Bonus feat, ki power1d8+1+20 ft.
7th+7/+2+5+5+2Ki strike (cold iron/silver)1d8+1+20 ft.
8th+8/+3+6+6+2Ki power1d10+2+20 ft.
9th+9/+4+6+6+3Improved evasion, style strike1d10+2+30 ft.
10th+10/+5+7+7+3Bonus feat, ki power, ki strike (lawful)1d10+2+30 ft.
11th+11/+6/+1+7+7+3Flurry of blows (bonus attack)1d10+2+30 ft.
12th+12/+7/+2+8+8+4Ki power2d6+3+40 ft.
13th+13/+8/+3+8+8+4Style strike, tongue of the sun and moon2d6+3+40 ft.
14th+14/+9/+4+9+9+4Bonus feat, ki power2d6+3+40 ft.
15th+15/+10/+5+9+9+5Style strike (2/round)2d6+3+50 ft.
16th+16/+11/+6/+1+10+10+5Ki power, ki strike (adamantine)2d8+4+50 ft.
17th+17/+12/+7/+2+10+10+5Style strike, timeless body2d8+4+50 ft.
18th+18/+13/+8/+3+11+11+6Bonus feat, ki power2d8+4+60 ft.
19th+19/+14/+9/+4+11+11+6Flawless mind2d8+4+60 ft.
20th+20/+15/+10/+5+12+12+6Ki power, perfect self2d10+5+60 ft.

Class Features

All of the following are class features of the monk.

Weapon and Armor ProficiencyMonks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus FeatAt 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex)At 1st level, a monk 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.

Stunning Fist (Ex)At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex)At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

Small or Large Monk Natural Damage

Small or Large Monk Natural Damage
LevelDamage(Small Monk)Damage(Large Monk)
1st–3rd1d41d8
4th–7th1d62d6
8th–11th1d82d8
12th–15th1d103d6
16th–19th2d63d8
20th2d84d8

Evasion At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su)At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Powers (Su)At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Abundant Step (Su)A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk's caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.

Cobra Breath (Su)Whenever a monk with this ki power uses diamond body to neutralize a poison, he can instead release that poison as a ranged touch attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the poison's original DC) or suffer the poison's effects, even if it was not originally a contact poison. A monk must be at least 12th level and must possess the diamond body ki power before selecting this ki power.

Diamond Body (Su)By spending 1 point from his ki pool, a monk with this power can remove one toxin from his body as if using neutralize poison, using his monk level as his caster level. He can remove only one poison in this way per use of this ability. A monk must be at least 8th level before selecting this ki power.

Diamond Mind (Su)By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can spend 2 ki points to activate this ability even when frightened or panicked. A monk must be at least 6th level before selecting this ki power.

Diamond Resilience (Ex)By spending 1 ki point as a swift action, the monk gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 12th level before selecting this ki power.

Diamond Soul (Ex)A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk's level. A monk must be at least 12th level before selecting this ki power.

Elemental Fury (Su)A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.

Elemental Burst (Su)A monk with this ability can spend 4 ki points to unleash a gout of energy in a 30-foot cone. Creatures within the cone take 20d6 points of damage of the same type as the monk's elemental fury ki power. A Reflex save (DC = 10 + 1/2 the monk's level + his Wisdom modifier) halves the damage. A monk must be at least 18th level and must possess the elemental fury ki power before selecting this ki power.

Empty Body (Su)A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk's ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.

Feather Balance (Ex)A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 1 minute.

Formless Mastery (Ex)A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent's style. As long as he does not possess any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last until the end of the monk's next turn (or his current turn if he uses this ability on his own turn). The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.

Furious Defense (Ex)By spending 1 point from his ki pool as an immediate action, a monk with this ki power can grant himself a +4 dodge bonus to AC until the end of his next turn. The monk can activate this ability and the formless mastery ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.

High Jump (Ex)A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.

Insightful Wisdom (Su)A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.

Ki Blocker (Su)A monk with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the monk can interrupt the target's flow of ki. If the monk successfully damages the target of his attack, that opponent's cost to activate abilities with ki increases by 1 ki point for 1 hour. If the monk spends 2 points from his ki pool, he can use this ability to affect the target's arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A monk must be at least 10th level before selecting this ki power.

Ki Guardian (Su)As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally's. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.

Ki Hurricane (Ex)As a full-round action, a monk with this ability can move up to twice his speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. He can later spend another ki point to make the next attack in his flurry of blows, and so on, until he either stops spending ki points or has exhausted all the attacks from his flurry of blows. A monk must be at least 10th level and possess the sudden speed ki power before selecting this ki power.

Ki Metabolism (Su)A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.

Ki Mount (Su)A monk with this ability can spend 1 ki point as a standard action to grant 2 temporary hit points per monk level he possesses to his mount for 1 hour per monk level. As long as the monk and his mount are adjacent or the monk is mounted, the mount shares the benefits of whichever of the AC bonus, evasion, high jump, improved evasion, ki strike, perfect self, and still mind abilities the monk possesses. A monk must be at least 6th level before selecting this ki power.

Ki Range (Su)A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.

Ki Visions (Su)A monk with this ability often sees visions of spirits or hears the voice of his departed mentor in his dreams. On any given night during which the monk dreams, he can use this ability to gain the benefits of a divination. If he does, he spends 2 ki points from the next day's total. A monk must be at least 10th level before selecting this ki power.

Ki Volley (Su)When a targeted spell or spell-like ability fails to overcome the monk's spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.

Light Steps (Ex)A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates his feather balance ki power, he can also ignore all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids. A monk must be at least 8th level and have the feather balance ki power before selecting this ki power.

One Touch (Ex)As long as he has at least 1 point remaining in his ki pool, as a standard action, a monk with this power can make an unarmed strike against a foe as a touch attack. He adds 1/2 his monk level as a bonus on the damage roll. He can spend 1 ki point to double this bonus for that attack. A monk must be at least 12th level before selecting this ki power.

Qinggong Power (Su)A monk with this power selects any of the qinggong monk ki powers (Pathfinder RPG Ultimate Magic 51) for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.

Quivering Palm (Su)A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 4 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the monk's level + the monk's Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 16th level before selecting this ki power.

Slow Fall (Su)A monk within arm's reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).

Sudden Speed (Su)A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk's base land speed by 30 feet for 1 minute.

Water Sprint (Su)A monk with this ki power can spend 1 point from his ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 6th level before selecting this ki power.

Wind Jump (Su)A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 8th level and have the high jump ki power before selecting this ki power.

Wholeness of Body (Su)A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.

Still Mind (Ex)At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body (Ex)At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex)At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Defensive SpinThe monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.

Elbow SmashThe monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.

Flying KickThe monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Foot StompThe monk stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe's movement is restricted. Until the start of the monk's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.

HammerblowThe monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.

Head-ButtThe monk slams his head into his enemy's head, leaving his foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The monk must attack with a head-butt to use this style strike.

Knockback KickThe monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the monk's fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The monk must attack with a kick to use this style strike.

Leg SweepThe monk attempts to sweep his foe's leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.

Shattering PunchThe monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.

Spin KickThe monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.

Improved Evasion (Ex)At 9th level, a monk's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Tongue of the Sun and Moon (Ex)At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Timeless Body (Ex)At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Flawless MindAt 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.

Perfect SelfAt 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Rogue

Rogue

Thief, sneak, charmer, diplomat—all of these and more describe the rogue. When not skulking in the shadows, disarming traps, and stealing from the unaware, rogues may rub shoulders with powerful nobles or plot capers with fellow crooks. The rogue is the master of many faces, using her skills and talents to get herself both into and out of trouble with rakish aplomb. While others may call them charlatans and burglars, even the most larcenous rogues tend to consider themselves consummate professionals, willing to take on any job if the price is right.

UnchainedWhile much of the unchained rogue will be familiar to those who have played the class from the Core Rulebook, there are a number of new class features that greatly enhance the power and flexibility of the rogue. Chief among these is the debilitating injury class feature. A rogue with this ability can severely hamper her foes, giving her a much-needed boost to her offense or defense, depending on the situation. In addition, with finesse training, the rogue now gains Weapon Finesse for free at 1st level. This ability also lets her add her Dexterity to damage rolls with one weapon starting at 3rd level. Finally, the rogue's edge ability ties into a new system presented in Chapter 2 of this book called skill unlocks. With this feature, the rogue can master a small set of chosen skills, outperforming all those characters without access to such talents.

AlignmentAny.

Hit Died8.

Class Skills

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level8 + Int modifier.

Unchained Rogue

Unchained Rogue
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+2+0Finesse training, sneak attack +1d6, trapfinding
2nd+1+0+3+0Evasion, rogue talent
3rd+2+1+3+1Danger sense +1, finesse training, sneak attack +2d6
4th+3+1+4+1Debilitating injury, rogue talent, uncanny dodge
5th+3+1+4+1Rogue's edge, sneak attack +3d6
6th+4+2+5+2Danger sense +2, rogue talent
7th+5+2+5+2sneak attack +4d6
8th+6/+1+2+6+2Improved uncanny dodge, rogue talent
9th+6/+1+3+6+3Danger sense +3, sneak attack +5d6
10th+7/+2+3+7+3Advanced talents, rogue talent, rogue's edge
11th+8/+3+3+7+3Finesse training, sneak attack +6d6
12th+9/+4+4+8+4Danger sense +4, rogue talent
13th+9/+4+4+8+4sneak attack +7d6
14th+10/+5+4+9+4rogue talent
15th+11/+6/+1+5+9+5Danger sense +5, rogue's edge, sneak attack +8d6
16th+12/+7/+2+5+10+5rogue talent
17th+12/+7/+2+5+10+5sneak attack +9d6
18th+13/+8/+3+6+11+6Danger sense +6, rogue talent
19th+14/+9/+4+6+11+6Finesse training, sneak attack +10d6
20th+15/+10/+5+6+12+6Master strike, rogue talent, rogue's edge

Class Features

The following are the class features of the rogue.

Weapon and Armor ProficienciesRogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak AttackIf a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

TrapfindingA rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex)At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue TalentsAs a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Bleeding Attack* (Ex)A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.

Camouflage (Ex)A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is effective for the rest of the day or until the rogue fails a saving throw against an area-effect spell that deals acid, cold, or fire damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.

Certainty (Ex)The rogue chooses one of the skills she selected with rogue's edge (see page 23). Once per day, the rogue can reroll a skill check she just made with the selected skill and take the better result. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue's edge class feature before selecting this talent.

Coax Information (Ex)A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents' attitude toward the rogue returns to its previous level, rather than dropping one level.

Combat SwipeA rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).

Combat TrickA rogue who selects this talent gains a bonus combat feat.

Esoteric Scholar (Ex)A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.

Expert Leaper (Ex)When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.

Fast Stealth (Ex)This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Follow Clues (Ex)A rogue with this talent can use Perception to follow tracks as per the Survival skill.

Hold Breath (Ex)A rogue with this talent doubles the amount of time she can hold her breath.

Lasting Poison (Ex)A rogue with this talent can apply poison to a weapon in such a way that it is effective for a number of successful attacks equal to her Dexterity modifier (minimum two) instead of one. This poison has a reduced effect, however, and saves made against the poison gain a +2 circumstance bonus. Applying poison in this way is a full-round action, or a standard action if the rogue has the swift poison rogue talent.

Ledge Walker (Ex): This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.

Major Magic (Sp)A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue's Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.

Minor Magic (Sp)A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.

Multitalented (Ex)The rogue can use her rogue talents more often. Once per day, she can use a rogue talent that is normally only usable once per day one additional time. At 10th level and 18th level, she can use this talent one additional time per day (for a maximum total of 3 additional uses of a rogue talent that can normally only be used once per day). The uses of this talent do not have to be spent on the same rogue talent. This ability cannot be used with an advanced talent.

Nimble Climber (Ex)Whenever the rogue fails a Climb check by 5 or more, she can attempt a Reflex save (using the same DC as the Climb check) to catch herself and avoid falling.

Powerful Sneak* (Ex)Whenever a rogue with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can't reroll any individual die more than once per attack.

Quick Disable (Ex)It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.

Resiliency (Ex)Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Rogue Crawl (Ex)While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling, and she reduces her attack roll and AC penalties for being prone by 2.

Slow Reactions* (Ex)Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.

Stand Up (Ex)A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.

Surprise Attack (Ex)During the surprise round, a rogue with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.

Terrain Mastery (Ex)A rogue with this talent gains a favored terrain, as the ranger class feature of the same name (Core Rulebook 65), but the bonus does not increase with her level. A rogue can select this talent multiple times, each time applying it to a new terrain.

Trap Spotter (Ex)Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Weapon TrainingA rogue who selects this talent gains Weapon Focus as a bonus feat.

Danger Sense (Ex)At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

BewilderedThe target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

DisorientedThe target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

HamperedAll of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex)At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge (Ex)At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge (Ex)At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced TalentsAt 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Crippling Strike* (Ex)A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Cutting Edge (Ex)A rogue with this ability immediately selects two additional skills with her rogue's edge ability. She can select this advanced talent multiple times.

Deadly Sneak* (Ex)When a rogue with this talent uses the powerful sneak talent, she rerolls all sneak attack dice that resulted in 1s or 2s. She can reroll multiple dice, but she can't reroll any individual die more than once per attack. A rogue must have the powerful sneak talent before selecting this talent.

Defensive Roll (Ex)The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. When she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If she succeeds, the rogue takes only half damage from the blow; if she fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll; if she is denied her Dexterity bonus to AC, she can't use this ability. Since such damage would not normally allow a character to attempt a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

Dispelling Attack* (Su)An opponent that is dealt sneak attack damage by a rogue with this ability is affected by a targeted dispel magic affecting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue's level. A rogue must have the major magic rogue talent to select this advanced talent.

Double Debilitation* (Ex)Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.

FeatA rogue can gain any feat that she qualifies for in place of a rogue talent.

Improved Evasion (Ex)This works like evasion, except while the rogue still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Light Walker (Ex)The rogue can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain. A rogue must have the ledge walker rogue talent before choosing light walker.

Master of Disguise (Ex)Once per day, a rogue with this talent can don a disguise as a standard action. While wearing that disguise, she gains a +10 bonus on all Disguise checks. A rogue must have the Quick Disguise talent to select this talent.

Multitalented, Greater (Ex)A rogue with this talent can use the multitalented rogue talent to gain additional uses of advanced talents. A rogue must have the multitalented talent to select this talent.

Opportunist (Ex)The rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round and can't be used more than once per round.

Skill MasteryThe rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. The rogue selects a number of skills equal to her Intelligence modifier. When making a skill check with one of the selected skills (or any of the skills selected through the rogue's edge class feature), she can take 10 even if stress and distractions would normally prevent her from doing so. A rogue can gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.

Slippery Mind (Ex)This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She can attempt only one additional saving throw against any given effect using this ability.

Quick Shot (Ex)Whenever the rogue rolls initiative, she can also make a single attack with a ranged weapon as a swift action. She can use this ability only if she has a weapon in hand and it is loaded (if applicable). If more than one rogue has this talent, their initiative check results determine the order in which they make their attacks. After these attacks are resolved, the round proceeds as normal.

Terrain Mastery, Greater (Ex)A rogue with this talent can select a single favored terrain. Her bonuses in that terrain increase to +4. At 13th level and 18th level, they increase by an additional +2 (to a maximum of +8). A rogue must have the terrain mastery talent to select this advanced talent.

Master Strike (Ex)At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Unmodified Rogue Talents

The rogue talents in this chapter include replacements for all of those in the Core Rulebook, along with selected revised rogue talents from other sources. The following rogue talents can be used without modification.

Rogue TalentsAssault leader, black market connections, canny observer, cunning trigger, deft palm, distracting attack*, fast getaway, firearm training, getaway artist, grit, iron guts, ninja trick, positioning attack, quick disguise, quick trapsmith, rope master, strong impression, strong stroke, survivalist, swift poison, underhanded, wall scramble.

Advanced Rogue TalentsAnother day, confounding blades*, deadly cocktail, familiar, fast tumble, frugal trapsmith, getaway master, hide in plain sight, hunter's surprise, knock-out blow, redirect attack, rumormonger, stealthy sniper, unwitting ally, weapon snatcher.

Summoner

Summoner

There are those who take a different path when pursuing the arcane arts, reaching across the boundaries of the world to the far-flung planes to call forth all manner of creatures to do their bidding. Known as summoners, these arcane practitioners form close bonds with particular outsiders, known as eidolons, which increase in power along with their callers. In the end, summoners and their eidolons become linked, sharing shards of the same souls.

UnchainedMost of the summoner's class features are the same as those of the class's original design—the biggest change comes to the eidolon. The unchained summoner selects a subtype for his eidolon (such as angel, demon, or protean), which determines a number of its evolutions and helps to shape the eidolon's general attitude and appearance. In addition, some of the evolutions are now tied to one or more subtypes and base forms, to make eidolons that better match the expected appearances and abilities of such creatures. Finally, the summoner spell list has been greatly revised, removing a number of imbalances.

AlignmentAny.

Hit Died8.

Class Skills

The summoner's class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level2 + Int modifier.

Unchained Summoner

Unchained Summoner
 Spells per Day
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th5th6th
1st+0+0+0+2Cantrips, eidolon, life link, summon monster I1
2nd+1+0+0+3Bond senses2
3rd+2+1+1+3Summon monster II3
4th+3+1+1+4Shield ally31
5th+3+1+1+4Summon monster III42
6th+4+2+2+5Maker's call43
7th+5+2+2+5Summon monster IV431
8th+6/+1+2+2+6Transposition442
9th+6/+1+3+3+6Summon monster V543
10th+7/+2+3+3+7Aspect5431
11th+8/+3+3+3+7Summon monster VI5442
12th+9/+4+4+4+8Greater shield ally5543
13th+9/+4+4+4+8Summon monster VII55431
14th+10/+5+4+4+9Life bond55442
15th+11/+6/+1+5+5+9Summon monster VIII55543
16th+12/+7/+2+5+5+10Merge forms555431
17th+12/+7/+2+5+5+10Summon monster IX555442
18th+13/+8/+3+6+6+11Greater aspect555543
19th+14/+9/+4+6+6+11Gate555554
20th+15/+10/+5+6+6+12Twin eidolon555555

Unchained Summoner Spells Known

Unchained Summoner Spells Known
Level01st2nd3rd4th5th6th
1st42
2nd53
3rd64
4th642
5th643
6th644
7th6542
8th6543
9th6544
10th65542
11th66543
12th66544
13th665542
14th666543
15th666544
16th6665542
17th6666543
18th6666544
19th6666554
20th6666655

Class Features

The following are the class features of the summoner.

Weapon and Armor ProficiencySummoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.

SpellsA summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner's spell list is different from that presented in the Advanced Player's Guide.) He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1–4: Summoner. In addition, he gains bonus spells per day if he has a high Charisma score.

A summoner's selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on the table below. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on the table below are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

A summoner doesn't need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.

CantripsA summoner learns a number of cantrips, or 0-level spells, as noted on the table below. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

EidolonA summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link (Su)At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Summon Monster I (Sp)At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Bond Senses (Su)At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex)At 4th level, whenever a summoner is within his eidolon's reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker's Call (Su)At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner's caster level. When this ability is used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su)At 8th level, a summoner can use his maker's call ability to swap locations with his eidolon. If the eidolon occupies more squares than the summoner, the summoner can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Aspect (Su)At 10th level, a summoner can divert up to 2 points from his eidolon's evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well (except for subtype requirements, so long as his eidolon meets the subtype requirement). He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions granted by these points anytime he can change the eidolon's evolutions.

Greater Shield Ally (Su)At 12th level, whenever an ally is within reach of the summoner's eidolon, the ally gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su)At 14th level, the summoner's life becomes linked to his eidolon's. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the summoner. Effects that cause death but don't deal damage are unaffected by this ability. This ability does not affect spells such as baleful polymorph, flesh to stone, imprisonment, or other spells that don't deal damage.

Merge Forms (Su)At 16th level, as a full-round action, a summoner can touch his eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).

The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a swift action. The summoner emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, takes 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su)At 18th level, a summoner can divert more of his eidolon's evolutions to himself. This ability functions as the aspect ability, but the maximum number of evolution points the summoner can divert increases to 6. In addition, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner instead of losing 1 point from the evolution pool for each point diverted.

Twin Eidolon (Su)At 20th level, a summoner and his eidolon share a true connection. As a standard action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.

Unchained Summoner Spell List

Summoners gain access to the following spells. Because they aren't always allowed for every type of character, spells from Pathfinder Roleplaying Game: Advanced Race Guide, Pathfinder Roleplaying Game: Monster Codex, and Pathfinder Roleplaying Game: Mythic Adventures aren't included in these lists. Such spells are cast at the levels indicated in those sources.

0-Level Summoner Spellsacid splash, arcane mark, daze, detect magic, guidance, light, mage hand, mending, message, open/close, read magic, resistance.

1st-Level Summoner Spellsalarm, ant haul, blurred movement, compel hostility, corrosive touch, daze monster, endure elements, enlarge person, expeditious retreat, feather fall, glue seal, grease, icicle dagger, identify, jump, jury-rig, life conduit, long arm, mage armor, magic fang, magic mouth, mount, obscuring mist, protection from chaos/evil/good/law, ray of sickening, reduce person, rejuvenate eidolon (lesser), shield, summon minor monster, summon monster I, unfetter, unseen servant, ventriloquism.

2nd-Level Summoner Spellsalter self, ant haul (communal), barkskin, bear's endurance, blood armor, blur, bull's strength, cat's grace, create pit, cushioning bands, detect thoughts, eagle's splendor, evolution surge (lesser), fog cloud, fox's cunning, glide, glitterdust, invisibility, levitate, misdirection, mount (communal), owl's wisdom, phantom steed, protection from arrows, protection from chaos/evil/good/law (communal), resist energy, restore eidolon (lesser), see invisibility, spider climb, summon eidolon, summon monster II, summon swarm, time shudder, twisted space, warding weapon, web shelter, whip of spiders.

3rd-Level Summoner Spellsablative barrier, aqueous orb, devolution, control summoned creature, dispel magic, displacement, evolution surge, fly, haste, heroism, invisibility sphere, life conduit (improved), mad monkeys, magic circle against chaos/evil/good/law, magic fang (greater), marionette possession, minor creation, nondetection, pellet blast, phantom steed (communal), protection from arrows (communal), protection from energy, rain of frogs, rage, rejuvenate eidolon, resist energy (communal), restore eidolon, seek thoughts, shield companion, slow, spider climb (communal), spiked pit, stinking cloud, summon monster IV, tongues, water breathing, wind wall.

4th-Level Summoner Spellsacid pit, adjustable polymorph, agonize, black tentacles, charm monster, creeping ice, daze (mass), dimension door, dimensional anchor, enlarge person (mass), evolution surge (greater), fire shield, invisibility (greater), locate creature, major creation, obsidian flow, protection from energy (communal), purified calling, reduce person (mass), solid fog, stoneskin, summon monster V, summoner conduit, tongues (communal), transmogrify, vitriolic mist, wall of fire, wall of ice.

5th-Level Summoner Spellsbaleful polymorph, cloudkill, conjure black pudding, contact other plane, dismissal, dispel magic (greater), hold monster, hostile juxtaposition, hungry pit, insect plague, life conduit (greater), mage's faithful hound, magic jar, overland flight, planar adaptation, planar binding (lesser), rejuvenate eidolon (greater), sending, stoneskin (communal), summon monster VI, teleport, wall of stone, whip of centipedes, wreath of blades.

6th-Level Summoner Spellsacid fog, banishment, bear's endurance (mass), bull's strength (mass), cat's grace (mass), create demiplane (lesser), creeping doom, dimensional bounce, eagle aerie, eagle's splendor (mass), ethereal jaunt, fox's cunning (mass), heroism (greater), ice crystal teleport, invisibility (mass), owl's wisdom (mass), planar adaptation (mass), planar binding, plane shift, repulsion, sequester, spell turning, summon monster VII, tar pool, teleport (greater), true seeing, wall of iron, whip of ants.

Eidolons

An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. Table 1–6: Eidolon Base Statistics determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.

Class LevelThis is the character's summoner level.

HDThis is the total number of 10-sided (d10) Hit Dice the eidolon possesses, each of which gains a Constitution modifier, as normal.

BABThis is the eidolon's base attack bonus. An eidolon's base attack bonus is equal to its Hit Dice. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

Good Saves and Poor SaveThese are the eidolon's base saving throw bonuses. An eidolon possesses two good saving throws and one poor saving throw, determined by the creature's base form.

SkillsThis lists the eidolon's total skill ranks. An eidolon can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Eidolons with Intelligence scores above the base value modify these totals as normal (an eidolon gains a number of skill ranks equal to 6 + its Intelligence modifier per Hit Die). An eidolon cannot have more ranks in a skill than it has Hit Dice. Eidolon skill ranks are set once chosen, even if the creature's evolutions change when the summoner gains a new level.

FeatsThis is the total number of feats possessed by an eidolon. Eidolons can select any feat they qualify for, but they must possess the appropriate appendages to use some feats. Eidolon feats are set once chosen, even if the creature changes when the summoner gains a new level. If, due to such changes, the eidolon no longer qualifies for a feat, the feat has no effect until the eidolon once again qualifies for the feat.

Armor BonusThe number noted here is the eidolon's base total armor bonus. This bonus can be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon's base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner's connection to the eidolon.

Str/Dex BonusAdd this modifier to the eidolon's Strength and Dexterity scores, which are determined by its base form. Some options available through the eidolon's evolution pool might modify these scores.

Evolution PoolThe value given in this column is the total number of points in the eidolon's evolution pool. Points in this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number of points in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set—the summoner can change them whenever he gains a level (and through the transmogrify spell).

Max. AttacksThis indicates the maximum number of attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional attacks. Attacks made with weapons, including those granted by a high base attack bonus, are counted against this maximum.

SpecialThis includes a number of abilities gained by all eidolons as they increase in power (see the table below). Each of these bonuses is described below.

Darkvision (Ex)The eidolon has darkvision with a range of 60 feet.

Share Spells (Ex)The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex)If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.

Ability Score Increase (Ex)The eidolon adds 1 to one of its ability scores.

Devotion (Ex)An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

MultiattackAn eidolon gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks (or it is reduced to fewer than three attacks), the eidolon instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the eidolon later gains three or more natural attacks, it loses this additional attack and instead gains Multiattack.

Improved Evasion (Ex)When subjected to an attack that allows a Reflex saving throw for half damage, an eidolon takes no damage if it succeeds at its saving throw and only half damage if it fails.

Eidolon Skills

The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose four additional skills to be class skills for his eidolon. Note that eidolons with a fly speed gain Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Eidolon Base Statistics

Eidolon Base Statistics
Class LevelHDBABGood SavesPoor SaveSkillsFeatsArmor BonusStr/Dex BonusEvolution PoolMax. AttacksSpecial
1st1+1+2+041+0+013Darkvision, link, share spells
2nd2+2+3+081+2+123Evasion
3rd3+3+3+1122+2+133
4th3+3+3+1122+2+134
5th4+4+4+1162+4+244Ability score increase
6th5+5+4+1203+4+254Devotion
7th6+6+5+2243+6+364
8th6+6+5+2243+6+364
9th7+7+5+2284+6+375Multiattack
10th8+8+6+2324+8+485Ability score increase
11th9+9+6+3365+8+495
12th9+9+6+3365+10+595
13th10+10+7+3405+10+5105
14th11+11+7+3446+10+5116Improved evasion
15th12+12+8+4486+12+6126Ability score increase
16th12+12+8+4486+12+6126
17th13+13+8+4527+14+7136
18th14+14+9+4567+14+7146
19th15+15+9+5608+14+7157
20th15+15+9+5608+16+8157

Eidolons and Alignment

Generally, the summoner controls the actions of his eidolon, even during combat, either through verbal commands or through the link ability, but this does not mean that the eidolon is a puppet that follows every command without question. Eidolons have been known to refuse actions that are against their ethoses or alignments (subject to the GM's discretion) and are quick to chide the summoner about such requests. In addition, should the action of the summoner cause a shift in alignment such that the summoner's alignment is more than one step away from the eidolon's, the eidolon refuses the call of the summoner (although the summoner can still use his summon monster class feature). If the summoner manages to restore his alignment, the eidolon returns to his service.

Eidolon Subtypes

The first time a summoner calls his eidolon, he must decide on its subtype. The eidolon's subtype determines a number of its base statistics and abilities, as well as its overall look and theme. The subtype also determines what sort of evolutions the summoner can select for his eidolon using the evolution pool. Once the choice of subtype is made, it cannot be changed.

As a summoner gains levels, his eidolon gains specific evolutions based on its subtype. Each subtype entry below includes the following information.

NameThis is the name of the eidolon's subtype. The eidolon gains this as a subtype, but unless otherwise noted, it does not gain any of the features, abilities, or weaknesses of that subtype.

DescriptionThis gives a basic overview of eidolons of this subtype, including general guidelines on appearance and personality.

AlignmentThe eidolon is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype.

Base FormEidolons of some subtypes are restricted in their choice of base form. Restrictions are spelled out here. The evolutions listed here are gained automatically, and do not cost points from the eidolon's evolution pool.

Base EvolutionsThis describes the base evolutions possessed by all eidolons of this subtype. Following the entry is a list of evolutions gained as the summoner gains levels; these evolutions are gained automatically, and do not cost points from the eidolon's evolution pool. In some cases, eidolons of certain subtypes will gain abilities that are not evolutions. Unless otherwise noted, such abilities function as described in the Universal Monster Rules.

Agathion

Patient and enlightened liaisons of the good-aligned Outer Planes, agathion eidolons seek to vanquish evil and protect that which is good. Agathion eidolons always have aspects of a single animal or creature, rather than a hodgepodge of several. Though they have patience for summoners with unorthodox methods and even those who stray from the path of good, they will not brook their powers being used for evil ends. An agathion eidolon seeks to bring its summoner closer to its own enlightenment.

AlignmentNeutral good.

Base FormBiped (claws, limbs [arms], limbs [legs]) or quadruped (limbs [legs, 2], bite).

Base Evolutions:

Angel

Hailing from the higher planes, angel eidolons are creatures of exquisite beauty. They usually appear in idealized humanoid forms, with smooth skin, shining hair, and bright eyes. Angel eidolons are impeccably honorable, trustworthy, and diplomatic, but they do not shy away from confrontation when facing off against evil and its minions.

AlignmentAny good.

Base FormBiped (limbs [arms], limbs [legs], slam).

Base Evolutions:

Archon

Summoned from heaven, archon eidolons are the embodiments of righteousness. They often take on powerful, graceful forms, rippling with muscles but refined in their movements. Archon eidolons are totally dedicated to the cause of good, and have little patience for those who violate their oaths and ideals—including the summoner who called them. Archons will do whatever it takes to stop the advance of evil and protect the innocent.

AlignmentLawful good.

Base FormBiped (limbs [arms], limbs [legs], slam).

Base Evolutions:

Azata

Embodiments of the untamable beauty and noble passion of Elysium, azata eidolons have wild and beautiful features. They often take graceful forms reminiscent of elves or fey, but they occasionally appear like lillends, with serpentine tails. Azata eidolons are flighty and independent, and they often have their own ideas about how to defeat evil or have a good time. Thus, an azata eidolon is likely to balk if its summoner commands it to perform offensive or nefarious actions. On the other hand, an azata eidolon in sync with its summoner is a passionate and devoted companion.

AlignmentChaotic good.

Base FormBiped (limbs [arms], limbs [legs]) or serpentine (limbs [arms], tail, tail slap).

Base Evolutions:

Daemon

The agents of horrible deaths, daemon eidolons desire the utter annihilation of all things. Their forms vary wildly depending on which type of death they embody, and daemon eidolons sometimes represent a more obscure kind of death than the most famous daemons. Daemon eidolons wish to sow death and misery through a variety of means. Most are capable of seeing the big picture, and will obediently follow even a neutral summoner. Ending lives is a typical part of an adventurer's career, so following along with a summoner gives a daemon eidolon many opportunities to gather mortal soul energy for its own dark and inscrutable purposes.

AlignmentNeutral evil.

Base FormBiped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, reach [bite], reach [sting], sting, tail).

Base Evolutions:

Demon

Raw destruction given material substance, demon eidolons form out of the Abyss's stew of soul energy, leading some scholars to speculate that the summoner's arts are related to the magical tampering that gave rise to the first demons. Demon eidolons revel in causing destruction and inflicting suffering, and they will do so for their summoners without question, taking pleasure in whatever havoc they can create. For a demon eidolon, the means justify the ends.

AlignmentChaotic evil.

Base FormBiped (claws, limbs [arms], limbs [legs]), quadruped (limbs [legs, 2], bite), or serpentine (bite, improved damage [bite], reach [bite], tail, tail slap).

Base Evolutions:

Devil

Corruptors, tempters, and despoilers, devil eidolons often serve their summoners obediently and efficiently, all in a long-term attempt to damn the summoner's soul to the deepest depths of Hell. While some types of devils have truly unusual forms, devil eidolons have found that the more traditional bipedal form allows them to build up a strong rapport with their summoners—and consequently to corrupt them—more easily than if they possessed a more monstrous appearance.

AlignmentLawful evil.

Base FormBiped (claws, limbs [arms], limbs [legs]).

Base Evolutions:

Base Forms

Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the eidolon's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). An eidolon's attacks add the eidolon's Strength modifier to the damage rolls, unless the eidolon has only one attack, in which case the attack adds 1-1/2 times the eidolon's Strength modifier.

Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to Dexterity. It takes a –4 penalty to Strength and a –2 penalty to Constitution. It also has a +1 size bonus to AC and on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 bonus on Stealth checks. Reduce the damage of all of its attacks by one step (for example, 1d6 becomes 1d4, and 1d4 becomes 1d3). If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon's evolution pool (which causes it to lose these modifiers for being Small). Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon's evolution pool.

Evolutions

Each eidolon gains a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks. Natural attacks listed as primary are made using the eidolon's full base attack bonus and add the eidolon's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the eidolon's base attack bonus – 5 and add 1/2 the eidolon's Strength modifier on damage rolls (if positive). If the eidolon has only a single natural attack, the attack is made using its full base attack bonus, and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can be selected only once.

Skills and Options

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