The short answer is yes, they improve the game, and are worth using.
Unchained Summoner—a justified nerf
The original summoner was extremely powerful—the eidolon could easily be as powerful as a whole ’nother character, plus the summoner’s summon monster spell-like abilities on top of their very-good spell list, made them an easy candidate for the upper ...
In my experience
It is the practice of Pathfinder Society play and every group I've joined in the past year and a half to allow Unchained (Unch.) Barbarian, Unch. Monk, and Unch. Rogue in addition to the 'vanilla' Barbarian, Monk, and Rogue. It has also been common practice to follow the PFS ruling that vanilla Summoner is banned and only allow Unch. ...
The improved BAB of the unchained monk allows them to actually hit with their attacks, and the d10 HD does a little bit to make them less squishy. Full-BAB flurry of blows is actually a decent approach to combat, and the ki powers give the unchained monk some versatility. And flying kick (which is basically the only choice for style strike) gives ...
Previously published monk archetypes are largely incompatible with the unchained monk
And, yes, that kind of sucks. Paizo messageboard user Sellsword2587 probably sums it up best in a 2015 thread, saying
So while at GenCon this year, I was in a Q&A session with the Pathfinder Design Team and asked a very similar question [to whether the old monk ...
It's option 1. The wording unambiguously states that it applies only to hits to that target made that round, so the first hit each round against a target would lack the bonus. The benefit of this feat can be useful for full attacks and opportunity attacks, but it's not a permanent (or even encounter-long) +1d6 to all hits against a given target after the ...
A Full Attack option is (usually) compromised of several attack rolls, or individual attacks, which takes the entire round (6 seconds) to complete. As noted in the description of a Full Attack (emphasis mine):
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with ...
As stated in the Life Link ability:
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.
This means that as the Eidolon returns to the summoner, it will not regain its current HP, though will have it's maximum ...
Just the One
Unchained Rogue's Advanced Talents says this:
At 10th level and every 2 levels thereafter, a rogue can choose [an] advanced talent in place of a rogue talent. (emphasis mine)
So this gives you the option of choosing from a separate set of talents, but does not grant any further talents.
So your gain in talents for your advancement to 10th ...
Normally, a creature is limited to the number of attacks it can make as per its base attack bonus plus whatever abilities give it extra attacks, and, if it has the right weapon available, the creature can use each of its attacks to make either a melee weapon attack or a ranged weapon attack.
However, an unchained summoner's eidolon is further limited in ...
It means you need to meet the construction requirements for the item.
In Pathfinder if we look at an item like Boots of Speed, we see the following information:
Feats Craft Wondrous Item, haste; Cost 6,000 gp.
So the item consists of 3 prerequisites:
The Craft Wondrous Item Feat.
The ability to cast Haste.
Having 6000gp for ...
At level 5, the Unchained Summoner would have 2 level 2 spell slots.
See Invisibility is a 2nd level Unchained Summoner spell that says:
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes,...
Talk to your GM—the rules here are hopelessly broken and need judgment
First, we have the entire Multiweapon Fighting “replaces” Two-Weapon Fighting mess, which is confusing and unclear. It’s not even clear what that is supposed to mean, much less how it does or doesn’t help here.
Second, the prerequisite for Multiweapon Fighting, as well as the special ...
Flurry of Blows states:
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 ...
By playing an unchained rogue. They are in the group with the fastest sneak attack progression (every odd level), no class will get dice faster. The only feat which actually gives more dice, Accomplished Sneak Attacker, caps the dice at the same rate at which unchained rogues get dice (so it will never increase your dice if you're a full-leveled rogue). For ...
Yes. You may normally switch out attacks for combat manuvers, and the flurry of blows does not change that.
FAQ about full attack: Replacing Attacks with Combat Maneuvers
Any combination of a creature’s attacks during a melee full attack can be replaced by a trip, disarm, or sunder maneuver (any maneuver that says “in place of a melee attack”).
Yes, this is (one of) the main purpose(s) of the Feral Combat Training Feat.
Feral Combat Training
(...) Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
By selecting Claw for Feral Combat Training, you gain the ability to use it as your weapon (similar to wielding a 'monk weapon') for the ...
They work on the ability.
Magic Rules -> Special Abilities -> Spell-like abilities:
Spell Like Abilities (Sp): Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability’s ...
It is possible, but it's complicated.
Wrattsy's comment on this /r/Pathfinder_RPG post on Reddit has helped me to do it. Basically, you need to do the following. I've rewritten and expanded Wrattsy's instruction to make building Unchained characters easy.
Make sure you have an up-to-date version of PCGen.
On start-up, when it asks you which ...
The Claws evolution grants 2 attacks
You can find the description for this evolution here (emphasis mine):
An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).
It is quite clear that the evolution grants two attacks from this description
Pathfinder Unchained describes how the Unchained Summoner differs from the original.
Most 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 ...
You can't do that.
An eidolon has the same alignment as the summoner that calls it and can speak all of his languages.
Unless you mean the Unchained Summoner, which is a different class, and the eidolon can be a step away.
In that case, the answer is largely contained in In Pathfinder, does the summoner or the GM control the eidolon? and otherwise is ...
That is exactly what the text on Combat Style Master says:
You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.
On the definition of a free action:
Free actions consume a very small amount of time and effort. You can perform one or more free actions ...
That text is… jeez, I am not a fan of how it's laid out.
Maybe this'll help?
Based on the grammar of the quoted passage, here are the rules for disease:
In general, whenever a victim fails a saving throw against [disease], she moves one step further down the progression track, gaining the effects of the next state and keeping all previous effects, until she ...
You cannot get it earlier as a summoner
AP 29 is Mother of Flies (Council of Thieves #5). And you are not required to play the adventure to benefit from that rule.
Hell Hounds are added to the Summon Monster II list of Asmodean priests (clerics and other divine casters who worship the god). The full list of spells added to their list on that book is as ...
How to calculate Special Raw Material Costs
1. Calculate the crafting cost of our item
In the Unchained Crafting Rules it says:
After you have a suitable area to craft and you’ve gathered your tools, you must then acquire raw materials whose value is equal to 1/4 the cost of the item or items you wish to craft.
So we look at the item you want to craft, in ...
Compared to daggers, blade boots are not very effective in combat.
The blade boot is a very circumstantial weapon. It may be useful if someone took your other weapons, and you need to quickly draw a hidden weapon. It may also be useful if you use 2-handed ranged weapons (bows, crossbows, etc.) and want a backup option for melee attacks.
Otherwise, the ...
With Strangler from ultimate combat, you can cause your sneak attack damage twice per round, once on your regular grapple check (as part of the grapple check), and again using a Swift Action that does not apply any other modifier.
Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack ...
The table doesn't go any larger
Your maximum legal damage is either 12d8 or 16d6 depending on whether you start even or odd (i.e. d6s or d8s, respectively), which would depend on your monk level in this case, and would be highest at 10th level before dropping back down to the 12d8 level, if you changed the build so it actually hit the end of the chart.
I haven't used the Unchained Action Economy, but a quick serach the pathfinder srd says:
Full-Round Actions Are Advanced Actions: Full-round actions are nearly always advanced actions that require a consecutive 3-act commitment. (See the charge advanced action for an example of one that doesn’t require 3 acts.)
So no, you can't use 3 flurries because a ...
Yes, you would create items at a truly insane speed, but you're also a 15th-level character by the time you can pull this off.
Basic overview of the "standard" Craft workflow:
Calculate the item's cost in sp. That's your target value.
Multiply your Craft check by the item's DC (assuming success). That's your weekly progress. Keep a running total of that ...