The Genius Guide to Divine Archetypes (PFRPG) PDF (based on
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Super Genius Games
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Divine magic is one of the most common components of the Pathfinder Roleplaying Game. Humble adept NPCs, evil humanoid shamans, heroic clerics, and stalwart paladins alike use it. Divine spells call to mind major events in popular games and fictions, ranging from the summoning of demons and otherworldly allies to the power to heal, curse, and even raise the dead. Divine spells are the tools used in most campaigns to represent the world’s magic of lore, restoration, and communing with the gods. A great deal of the tone of fantasy in a campaign stems from those who use divine magic and where one finds it.
Fantasy stories are full of warriors who have been trained to face supernatural evils, mad prophets who call upon powers no one understands, and failed priests who still recall a few of their prayers of healing and discovery. Such characters can be built, at least sometimes, with the multiclassing rules and prestige classes, but such efforts often feel awkward and might not make sense when a character’s entire backstory is taken into account. In a core rulebook, the number of character options that can be presented is limited, but many players quickly crave more flexibility.
The Genius Guide to Divine Archetypes provides the material necessary to give spellcasting classes new forms of arcane magic or to add arcane power to classes that normally lack it. It does this through the use of archetype packages—a way to replace a set of related class abilities normally included in base classes with new powers (in this case, tied to arcane magic). These archetype packages can change how magic works for a character (such as the gnostic archetype), add an element of divine spellcasting to characters who normally lack it (such as with the wise and witness archetypes), or grant wholly new divine powers to characters based on the flavor of their faith (such as the chantry and exorcist archetypes).
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This pdf is 18 pages long, 2/3 of a page front cover, 1 page editorial and SRD, leaving 16 1/3 pages of content for the divine archetypes, so let’s check them out!
The first 6 pages are devoted to the concept of archetypes and how the SGG-archetypes interact with the ones from the advanced player’s guide, namely the difference in focus: While SGG archetypes are broad in focus and usually can be taken by many classes, the advanced player’s guide archetypes are narrower and more specialized. The list of archetype packages is also expanded upon to include the new base-classes from the advanced player’s guide. The circumstances under which it might be possible to combine the two in one character are also explained, which is immensely useful in keeping the system uniform. Indeed, I’ve come to look at both takes as 2 branches of the same system that can complement each other quite well. As with the arcane archetypes, there are some which can only be used by casters and some which can only be used by non-casters.
That being said, we are introduced to the archetypes, beginning with the chantry, an rather complex and detailed archetype that represents a kind of divine bard who gets special chantric performances and the ability to counterpray divine magic and convert heathens by virtue of their angelic (or demonic) performances. I LOVE this archetype: Complex, balanced and a representation of a character trope that up until now had been neglected – excellent job! The next take on an archetype is one that has enjoyed better coverage over the years: The exorcist. Unfortunately, I do have some gripe with this one: While the basic mechanic of adding knowledge to increase the exorcism-DC is ok and general enough to allow for wide customizability, the effects are problematic: One ability that can force incorporeal creatures to their corporeal state, shapechangers into their natural form and heap penalties on other creatures makes for a versatile ability that may prove unbalancing in some campaigns that depend on the subterfuge of such creatures. While the DM could fudge the roll, I usually discourage such a behavior and subsequently am not too enamored by this archetype. Perhaps that’s just me, but to me an exorcist is a quintessential example for a PrC, not an archetype.
Heretics on the other hand make for quite interesting and cool characters, as the archetype offers the heretic a certain degree of obscurity as well as limited access to witch’s hexes. Simple, elegant, cool – I approve!
The same holds true for the spontaneous-casting Gnostic, who can select a domain and add its domain spells to his list, even if they are not usually accessible to his deity. He may also gain an epiphany once per day, casting a spell he usually does not know. The best of archetypes make you immediately come up with both character concepts and or adventure hooks and this is one of them – excellent job, once again.
Next up on the list is the martyr, who can draw strength and supernatural effect for her allies from her own suffering by granting them one or more of her 9 benedictions. You don’t have to be a rocket scientist to realize both the roleplaying potential and the possibility for abuse of such powers, but the wording is concise and tightly-written to prevent the latter and enhance the former. Even better, a sidebox elaborates on the concept of evil martyrs and delivers some nice ideas for them.
The Wise is another cup of coffee that, while not that cool, fills a definite niche in a given community by providing the rules-background for the wise man/woman who has picked up a selection of quasi-magical cures sans being able to conjure up the wrath of deities like other divine caster can. This is a boon for GMs who no longer have to explain why the (quite capable) healer of the town can help patch together injured PCs, but fails to put an end to hostile threat xyz that necessitates the PCs intervention.
The final archetype is the evangelical witness who seeks to spread her faith while trying to find problematic areas/people and even gains limited access to the inquisitor spell-list.
The pdf closes with a summary of archetype packages of SGG-base-classes.
Conclusion:
Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to the clear horizontal 3 column-standard and the mostly b/w-artworks range from good to slightly above average. Unfortunately, the pdf has no bookmarks but at this length that’s no reason to detract a star. I did not expect to like the archetype-book, to be honest, and only bought it out of a completionist’s neurosis and oh boy, am I glad that I did! Surprisingly, this pdf blew its arcane equivalent right out of the water, providing not only more content, but much more detailed archetypes. More importantly, though, is the fact that in arcane archetypes one (the pact scion) archetype made me rejoice – in this installment, I loved 4! Even the subpar and rather bland exorcist can’t really tarnish the quality of the other material presented and the additional coverage of the APG is a boon to everyone who seeks to combine the two approaches to archetypes. My final verdict will thus be 5 stars – well done!
I like the way Genus Archetypes work, compared to the APG method. Much more flexible.
However, the packages they define base classes as having can be nearly all-encompassing, and the new options not worth the loss.
Compared to the APG archetypes, these are like swapping out the core features of your class for medium ability in another class, whereas the APG ones let you keep your class' flavor.
The worst part is that some classes have two packages they can trade out, while others only have one.
For instance: Monks have only one archetype package they can swap out. Doing so makes you lose flurry of blows, a bonus feet, your ki pool, abundant step, and empty body. Flurry of blows is the signature move for the Monk class. None of the replacement packages come anywhere near close to replicating it. You could swap all the above out for mediocre spellcasting (yawn), or a number of other options, but none of them come close to being of equal value.
Compare that to how a Sorceror can give up a bloodline but keep everything else... and there's a huge imbalance in how the packages work. I'm not knocking bloodlines - they're hugely useful. But a sorceror without a bloodline is still a competent spellcaster, whereas a monk without flurry of blows is a monk that should have taken class levels in something else.
I bought this PDF because I wanted to see what options it invited for the Inquisitor class. Inquisitors get two packages they can swap out - all their judgments, or all their spells. Not too shabby, compared to the monk. You can keep Bane and good class abilities. (Not that the substitutions in here are worth giving up judgments, but that's not the point I'm trying to make)
I also bought the Inquisitor's Judgments PDF from Genius, which has an alternate version of the Inquisitor with a full BAB and more judgments, but no spells. This PDF includes options for using architypes with the Justicar, but you have to give up pretty much everything but judgments.
All in all, I'm pretty disappointed. I doubt I'll ever use any of the features in this file.
While some of the classes here are way more viable than others - rogue can give up half their sneak attack dice and gain some spellcasting - overall, you probably won't be that motivated to take these alternate abilities.
Granted, this is compatible with the other Genius Guides, so maybe you could make a viable swap that didn't make you feel muddled down.
Genius would have had a great product if they'd tailored each of the archetype choices to each class - rather than saying, "give up a package of abilities to take any new one," the text for a specific package, like Witness, could specify abilities on a per-class basis. That would give a motivation to take some of the weaker archetypes, and mitigate the loss of core class functionality. Alternatively, they could have broken down the archetype packages into smaller chunks - each class has 3-4 instead of 1-2, and then had some archetypes make you use two packages instead of one.
This is salvageable with an update; the PDF has some cool ideas, but they're just not attractive if you want to keep up with the rest of the party.
The Genius Guide to Divine Archetypes by Super Genius Games
This product is 18 pages long. It starts with a cover, credits and Introduction. (3 pages)
The introduction goes into what archetypes are, how to use them, and the differences between SGG's version and the type presented in Paizo's APG. Which was interesting and insightful, it also offers suggestions on how to use both not only in the same game but on the same character. It should be noted SGG has decided to call the Paizo APG Advanced Archetypes in their products to show a difference between their versions.
Class Archetypes (2 ½ pages)
This section lists what all archetypes existing classes has and what abilities are tied to them. So you know what you have to give up to replace it with a new archetype.
Divine Archetype Packages (9 ½ pages)
It starts off explaining not all archetypes can be taken by all classes. There is four class restrictions for taking the archetypes in this book. First one is Non-Caster classes only, second is caster class only, third is special such as alignment based, and fourth is none meaning those archetypes can be taken by anyone. Next it has two new spell tables Dabbler which has spells up to level 4 and Specialist which has spells up to level 6.
The new archetypes are as follows. Restrictions will be noted as NC = Non-Caster, C=Caster, N=none, S=Special.
Chantry(N) – Gain divine bardic style performances.
Exorcist(N) – Very interesting ability, makes shapechangers change to natural shape, make incorporeal become corporeal and certain other supernatural things to have a penalty.
Heretic(N) – gains a limited number of witch hexes.
Gnostic(C) – Makes a divine caster into a spontaneous caster and uses the sorcerers spell chart or bards(depending if they was a full caster or not) they do gain some bonus spells from a Domain.
Martyr(N) – When they suffer 50% or less hp or some conditions, they can choose a condition at second level and every two levels afterwards that count. When they do suffer they can grant buffs to other.
Wise(NC) – Gains the Specialist spell table(6th level spells), cast like a cleric with a limited spell list.
Witness(N) – Gains bonuses to a few skills and can cast spells like a Dabbler table, spell list is the same as a Inquisitor.
SGG Base Classes (2 pages)
This is a collection of all the SGG classes made to date, listing their archetypes. So you know what to replace in them to use the above archetypes with them.
It ends with a OGL (1 page)
Closing thoughts. Like the previous books in the serious it is a collection of new archetypes by theme. Ever wanted to play a divine rogue, such as a holy assassin? Well now you can. The editing, and layout are good. I didn't notice any obvious errors in the product. The art is fair to good, all but one piece is black and white, there is one color piece. I really couldn't find a fault with the product and I actually liked all the archetypes given. So with that said I am going to have to give this a 5 star review.