Archetype Tier List: A Guide to Picking Archetypes


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Obligatory link to the document!


Cleru wrote:
Lemmy wrote:

On a separate note, now that Mysterious Stranger doesn't stack with Pistolero, it became a pretty bad archetype, since it can no longer add Dex to damage (only Cha, and at the cost of grit).

Gun Training is pretty much the only thing that makes Gunslingers worth taking levels in. So much so that the class is barely worth sticking with beyond level 5... Gunslinger 5/ Whatever 15 is almost always a better deal than Gunslinger 20.

(Inquisitor and Urban Barbarian are pretty good multiclass choices)

Wouldn't Mysterious Stranger get Dex to damage at level 9 since it's only replace Gun Training 1?

So it only replaces GT1? Ah, that's pretty good then... Well... Assuming you're willing to to 8 levels without adding any modifier to damage rolls, anyway...

I'm not sure the class is worth that much effort, but at least it's something... I still recomend going Gun 5~6/Whatever 15~14, though.


Mysterious Stranger 1/Trench Fighter 3/Whatever 16 is still golden.


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A thing that hasn't been much discussed yet: a lot of these archetypes that are horrible for PCs work perfectly well for NPCs. The classic example here would be the Siege Wizard -- you'd never want to play one, but if one shows up with the army besieging your castle, you're going to sit up and take notice.

Doug M.


Or they could be an equally leveled non-archetyped Wizard who infiltrates your castle much more easily.


Kurald Galain wrote:
Squirrel_Dude wrote:

Pathfinder Gunslinger Archetypes

(Power Score -3 to +3/ Versatility Score -3 to +3)

Wait, can we please get everyone on the same scale here? Everybody else has been using -2 to +2 so far.

It's been fixed in a followup post but I can't go back and edit the original.


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Kurald Galain wrote:


Wait, can we please get everyone on the same scale here? Everybody else has been using -2 to +2 so far.

One of the reasons I originally suggested -2 to +2 is to have a relatively clean test that keeps the subjectivity to a minimum. At -1 ranking is merely a bad tradeoff, while a -2 ranking is a tradeoff that's so bad it compromises the ability of the class to actually do its job.

Heretek wrote:
Except then you're playing Gunslinger past level 5. Cue the sound of girls laughing.

Gunslinger is kinda weird, in that it's more like a 3.5 class in that any optimized character will want to multi-class or PRC out eventually. Very much the black sheep of Pathfinder.

Douglas Muir 406 wrote:
A thing that hasn't been much discussed yet: a lot of these archetypes that are horrible for PCs work perfectly well for NPCs. The classic example here would be the Siege Wizard -- you'd never want to play one, but if one shows up with the army besieging your castle, you're going to sit up and take notice.

The considerations with regards to NPC's are completely different from PC's. They're so far apart that I don't think it's a good for for the guide overall. I sympathize with new GM's looking for suggestions on building NPC's, but I really think that should be its own guide.

----

Also, I notice my update post where I converted my Wizard rankings to use the power/versatility format we agreed upon was missed. I'm reposting it now so the document can be updated with the info. My reasoning hasn't changed.

Spoiler:

Arcane Bomber: -2 Versatility, -2 Power
Exploiter Wizard: +2 Versatility, +0 Power
Familiar Adept: -2 Versatility, -2 Power
Pact Wizard: -1 Versatility, +0 Power
Primalist: +0 Versatility, +1 Power
Scrollmaster: +1 Versaility, +0 Power
Scroll Scholar: +1 Versatility, +0 Power
Shadowcaster: +1 Versatility, +1 Power
Siege Mage: -2 Versatility, -2 Power
Spellslinger: -2 Versatility, -1 Power (single-class) / +0 Versatility, -1 Power (dip)
Spell Sage: +0 Versatility, +1 Power
Spirit Binder: +0 Versatility, +0 Power
Spirit Whisperer: +0 Versatility, +0 Power


(Cross-posting between this thread and the discussion thread for the newest (Dawar's) Arcanist guide)

I wondered: If you dip in Bloodrager (or for that matter, Sorcerer) and take the Bloodline Familiar archetype, which replaces your 1st level Bloodline Power, and then go Arcanist or Exploiter Wizard with the Arcane Exploit Bloodline Development, which progresses your Bloodline with your Arcanist levels, shouldn't this Exploit also result in progression of your Familiar, thus letting you get a Familiar without consuming an Arcane Exploit?

Well, I re-read Bloodline Development (linked above), and the text explicitly says that it only can be used on a Bloodline that is not modified by an archetype. Bloodline Familiar, despite appearing in the Familiar archetype list and NOT in the archetype tables or listings of classes that have Bloodlines, is actually an archetype that modifies your Bloodline, so it prevents you from using Bloodline Development with your Bloodline.

Edit: Fixed typo in 2 places where I typed Familiar Adept instead of Bloodline Familiar.


UnArcaneElection wrote:

Well, I re-read Bloodline Development (linked above), and the text explicitly says that it only can be used on a Bloodline that is not modified by an archetype. Familiar Adept, despite appearing in the Familiar archetype list and NOT in the archetype tables or listings of classes that have Bloodlines, is actually an archetype that modifies your Bloodline, so it prevents you from using Bloodline Development with your Bloodline.

I was under the impression the bloodline familiar option was exactly that, just an option, and had nothing to do with an archetype choice? Where are you finding this Familiar Adept term? The above Nethys link makes no mention of such a thing.


^I should have also linked the Familiar archetypes page (Bloodline Familiar is currently the 1st entry in the table), which makes it clearer: Bloodline Familiar affects the Familiar's owner by replacing the 1st level Bloodline Power. Also, my last message had a typo of Familiar Adept where it should have had Bloodline Familiar (but the link is correct).


Can't believe no one has done Sorcerer yet, given that it has the fewest archetypes (I'm not treating bloodlines as archetypes; there are already bloodline guides out there)

Spoiler:

Crossblooded
Full: Power +1 / Versatility -2
Dip: Power +1 / Versatility +1

The Crossblooded Sorcerer trades off the lifeblood of the Sorcerer class - spells known. This is a crippling penalty even with the human favored class bonus to shore it up, and also effectively slows your spell progression since you only have one spell known when you first gain access to a new spell level. However, as a dip the Crossblooded archetype is much better, giving access to two separate bloodline arcanas to another spellcasting class. The loss in progression always hurts a spellcaster, but this is one of the few classes where a dip could be worth the cost - provided you pick a good bloodline combination.

Dragon Drinker
Power -1 / Versatility +0

A rather weird archetype with a rather extreme focus on dragons, it unfortunately trades off one of the better bloodline arcanas for a significantly worse one and loses access to the draconic bloodline's rather good list of bloodfline feats. The other tradeoffs are mostly neutral, and not worth the power-down. Just take the dragoncrafting feat if you want to do this stuff. It's not like you'll be tripping over dragons very much in the 1-4 level range...

Eldritch Scrapper
Power +0 / Versatility +0

This archetype is largely relegated to Dragon Disciple and Eldritch Knight builds. If you can put it to good use then the tradeoffs are quite nice, but most Sorcerers simply can't make very good use of martial flexibility to begin with so.

Razmiran Priest (aka False Priest)
Power +1 / Versatility +2

The Razmiran Priest trades off exceptionally little to gain access to one of the most powerful abilities a 9-level caster can get: simply by owning a divine scroll, you can cast it from your own spell slots. You do need to make a use magic device check, but as if that wasn't easy enough for a Sorcerer already the archetype gives you a bonus to that skill! The sheer number of spells this gives you access to is astronomical.

Mongrel Mage
Power +0 / Versatility +0

On paper, the Mongrel Mage gives you access to any bloodline you want. In practice, its Mongrel Reservoir is highly limited and it can only use these abilities a few times per day. The loss of bloodline feats and the significant delay in earning bloodline spells is also incredibly infuriating. However, if you want to be able to swap bloodlines on the fly this archetype delivers in a functional manner.

Seeker
Power +0 / Versatility +1

There are some extremely powerful bonuses to your bloodline spells here. Pick a bloodline with a good spell list and you can get a lot of leeway here. Unfortunately the metamagic reduction does not stack with other metamagic reducers, but the sheer number of spells you get a reduction on makes up for this. Effectively gaining trapfinding is nice, if you've got the intelligence to support that much skill investment.

Sorcerer of Sleep
Power -1 / Versatility -1

Lose your bloodline power for a bonus to skill checks related to drugs. Even if you're playing a drug dealer, you should probably pass on this as nothing else here redeems this horrifically bad tradeoff. Remember kids, winners don't do drugs.

Tattooed Sorcerer
Power +1 / Versatility +1

Gain a familiar, gain an ability to help keep that familiar safey, trade eschew materials for a more useful feat, and enhance your bloodline spells. The tradeoffs here are all easily worked around.


Dasrak wrote:

Can't believe no one has done Sorcerer yet, given that it has the fewest archetypes (I'm not treating bloodlines as archetypes; there are already bloodline guides out there)

Razmiran Priest (aka False Priest)
Power +1 / Versatility +2

The Razmiran Priest trades off exceptionally little to gain access to one of the most powerful abilities a 9-level caster can get: simply by owning a divine scroll, you can cast it from your own spell slots. You do need to make a use magic device check, but as if that wasn't easy enough for a Sorcerer already the archetype gives you a bonus to that skill! The sheer number of spells this gives you access to is astronomical.

Razmiran Priest breaks the scales and is +3/+3. It's level 9 ability is absurdly powerful, even using it vaguely fairly. The versatility is off the charts as well since it works with *any* divine spell.


@Dasrak: I would rate Eldritch Scrapper lower, because even though the 1st level Bloodline powers replaced by Martial Flexibility scale (which means that Martial Flexibility shouldn't have to replace anything else), Martial Flexibility also replaces the 9th level Bloodline Power (Abyssal's or Orc's Strength upgrade or Nanite's Constitution upgrade) that you need if you are going to get into a scrap.

Also, for dipping Crossblooded Sorcerer, note that at least one Bloodline Arcana (Psychic) explicitly states that it only applies to your Sorcerer spellcasting.


Isn't Mongrel Mage a -1/+1? Losing bloodline powers/arcana is fairly major, but being able to pick bloodline powers (temporarily) at the beginning of the day is versatile.

You should rate the primary stat changing wildblooded bloodlines, at least. They're not compatible with bloodline-altering archetypes, so they should be given some space.


^If you're going to do Wildblooded Bloodlines beyond the primary stat-changers(*) in any detail, you would have done over half of a Bloodline rating post, since Wildblooded Bloodlines are pretty much sub-bloodlines except for wording/classification as archetypes preventing you from using them with anything elxe that modifies a Bloodline or otherwise requires an un-modified Bloodline (and even more annoying, it makes the organization horrible -- you can only reference back from a Wildblooded Bloodline to its parent, but not the other way). If you try to compress them all into one archetype "Wildblooded", you get a smear of both versatility and power ranging from -2 to +2, because it totally depends upon the parent Bloodline (except that in at least 1 case, Fey, you have a choice of 2 associated Wildblooded lines = Dark Fey and Sylvan). A Bloodline guide is available, although it uses a color coding scheme instead of the numeric scheme used here (should be fairly easy to convert either way, though). It is very detailed, and as far as I know gets all of the normal and Wildblooded Bloodlines except for Dark Fey.

(*)These are the only Wildblooded Bloodlines that really should be archetypes. Add to these that the Psychic Bloodline probably should be an archetype (analogous to the Id Rager archetype of Bloodrager), even though it isn't Wildblooded. Other Wildblooded Bloodlines could have been made non-archetype sub-Bloodlines with just a slight change of wording (even Sylvan, with just a little bit more of a change of wording).


Dasrak wrote:

Sorcerer of Sleep

Power -1 / Versatility -1

Lose your bloodline power for a bonus to skill checks related to drugs. Even if you're playing a drug dealer, you should probably pass on this as nothing else here redeems this horrifically bad tradeoff. Remember kids, winners don't do drugs.

Snort. -- But yes: this is a rather disappointing archetype. "Drug-powered sorceror" is an obvious yet still pretty cool idea. Unfortunately this is horribly underpowered as a PC, even a purely urban PC, and is not really flavorful enough to make a memorable NPC. "You can't see it, but this NPC has +3 on Knowledge (local)."

-- The editing/playtesting on the Player Companions is, honestly, pretty variable. Keif Healing -- that's a feat where you take keif (with all the disadvantages it imposes) and it gives you temporary hit points equal to your level for an hour. Why would anyone ever, ever take this feat? You could just take Toughness and gain the same hp, but permanently, and you won't have to suffer awful negative aftereffects or the risk of addiction.

Doug M.


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Anzyr wrote:
Razmiran Priest breaks the scales and is +3/+3. It's level 9 ability is absurdly powerful, even using it vaguely fairly. The versatility is off the charts as well since it works with *any* divine spell.

I totally understand the +3 versatility nomination; if there's any archetype that deserves to break the -2 to +2 ranking format, it's Razmiran Priest's versatility. It's less a question of the archetype, and more a question of the standards set forth in this thread. If the general consensus is that this archetype deserves to break the schema, then I will support that. I just didn't want to do so unilaterally.

For power, though, I just don't see it. The archetype is exceptional for the vastly increasing the number of spells at your disposal, not for increasing the power of those spells. The sheer number of spell combos it puts at your disposal and UMD boost is definitely worth a +1 to power on its own, but I don't see it rising to +2 power, much less a "better than every other archetype in existence" +3.

UnArcaneElection wrote:
@Dasrak: I would rate Eldritch Scrapper lower, because even though the 1st level Bloodline powers replaced by Martial Flexibility scale (which means that Martial Flexibility shouldn't have to replace anything else), Martial Flexibility also replaces the 9th level Bloodline Power (Abyssal's or Orc's Strength upgrade or Nanite's Constitution upgrade) that you need if you are going to get into a scrap.

These are good points, and only reinforce my initial impression: this is an archetype that will only ever see use when you're going to a hybrid PRC and you will probably never see that 9th level power anyways.

Quote:
Also, for dipping Crossblooded Sorcerer, note that at least one Bloodline Arcana (Psychic) explicitly states that it only applies to your Sorcerer spellcasting

The incompatibility with Wildblooded is a bigger limitation than the handful of bloodlines that don't work.

My Self wrote:
Isn't Mongrel Mage a -1/+1? Losing bloodline powers/arcana is fairly major, but being able to pick bloodline powers (temporarily) at the beginning of the day is versatile.

I spent a long time on Mongrel Mage, ping-ponging between -1/-1 and +0/+1 and just about everything in between. After a lot of consideration I decided that the tradeoffs are a matter of preference and playstyle, and rated it strictly neutral as a result.

The deciding issue for me was that the number of uses per day and the duration of his mongrel reservoir is sufficient to get him through a reasonable number of combat encounter. With reasonable usage, a typical Mongrel Sorcerer can get through four combat encounters before his pool is depleted. That means you typically will have all your bloodline powers during combat encounters. As a result, I didn't want to rate it lower than +0 for power.

This is also why I chose not to rate it above +0 for versatility; it's primarily out of combat abilities that suffer. The ability has enough usage to (barely) get through a few combat encounters, but if you're doing a task that will take 2-3 minutes then no-way-no-how are you using a bloodline ability.

UnArcaneElection wrote:

If you're going to do Wildblooded Bloodlines beyond the primary stat-changers(*)

...
(*)These are the only Wildblooded Bloodlines that really should be archetypes.

Agree, the stat-changer Wildblooded Bloodlines are the only ones I'd even consider as full archetypes. None of the other change nearly enough to be considered full archetypes in my view, and ranking bloodlines/schools/domains is not within the scope of this guide.


Dasrak wrote:
For power, though, I just don't see it. The archetype is exceptional for the vastly increasing the number of spells at your disposal, not for increasing the power of those spells. The sheer number of spell combos it puts at your disposal and UMD boost is definitely worth a +1 to power on its own, but I don't see it rising to +2 power, much less a "better than every other archetype in existence" +3.

The "power" rather then versatility part of False Channel comes from the fact that you can cast high cost spells for "free" once you have scroll of them. No Blood Money shenanigans needed. The other major power part is that it uses a spell level higher then the spell on the scroll. So a Greater Angelic Aspect (Level 4 Paladin spell scroll) can be cast out of a 5th level spell slot. Clerics aren't just jealous, their very very sad.

That's some serious power.


There's one more archetype for sorcerer - the ifrit racial one,

Wishcrafter
power -1 / versatility +1

The bloodline arcana is probably a wash, but replacing your bloodline spells with spells of your choice but a level lower is a classic trade of power for more versatility. The bloodline feat replacements are probably the reverse, harder to use but more powerful when you can, but not enough to undo the overall effect IMO.


Anzyr wrote:
The "power" rather then versatility part of False Channel comes from the fact that you can cast high cost spells for "free" once you have scroll of them.

Then I'd definitely agree; nothing short of a GM being stingy with scroll availability is going to hold him back from dominating a game.

avr wrote:

There's one more archetype for sorcerer - the ifrit racial one,

Wishcrafter
power -1 / versatility +1

I always forget to do the racial archetypes. Agree with your ranking; some good stuff there but the loss of the arcana hurts.


The Razmiran Priest ability is very good.... but there are balancing problems associated.

1) It does take up a higher spell slot, so a Sorceror wanting to cast a 4th level divine spell scroll has to be 10th level in order to do it. So using the Angelic Aspect example this would be the case..... and if a divine caster really wanted the spell they themselves could scribe the scroll from a Paladin or alternatively use some good ol' Samsaran shennanigans. It would cost a divine caster 350 gp (hardly loads) to scribe it and in the case of a cleric would be far more likely to be given access to it from the Paladin in a RP perspective.

2) It uses upto 3 bloodline powers... not huge but definitely significant

3) The major problem with 99% of scribe scroll builds is that they are very heavily reliant on the GM/other players for getting access to the spells they want. I have been in several games over the years where this has been a problem with scroll scribers.... GMs have just put a lockdown on availability and I have seen other players just refuse access to their spell lists, because they didnt want their party role diluted which I could understand at the time. The classic one I remember was with a 3.5 Archivist who ended up changing character part way through the campaign because the GM was just in lockdown!!

in short... the Razmiran is NOT GUARANTEED access to any divine spells whatsoever

Nevertheless..... a very good ability.... as stated the real power is in being able to save a lot of money in the long term.


Anzyr wrote:

The "power" rather then versatility part of False Channel comes from the fact that you can cast high cost spells for "free" once you have scroll of them. No Blood Money shenanigans needed. The other major power part is that it uses a spell level higher then the spell on the scroll. So a Greater Angelic Aspect (Level 4 Paladin spell scroll) can be cast out of a 5th level spell slot. Clerics aren't just jealous, their very very sad.

That's some serious power.

In addition to that you can also purchase scrolls with a higher caster level.

Want long duration +5 natural armour, buy a caster level 12 scroll for 600gp and enjoy 2 hour long barkskin for ever.

Want to raise huge armies of undead, a caster level 20 scroll of animate dead is 1500gp plus anything up to 2000gp to bake in the material component. Enjoy raising up to 80HD of undead for a single level 4 spell slot.


Silver Surfer wrote:
in short... the Razmiran is NOT GUARANTEED access to any divine spells whatsoever

Ratings should not be based on whatever random house rules which might be in play but instead on the base rules of the game. Those rules make purchasing scrolls very easy. Given the ability doesn't turn up until level 9 and you can start teleporting at 10 (9 if you have a wizard in the group) shopping isn't much of an issue.


My comments were based on the scribing of scrolls not the purchasing of scrolls..... so yes if you are just going out and buying them full price then that changes the equation!!

Sovereign Court RPG Superstar 2009 Top 32

andreww wrote:
In addition to that you can also purchase scrolls with a higher caster level.

I wouldn't count on these being available by default. PFS straight-up disallows them entirely, and I would expect some GMs to do the same.

Quote:
Want to raise huge armies of undead, a caster level 20 scroll of animate dead is 1500gp plus anything up to 2000gp to bake in the material component. Enjoy raising up to 80HD of undead for a single level 4 spell slot.

Yes, but you do have to make the UMD checks for this, or your spell slot is lost with no effect (and have a chance of mishap and losing the scroll). That's one DC 28 check to emulate having enough wisdom, and another DC 40 check for using a scroll with this caster level.

So it takes a pretty high level to pull this off reliably. There's no way a ninth level sorcerer can do this.


About Razmiran Priest I noticed that the divine spells you replicate are limited in DC and CL to the scroll itself rather than the sorcerer stats


Kurald Galain wrote:
So it takes a pretty high level to pull this off reliably. There's no way a ninth level sorcerer can do this.

Lets take a level 10 sorcerer. Starting 20 charisma, +2 levels, assume a +4 headband, probably +6 of you make it yourself but lets assume a Charisma of 26.

Ranks 10
Stat +8
Class skill +3
Circlet of Persuasion +3
Class bonus to activate +5

That's +29 without even really trying so a 50/50 chance. Heroism makes that 60%. A masterwork Tool takes you to 70%. If you really want to invest then skill focus takes you to the point where you automatically make the check for a caster level 20 scroll.


Entryhazard wrote:
About Razmiran Priest I noticed that the divine spells you replicate are limited in DC and CL to the scroll itself rather than the sorcerer stats

They are but when you are using them for things like buffs, animate dead etc then you don't care about the DC's. You don't use the ability to focus on offence. You use it to vastly expand your available repertoire and then you can focus your spells known on things where you really care about the DC.


Kurald Galain wrote:
andreww wrote:
In addition to that you can also purchase scrolls with a higher caster level.

I wouldn't count on these being available by default. PFS straight-up disallows them entirely, and I would expect some GMs to do the same.

Quote:
Want to raise huge armies of undead, a caster level 20 scroll of animate dead is 1500gp plus anything up to 2000gp to bake in the material component. Enjoy raising up to 80HD of undead for a single level 4 spell slot.

Yes, but you do have to make the UMD checks for this, or your spell slot is lost with no effect (and have a chance of mishap and losing the scroll). That's one DC 28 check to emulate having enough wisdom, and another DC 40 check for using a scroll with this caster level.

So it takes a pretty high level to pull this off reliably. There's no way a ninth level sorcerer can do this.

There is no risk of having a Mishap when UMDing. Mishaps only apply to the caster level check to use a scroll above the character's caster level (they are a consequence of rolling a 1 on that check), but a UMD user never actually makes that check in the first place.

On the subject of DCs, lets calculate the expected mod of a Razmiran at level 9 when aiming for a high modifier.

+7 ability (18 base cha + 2 levelling + 4 headband)
+12 ranks+ability score
+3 Circlet of Persuasion
+4 Razmiran bonus.
+2 Heroism
+2 Tap Inner Beauty

That's +30, and I am not even trying very hard. The Razmiran can get 10 castings of Animate Dead per day before rolling a 1 on average.

Razmiran Priest is amazing.


I think the +3 to versatility is probably fair, even if that does break the scale.

I'll disagree with the bonus to power, if only because the divine spell list is nice, but it's inherently weaker than the sorcerer/wizard spell list. Certainly you can draw from more spells, but there are going to be some diminishing returns there.


Sweet, no one has done barbarian!

Spoiler:

I'm listing these as power/versatility

Armored Hulk: +1/0
Uncanny dodge sucks, and heavy armor is cool! You eventually get back to the regular barbarian fast movement, and you get a pretty nice bonus against critical hits

Breaker:-2/-1
Giving up fast movement for a terrible bonus is really sad, especially because sunder is a such a rare ability to use. Plus, it only gives more damage, which isn't a barbarian's problem. Battle scavenger wont do anything useful either, backup weapons are very cheap and finding broken weapons is actually quite rare

Brutal Pugilist: 0/+1
If you want to grapple, this archetype is great! A lot of monsters have grab, so getting a free AoO against them is very powerful. unfortunately, you don't get improved unarmed strike with this archetype. Also, grappling gets much weaker past level 10, as the amount of creatures with built in freedom of movement, or the ability to cast it, increases significantly. Unless you have a way to turn it off, your entire gameplan becomes useless.

Burn Rider: +1/-1
I was going to rate this lower, but it actually has a couple things going for it. Cinder sight is a very powerful ability when combined with certain items or spells, and you get an animal companion, which is awesome. Cinder dance is also pretty cool, especially because you can still charge while staggered, great! Losing fast movement for a much weaker fast movement sucks though, especially because horses are already pretty fast

Drunken Brute: 0/+1
Move action potion drinking? awesome! Losing fast movement kind of sucks but move action potions is pretty great.

Drunken Rager: -1/0
This archetype is sad. You are playing this archetype because you want evasion on your barbarian, which means you never want to spent drunk points. You also don't want to drink in combat, since it takes your whole turn to do it. Raging to pre drink is pretty lame. At least tolerance is way better than trap sense

Elemental Kin: +1/0
Trap sense is terrible, and more rage rounds is great. Strictly better than core barbarian.

Hurler: -1/0
Fast movement is really strong, and skilled thrower isn't. Being able to move that extra 10 feet will come up much more often.

Invulnerable Rager: +2/+2
DR/- is amazing, and this archetype replaces bad class features with it, and some minor elemental resistance to boot! This archetype is really amazing, and every barbarian should take it. Cannot recommend highly enough

Jungle Rager: 0/-1
While the class features jungle rager replaces aren't great, The bonuses could be pretty good. DR being worse than a regular barbarian holds the jungle rager back from being a +1. This seems like an npc archetype rather than a PC one.

Liberator: 0/-1
This is pretty campaign specific, but Hard Hitter is quite good if you face a lot of constructs with hardness. Stealth is also a better skill than climb. Disruptor is ok, but rarely comes into play. Indomitable will is an awesome ability, and losing it for hide from constructs that costs 1 round of rage per round using it sucks A LOT, and also is quite strange flavor wise.

Mad Dog: +1/+1
Full strength animal companion? Awesome! You also get pseudo outflank which stacks with outflank, sweet. You give up 5 rage powers, but a full strength animal companion is worth it I think. This archetype is also quite good if you are playing a small sized race and want to start at level 1 with a mount

Pack Rager: -2/0
Feats, especially teamwork feats, are significantly worse than rage powers, and you lose 5 of them for teamwork feats. Its pretty sad to ALSO lose dr. This archetype is just ick.

Primal Hunter: -2/-1
Exceptional pull is a feat that does nothing, because every archer will put the adaptive quality on his bow for 1000g. Losing fast movement for nothing is a pretty weak trade. The rage bonus on attack rolls is good, but you can make stealth checks INSTEAD of the will save bonus???? The will save bonus is the best part of rage imo! Throw this archetype in the trash

Raging Cannibal: +1/-1
Well, the bonuses you get are pretty good, temporary hit points and more rounds of rage, AND a pseudo power attack on your bite with a -1 to hit and +2 bleed, but you are specifically a cannibal, and are probably super evil? You also have to be the same creature type, which is campaign specific

Savage Barbarian: -2/0
Minor bonuses for no armor? this archetype is pretty sad. Will saves against fear are pretty rare, and losing DR for +1 ac is a really weak trade. No thanks to this archetype

Savage Technologist: +1/+1
Dex to damage with guns? Awesome! You also get two weapon fighting for free, as long as you use a melee weapon and a gun. The only problem with this archetype is reloading your gun, but overall, quite good

Scarred Rager: 0/0
Losing fast movement for an intimidate bonus is pretty weak, but Tolerance and improved Tolerance are quite good abilities. Scarification will probably do nothing though.

Sea Reaver:-1/-1
Why do they lose Medium armor proficiency? ugh. eyes of the storm is almost useful, and since you are mostly likely picking this archetype for a pirate campaign, savage sailor will come in handy. Marine terror is ok, but losing fast movement sucks, and the limit of only ignore water 1 foot deep seems strange (what about 1 foot, 2 inches deep? What about 10 inch deep water?). Their best ability is probably sure footed, which is actually quite nice, but doesn't make up for the other shortcomings.

Superstitious:-1/0
sixth sense is ok, and eventually you do get blindsense and blindsight, but that is very late game. DR would have come up much more often than extra low light vision

Titan Mauler: -1/0
Woohoo, you can finally use Large weapons! for a MINUS SIX penalty, ouch. Losing fast movement sucks, their class features do not synergise with each other like you think they would. Evade reach is a nice trick, and Titan rage is quite good. Overall, this archetype is still really sad, and needs a full rewrite

Totem Warrior: 0/0
This archetype does literally nothing, unless there is an errata I am missing

True Primitive: -1/-1
Trophy fetish is actually pretty good, but having terrible weapon and armor proficiencies and permanent illiteracy does not make up for it. being superstitious about words doesn't even make sense, do you suddenly become a goblin when taking this archetype? ugh

Untamed Rager: 0/+1
Dirty tricks are great! Losing DR is pretty bad though.

Urban Ranger: +0/+1
Controlled rage is pretty good if you want to be an archer, or a finesse barbarian, but otherwise isn't great. I haven't been commenting on dips but for a finesse fighter this is a pretty great dip.

Wild Rager: +1/-2
Considering most barbarians have a very high constitution, making the will save to not kill your team very difficult. Wild fighting is very strong, but the negative of uncontrolled rage make this archetype unplayable. Its great if you want to troll your fellow players by randomly killing them

Racial Archetypes:
Feral Gnasher: 0/-1
You get a pretty strong bite attack instead of fast movement, but losing all your proficiencies makes this archetype weak. Picking stuff up as a free action is pretty cool, and you do get grab on your bite, which is pretty nice, but still not a great archetype overall.

Hateful Rager: +1/-1
Favored enemy is pretty good, but you di give up 3 rage powers. Reduced rage is not much of a penalty, since barbarians get quite a bit of rage anyhow. If you are in a campaign where you can make strong favored enemy choices, this archetype will be quite powerful


Squirrel_Dude wrote:

I think the +3 to versatility is probably fair, even if that does break the scale.

I'll disagree with the bonus to power, if only because the divine spell list is nice, but it's inherently weaker than the sorcerer/wizard spell list. Certainly you can draw from more spells, but there are going to be some diminishing returns there.

The main thing is you cheat off the divine caster spell lists who get spells early, such as paladin and greater angelic aspect, which is a cleric 8 spell that you can cast at level 10, a full 5 level earlier. It is also a very powerful effect, giving you fly truespeeech, protective aura, dr 10, immunity to acid cold and petrification, and more


CWheezy wrote:

Primal Hunter: -2/-1

Exceptional pull is a feat that does nothing, because every archer will put the adaptive quality on his bow for 1000g. Losing fast movement for nothing is a pretty weak trade. The rage bonus on attack rolls is good, but you can make stealth checks INSTEAD of the will save bonus???? The will save bonus is the best part of rage imo! Throw this archetype in the trash

I think you're vastly underrating this archetype. Exceptional pull means you don't need to get adaptive, you could get a +6 bow and be covered for your str needs yeah it only saves you 400g.

But I think the bonus on range attacks is huge. And if you were getting the superstition rage power anyways (which most barbs seem to do) then you're not missing out on your saves at all. Plus this stacks with invulnerable rager. I'd say this is more of a +1/+1, as you're getting better ranged power for cost of movement, and you're still as good at hitting things as normal.

CWheezy wrote:

Urban Ranger: +0/+1

Controlled rage is pretty good if you want to be an archer, or a finesse barbarian, but otherwise isn't great. I haven't been commenting on dips but for a finesse fighter this is a pretty great dip.

This one I feel is stronger than you're giving credit. Personally I feel the Con gained by a barb is pretty worthless given that when you stop it goes away, so the HP you have to worry about never changes. So losing it isn't that bad and you comparatively get +2 ac while raging since you don't loose any AC.

CWheezy wrote:

Wild Rager: +1/-2

Considering most barbarians have a very high constitution, making the will save to not kill your team very difficult. Wild fighting is very strong, but the negative of uncontrolled rage make this archetype unplayable. Its legal for pfs, so if you want to troll pfs by killing your team this is great for conventions.

Barbarian: The wild rager archetype is not permitted in Pathfinder Society Organized Play. The true primitive archetype is removed as a legal option from play on July 9, 2015.


Raging vitality is an ubiquitous feat for barbarians, similar to power attack. I'm rating these assuming you would take it.

Also, even without that, the +con is great because if you die from health loss from losing rage, you would be dead anyway if you were another class. It makes rage into something like a super diehard.

Exceptional pull still sucks, sorry. Adaptive means you never have to buy a new bow, but with exceptional pull you have to guess how much strength you will have and buy the right amount. Also it replaced fast movement, which is AWESOME. I probably underrated it though.
Primal hunter changed to +1/-1 instead

EDIT: Wild rager used to be legal for pfs, oops. I will change that to general trolling instead


I wouldn't say Invulnerable Rager is a +2/+2. It's more of a 0 versatility +2 power. It gives a bunch of bonuses that make you much better at combat and gives a nice constant Endure Elements, but other than that, it's not significantly expanding, altering, or decreasing your role in and out of combat.

I'd say the Sky Stalker is probably a +1 versatility, +0 power. It gives you the option to have a flying, fighting companion at 2nd, constant flight at 8th level for the cost of 2 feats, or 7th for the cost of 3. That's not bad.


Silver Surfer wrote:
1) It does take up a higher spell slot, so a Sorceror wanting to cast a 4th level divine spell scroll has to be 10th level in order to do it.

While this is a limiting factor, it's not nearly enough given the huge number of spells it puts at your disposal. Given that you still have your natural Sorcerer spellcasting if you do need raw power this isn't nearly enough to keep the ability in check

Quote:
It would cost a divine caster 350 gp (hardly loads) to scribe it and in the case of a cleric would be far more likely to be given access to it from the Paladin in a RP perspective.

While I agree that the scroll would logically be rare, by RAW any item with market value of 1000 GP or less has a 75% chance of being available for sale in any settlement the size of a small town. Metropolis goes up to 16k GP, which is pretty much every scroll in existence. Your GM has to be intentionally denying access, since by RAW scrolls are generally available, no matter how obscure it may be.

Quote:
2) It uses upto 3 bloodline powers... not huge but definitely significant

It only gives up one bloodline power, two bloodline spells, and eschew materials. It is a downside, but not nearly enough to counter-balance the incredible gains.

Quote:
3) The major problem with 99% of scribe scroll builds is that they are very heavily reliant on the GM/other players for getting access to the spells they want. I have been in several games over the years where this has been a problem with scroll scribers.... GMs have just put a lockdown on availability and I have seen other players just refuse access to their spell lists

This is basically going into house-rules territory. By RAW scrolls are generally available for sale in any reasonably-sized settlement, and if your GM is doing otherwise he's houseruling.

Kurald Galain wrote:
I wouldn't count on these being available by default. PFS straight-up disallows them entirely, and I would expect some GMs to do the same.

The PFS rules do have some weight to them, but by RAW (once again) if it's below a certain GP cost then it's generally available.

Kurald Galain wrote:
That's one DC 28 check to emulate having enough wisdom

Since it's the Cleric/Oracle class list, you can just declare you're casting it as an Oracle and it's based off of charisma.

The caster level issue has already been addressed by others. Worse-case scenario, just sink Skill Focus (Use Magic Device) and you're set for life.


CWheezy wrote:

Scarred Rager: 0/0

Losing fast movement for an intimidate bonus is pretty weak, but Tolerance and improved Tolerance are quite good abilities. Scarification will probably do nothing though.

It has the bonus of allowing rage cycling from level 2 on.


Just a Guess wrote:
CWheezy wrote:

Scarred Rager: 0/0

Losing fast movement for an intimidate bonus is pretty weak, but Tolerance and improved Tolerance are quite good abilities. Scarification will probably do nothing though.
It has the bonus of allowing rage cycling from level 2 on.

nope, minimum of one round.


Actually from what I gather, and what is on the website, if its a divine spell then it is auto considered WIS based for any emulation of ability issue.

Going the other way however a clear distinction is made ie) CHA for Sorcerors and Bards, INT for Wizards


Silver Surfer wrote:
Actually from what I gather, and what is on the website, if its a divine spell then it is auto considered WIS based for any emulation of ability issue.

By that rule, Paladins and Oracles need to emulate wisdom to cast scrolls they themselves scribe. I'd imagine this an error carried over from core 3.5, where all divine spellcasters were wisdom-based. The rule doesn't make sense anymore in Pathfinder.


CWheezy wrote:
Just a Guess wrote:
CWheezy wrote:

Scarred Rager: 0/0

Losing fast movement for an intimidate bonus is pretty weak, but Tolerance and improved Tolerance are quite good abilities. Scarification will probably do nothing though.
It has the bonus of allowing rage cycling from level 2 on.
nope, minimum of one round.

There is an argument that if you stop raging during your turn 1 round is over on your next turn. Kind of like a spell with 1 round duration.

Also while I agree that Breaker is sort of a cruddy archetype it can actually do useful things with broken weapons...you know like firearms...now if only there was a Barbarian who was good with guns that would really be savage tech!


Silver Surfer wrote:
Actually from what I gather, and what is on the website, if its a divine spell then it is auto considered WIS based for any emulation of ability issue.

And one can play smart and say to use UMD to emulate the Spells(Su) class feature of an Oracle of X level and the DC of the UMD check would be identical of activating the scroll per se


Alex Mack wrote:
CWheezy wrote:
Just a Guess wrote:
CWheezy wrote:

Scarred Rager: 0/0

Losing fast movement for an intimidate bonus is pretty weak, but Tolerance and improved Tolerance are quite good abilities. Scarification will probably do nothing though.
It has the bonus of allowing rage cycling from level 2 on.
nope, minimum of one round.

There is an argument that if you stop raging during your turn 1 round is over on your next turn. Kind of like a spell with 1 round duration.

Also while I agree that Breaker is sort of a cruddy archetype it can actually do useful things with broken weapons...you know like firearms...now if only there was a Barbarian who was good with guns that would really be savage tech!

I know you're trying to be clever but breaker and Savage technologist don't stack, the both replace trap sense.


Dasrak wrote:

...

Quote:
2) It uses upto 3 bloodline powers... not huge but definitely significant

It only gives up one bloodline power, two bloodline spells, and eschew materials. It is a downside, but not nearly enough to counter-balance the incredible gains

...

Yeah, funny thing about that. The bloodline spell swapping thing looks like a bad trade. Two potentially useful bloodline spells for two crappy divine spells, and at a higher spell level to boot.

Here's the thing though. You know how bloodline bonus spells have language specifically forbidding swapping them out. See the similar wording on the Razmiran's ability?

What's that? You don't see anything of the sort?

Exactly.

You lose a 1st and 2nd level bloodline spell, and get an extra spell known when you get second and third level spells if you use your spell swaps at levels 4 and 6. This means that you can rock both Glitterdust and Mirror Image at level 4, or Haste and Fly at level 6. Oh, and you have 4 level 3 spells at level 7, instead of the three a Sorcerer normally has. Yay?

Did I mention I really like the archetype.

EDIT: Oh, and False Focus is 99% of Eschew Materials, but with some mild WBL breaking and other shenanigans as delicious gravy. Really, all you are losing is the level 9 bloodline ability, and you get so, so much.


Snowblind wrote:
known when you get second and third level spells if you use your spell swaps at levels 4 and 6. This means that you can rock both Glitterdust and Mirror Image at level 4, or Haste and Fly at level 6. Oh, and you have 4 level 3 spells at level 7, instead of the three a Sorcerer normally has. Yay?

Hah, nice! I'm really loving the layer-upon layer of brokenness at play here. It's like a munchkin's parfait!

Quote:
EDIT: Oh, and False Focus is 99% of Eschew Materials, but with some mild WBL breaking and other shenanigans as delicious gravy. Really, all you are losing is the level 9 bloodline ability, and you get so, so much.

Eh, I wouldn't say it replaces Eschew Materials. False Focus is still the better feat by far, but it doesn't actually do what Eschew Materials does. The whole point of Eschew Materials is that your basic spellcasting is no longer dependent on any physical item that can be damaged, destroyed, or taken from you. False Focus shifts that requirement from the component pouch to a divine focus, but doesn't remove it entirely. So it's more of a lateral shift in that regard. The other benefits, though, vastly outweigh the circumstantial bonus of Eschew Materials and it's simply the better feat.


Pathfinder Rulebook Subscriber
UnArcaneElection wrote:

While we're at it, might as well also include a dip-friendliness rating of archetypes.. I posted my thoughts on Bloodrager archetypes to dip in for Blade Adept Arcanists here and in the next post after that -- first scroll past the ratings of Bloodrager Bloodlines.

* * * * * * * *

Along these lines, here is my take on Fighter archetypes. For simplicity, Armor Mastery is considered to be part of Armor Training, and Weapon Mastery is considered to be part of Weapon Training, although strictly speaking this is not true (but archetypes that give up or modify Training almost always give up or modify the corresponding Mastery, with exceptions noted, so it saves on clutter).

First, the archetypes that are not race-specific:

Non-archetyped Fighter (defined as +0, +0 for both Dip and Full progression): With 2 Bonus Combat feats in the first 2 levels, this is naturally a good way to go if you are feat-starved, so it is the Green standard by which to compare the archetypes. The 1 rank of Bravery at 2nd level is not terribe, but is usually nothing to write home about, so it is a prime candidate for replacement, although rare archetypes may give something good at 1st level as well, and Bravery gets better if you are just going to Dip in Fighter and then go into a Psychic spellcasting class (or option of another spellcasting class that makes it Psychic). For convenience in ranking archetypes, I am also setting it to +0, +0 for Full progression. Note that non-archetyped Fighter and archetypes that retain Weapon Training got better (for Full progression) recently with the Weapon Master's Handbook introducing Advanced Weapon Training, and non-archetyped Fighter and archetypes that retain Armor Training may likewise get better in the future (again, probably only for Full progression); it is not clear whether non-Fighter classes/archetypes that get Weapon Training (for example, Myrmidarch Magus and anybody going VMC Fighter) can use...

Actually, now that the Weapon Master Handbook is out, the Weapon Master Fighter archetype is way better than it used to be. They can take more Advanced Weapon Training abilities than any other archetype, which can grant stuff like Solo Tactics, scaling weapon damage, better saves, and improves weapon styles that used to be considered suboptimal (throwing weapons and dex-to-hit without dex-to-damage for instance). They do lose out on some of the versatility of the base fighter due to losing the ability to take other groups for weapon training, but that's not a huge deal for most builds.


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Dasrak wrote:
Snowblind wrote:
known when you get second and third level spells if you use your spell swaps at levels 4 and 6. This means that you can rock both Glitterdust and Mirror Image at level 4, or Haste and Fly at level 6. Oh, and you have 4 level 3 spells at level 7, instead of the three a Sorcerer normally has. Yay?

Hah, nice! I'm really loving the layer-upon layer of brokenness at play here. It's like a munchkin's parfait!

Quote:
EDIT: Oh, and False Focus is 99% of Eschew Materials, but with some mild WBL breaking and other shenanigans as delicious gravy. Really, all you are losing is the level 9 bloodline ability, and you get so, so much.
Eh, I wouldn't say it replaces Eschew Materials. False Focus is still the better feat by far, but it doesn't actually do what Eschew Materials does. The whole point of Eschew Materials is that your basic spellcasting is no longer dependent on any physical item that can be damaged, destroyed, or taken from you. False Focus shifts that requirement from the component pouch to a divine focus, but doesn't remove it entirely. So it's more of a lateral shift in that regard. The other benefits, though, vastly outweigh the circumstantial bonus of Eschew Materials and it's simply the better feat.

Holy Symbol, Tattoo. Costs exactly 100 GP for maximum value out of False Focus.


LuniasM wrote:
Actually, now that the Weapon Master Handbook is out, the Weapon Master Fighter archetype is way better than it used to be. They can take more Advanced Weapon Training abilities than any other archetype, which can grant stuff like Solo Tactics, scaling weapon damage, better saves, and improves weapon styles that used to be considered suboptimal (throwing weapons and dex-to-hit without dex-to-damage for instance). They do lose out on some of the versatility of the base fighter due to losing the ability to take other groups for weapon training, but that's not a huge deal for most builds.

Weapon Training (Ex)

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
This ability replaces Armor Training 1, 2, 3 and 4.

So this says to me that you get just 1 rank of Weapon Training, whose numeric bonuses improve every 4 levels thereafter, and you get it 2 levels early, but you get no more ranks of Weapon Training that you can replace with Advanced Weapon Training.

As far as I can tell, the only way to get 5 actual ranks of Weapon Training (of which you could replace up to 4 with Advanced Weapon Training) would be to go Myrmidarch Magus (3 ranks) VMC Fighter (2 ranks). Of course, that is assuming that things other than actual Fighter that grant Weapon Training are ruled to give the Advanced Weapon Training optio for later ranks of Weapon Training.


Weapon Master gets Weapon Training that goes to +5 (+7 with Gloves) and can, per the feat, take said feat many more times than anyone else (early at 4th, plus 5th, 10th, 15th, and 20th, and then also take it with the bonus combat feats as often as they want).


Alex Mack wrote:
CWheezy wrote:
Just a Guess wrote:
CWheezy wrote:

Scarred Rager: 0/0

Losing fast movement for an intimidate bonus is pretty weak, but Tolerance and improved Tolerance are quite good abilities. Scarification will probably do nothing though.
It has the bonus of allowing rage cycling from level 2 on.
nope, minimum of one round.
There is an argument that if you stop raging during your turn 1 round is over on your next turn. Kind of like a spell with 1 round duration.

Yes, that's how the rules work.

If you rage for 1 round normally you are fatigued for two rounds, the scarred rager reduces that to 1 round and 1 round effects end just before your next turn. it's not only the case with spells but with things like stunning fist, dirty trick etc.

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