---
product_id: 14435924
title: "Pathfinder Roleplaying Game: Pathfinder Unchained"
brand: "jason bulmahn"
price: "R972"
currency: ZAR
in_stock: true
reviews_count: 13
url: https://www.desertcart.co.za/products/14435924-pathfinder-roleplaying-game-pathfinder-unchained
store_origin: ZA
region: South Africa
---

# Pathfinder Roleplaying Game: Pathfinder Unchained

**Brand:** jason bulmahn
**Price:** R972
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Pathfinder Roleplaying Game: Pathfinder Unchained by jason bulmahn
- **How much does it cost?** R972 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.co.za](https://www.desertcart.co.za/products/14435924-pathfinder-roleplaying-game-pathfinder-unchained)

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## Description

Pathfinder Roleplaying Game: Pathfinder Unchained

## Images

![Pathfinder Roleplaying Game: Pathfinder Unchained - Image 1](https://m.media-amazon.com/images/I/71Bn8A2ETaL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐ 







  
  
    Classes redefined and a slew of new rules you'll gloss over
  

*by B***N on Reviewed in the United States on April 20, 2016*

Unchained contains a variety of new rules, though of the variety contained, I found two to be most useful:1.) Background/Adventuring skill, which makes essentially relegates two free skill points per level to the skills that had very little use in game but were helpful in fleshing out your characters (Profession, Handle Animal, Craft, etc).2.) The main draw is the 4 "redone" classes: The Monk, Barbarian, Rogue, and Summoner.  The Unchained monk finally gets a full BAB and a new "Style Strike" feature that gives it a little more combat presence, however it still suffers from the core problem that pathfinder monks already did in being very MAD (multiple attribute dependent). The Barbarian functions very similarly to it's previous iteration, and is essentially a simplified/clarified version that changes little.  Apparently the writers felt the rogue wasn't powerful enough as the Unchained rogue is a buzzsaw, still possessing all the skills of a rogue but now allowing it to deal melee damage based on dexterity, making the already powerful two weapon fighter rogue stronger.  Lastly the Summoner, which (personally) had seemed a very very powerful class before, is brought back down in power level slightly, with archetypes for it's eidolon instead of being able to make whatever you wished.

### ⭐⭐⭐⭐⭐ 







  
  
    Good Quality, Fun Content
  

*by S***S on Reviewed in the United States on April 22, 2021*

This book gives some class options to Pathfinder 1e. I admittedly have only used the rogue part, but the improvements to the rogue are fantastic.

### ⭐⭐⭐ 







  
  
    5 Attacks - A couple of hits, but a lot of misses
  

*by J***R on Reviewed in the United States on May 5, 2015*

I purchased this book with the hope that, in some way, it would mirror the Unearthed Arcana from Dungeons and Dragons 3.5. I wrote a review of that book that stated that it may be the best book for players since the Players Handbook, and I still feel that way quite a few years later. In a lot of ways, this book is in the same spirit, but there aren't nearly as many options, and not all that many of them will be all that useful for you.Now, opinions may vary here, but I am going to sort of dish out the good, the bad and the ugly as I see it.Classes Unchained: There is a new version of the Barbarian, Monk, Rogue, and Summoner in the book. In this case, unchained really is synonymous with amped-up if not game-breakingly enhanced. I would probably argue that the Rogue is the single worst class in Pathfinder from a combat perspective. This book certain makes it competitive. Monk and Barbarian certainly needed the revisions less. I rather enjoy the Barbarian rewrite, since it doesn't really change anything too much, and ought to make the class easier to play. The Monk didn't really need much when it came to improved combat efficiency, but this game gives it a big shot in the arm. I can't comment on Summoner, because I've never met a DM that would allow someone to run one.Skills and Options come next. If you want to (further) simplify the skills in the game, this will basically let you pair it down to about a dozen, or add 2 additional skills which aren't really needed at all. Pairing down the skills does make each skill point you get 2-3 times as potent as before, but since there are only 12 skills, lets just hope you aren't an 20 intelligence rogue or anything. This section strangely glosses over what a nightmare it would be to translate enemy stat blocks built on the 35 skill system into one that only has 12, and doesn't really address the question I just poised... but at least everyone will have maximum perception.Related to this, "skill unlocks" is a section in this that basically offers mini-feat like boons to players who reach 5, 10, 15, or 20 ranks in each skill. Its kind of ok if you want your game to work more like an MMO. I would throw the option to divide each level into 4 sub levels in this basic idea too, which is also an option allowed in this book. Also on the subject of skills are a number of pages devoted to expanding craft and profession. If you're really into the idea that these should do more, you may like these pages. I'm guessing a lot of players wouldn't miss these pages if they were ripped out of the book though.There's a dubious section of this book devoted to adding feats for each alignment, followed quickly by a section that outlines how you remove alignment entirely from Pathfinder. I get why the alignment system is contentious, but if you remove the alignment system, you're supposed to remove the alignment based spells. In a game with angels and demons running around, it seems like you might as well find another game to play. This is also not a strong section of the book. There is also a size-able potion of the book devoted to boosting combat (specifically fighters) with a stamina system which seems sort of ok, but at almost 40 pages, its not THAT good. Similarly, the magic options within this book are not all that compelling. There is an option that makes basically all high-enough level characters semi-spontaneous casters, which could be interesting, but the rest of it is pretty underwhelmingSo now we're thinking maybe this isn't a book to buy, but it does have some redeeming concepts: injuries, automatic bonus progression, dynamic magic item creation, and a creature-creation lab. The back half of this book has some very fun ideas. Injuries is a simple enough system, taking up about 2 pages but it looks like it would work nicely, actually. On the other hand, the last 20% of the book is a sort of 'how to make monsters' step-by-step process. Now I'm sure this is broken somehow, but its definitely the most comprehensive attempt to make a monster creation rule set in any D&D book I've seen.Somewhere in between is the dynamic item creation. I like this system, as it gives a little extra character to creating an item. Each one can be fairly unique since each player will have a slightly different experience with creating each item. Think of this as a system that adds random perks and minor curses to items depending on the rolls. Pretty neat.So, should you buy this? If you've got some cash burning a hole in your pocket, absolutely, why not. Just go into this book knowing that every player is probably going to hate 40% of it. The things I hate about it, you may well love, and there are even some ideas in here that I haven't glossed over because they neither appeal to me strongly nor appear on the face of it as a silly system.

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*Product available on Desertcart South Africa*
*Store origin: ZA*
*Last updated: 2026-02-09*