Your Top 5 Archetypes


Prerelease Discussion

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Master Chymist for the alchemist. It's currently a prestige but there is no reason it couldn't be an archetype. It's absolutely oozing with good flavor. Runner up is Promethean Alchemist because it's also got really awesome themes to play with. I love playing mad scientist type characters and Alchemist is one of my favorite classes.

Monk of the Empty Hand for Monk. I have a unhealthy obsession with improvised weapon builds and this archetype. Until recently it was unviable at the level magic weapons became relevant, but we eventually got Gloves of Improvised Might which solved that issue. If magic items are as essential to progression please include some way to scale improvised weapons. Runner up is Tetori for doing cool superhuman stuff like stopping freedom of movement or polymorph while grappling. Tetori could probably be handled by Legendary skill checks.

Eldritch Guardian for Fighter. Feat sharing for familiars is really cool and I love the dichotomy of caster familiars being frail and cowardly while the fighters familiar is tough. If familiar archetypes aren't making it please include mauler's size up as a class feature for Eldritch Guardian(perhaps as a archetype specific fighter feat). No runner up but I really love the Iron Caster build that is floating out there for fighter and I'd like to see something similar enabled for fighter perhaps via an archetype. Maybe give up some feature for extra resonance or something.

Kracken Caller for Druid. I'm biased in that I love playing octopus types of characters but I'm never in aquatic campaigns. This is one of the only Druid archetypes that makes it feel really distinctly different to me. Runner up would be something like the Shifter. Since the Druid does the Shifter's job so much better I'd rather see it as an archetype that gives up casting for some toughness or combat power. Spells are often an afterthought for my Druid builds, wildshape is what defines the class to me. Also like to note that I thematically adore Oozemorph shifter but it totally fails mechanically for me because I want to play as an Ooze. Oozemorph as is does everything it can to make you avoid playing as the ooze which is super lame.

Last up is Juggler Bard! I just recently discovered this archetype but it's cool as hell! Being able to carry extra objects is such a neat character concept and I really hope to see it in PF2E. Runner up is Sandman just because the selfish Bard seems like a necessary option to have available when building a Bard.


1. Class:sorcerer, archetype:crossblooded. Yes, I am aware of how bad the drawbacks are, but I absolutely love the concept of hyper-specialization in spellcasting: great power in your one niche at the expense of not being to "do everything". My one annoyance with the archetype is that it counts as altering all your class features for the purpose of archetype stacking. I would love to be able to make a crossblooded/tattooed or crossblooded/wildblooded sorcerer.

2. Class:barbarian, archetype:invulnerable rager. I'm a big fan of this concept, not caring about if the enemy hits you or not at It's not going to hurt anyways. Does good job of allowing the "big unstoppable juggernaut" concept character's.

3. Class:bard, archetype:dawnflower dervish. I just like the concept of a selfishly buffing bard that actually gets significant benefit out of it. Archaeologist bard falls in here as well, just with a slightly different direction for the buff.

4. Class:monk, archetype:master of many styles. I liked this as a full class character before the change, and I like it even more now after the change. Maybe not the strongest monk archetype, and your feat budget is going to be tight if you build one, but I love the flexibility in building it gives you and the combos it allows

5. Class:alchemists, archetype:beastmorph. I like this one as it is strong and I tend to lean towards powergaming, but It's also great from a thematic standpoint, trading away boring passive abilities like faster crafting or poison resistance for the ability to add some great flavor to your mutagen, becoming a bestial amalgam when using it.

A few quick mentions of non-core/alchemists classes: kensai magus, brown-fur transmuter arcanist, war drummer skald


Probably no chance of my top one making it in and I've only got three, but here goes:

1) gunchemist alchemist
2) Eldritch archer magus (yeah, I know not one of the base classes, but I'd love to see a way to do this in 2e)
3) master of many styles monk

Scarab Sages

1: *NOT a Core Class, just my Favourite Archetype in the game* Haunt Collector Occultist.

Why: I loved everything about the Occultist except the magic circles, because they just don't really come up in Society. I loved the Medium from the playtest. This gives me a lot of the first and some of the second in an overall solid addition that I think is arguably better than the base class and cool as hell - a Ring haunted by a lecherous absalonian archmage is cooler than just an old ring I really like.

2: Tattooed Sorcerer

Why: Magic is cool, tattoos are cool, familiars are cool. This puppy has it all, and looks more like the Iconic to boot. What's not to like?

3: Serpent-Fire Adept Monk

Why: Chakras are cool, mystical and very Monk. The chakras were a little subpar on power (Slow to open and pricey to maintain) but boy were they cool - a revamp could really do a lot for the Monk.

4: Urban Barbarian

Why: Options. I see Rage as an ability for emulating everything from The Hulk to a Berserker to a Soul Reaper (this one needs a lot of Rage Powers though). A more "cultured" and dexterous barbarian lets those builds flow, from Dex based melee to Archery to Switch-Hitting this Archetype can do them all.

5: Evangelist Cleric

Why: Not a fan of bards, love the performance. The different spontaneous spells are neat too.


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  • Drunken Monk
  • Evangelist Cleric
  • Promethean Alchemist
  • Reincarnated Druid
  • and it's not an archetype, but: Master Chemist.


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1. Promethean Alchemist and Vivisectionist - As a standard alchemist your character is already perfectly flavored as one of the most famous doctors in fiction, Henry Jekyll. These two archetypes give you the opportunity to play as two others; namely, Dr. Frankenstein and Dr. Moreau.

2. Brazen Deceiver Bard - If I wanted to play in a campaign as a Han Solo type scoundrel, this is the archetype I would choose.

3. Forgemaster Cleric - Though I feel like using INT is tough on the cleric, I love the idea of using runic casting.

4. Trapper Ranger - Not all rangers are magical. I like that the ranger gains mechanical utility in place of its spellcasting with this class archetype.

5. Zen Archer Monk - My favorite archer build. Not much else to say.


Wizard- Pact Wizard. I always liked this archetype, receiving wizardly power from a mysterious source at a cost.

Sorcerer- Razmiran Priest/False Priest. Great for a 'cult of personality' type sorcerer who masquerades as a holy man.

Cleric- Ecclesitheurge. I like focused-casting divine characters.

Monk- Scaled Fist. I like a charisma-based, dragon style-specialized beat-down monk.

Paladin- Virtuous Bravo. Swashbuckling paladin! I love the idea, especially for a paladin of Cayden Cailean.


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So, most of the good archetypes are good because they enable interesting multiclassing options… Take away multiclassing by level, and there's really no point as the game would be dead on arrival anyway. That Said…

1. Urban Barbarian (Barbarian). The ability to Dex rage and without an AC penalty, actually have your AC go UP in rage is awesome and enables all sorts of multiclassing options like Raging Archer & Raging Agile Weapons.

2. Mind Chemist (Alchemist). Between cognotogen and mutagen, there is no class that doesn't benefit from a 1-4 level dip into Alchemist.

3. Mutagen Warrior (Fighter). Want the single best class feature of alchemist without a BAB hit? This is for you!

4. Exploiter (Wizard). Arcanist, but better, and enables low level dipping into Wizard from other spell casters because the exploits do not specify that they must be used on only arcanist/wizard spells.

5. Crossblooded (Sorcerer). Two bloodline arcana that apply to ALL of your spells, not just your sorcerer spells. Great way to maximize a one level dip into Sorcerer.

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Monk of the Empty Hand - Love Improvised weapons builds
Drunken Master (Monk) - Love the flavor... Bonus point if it can be mixed w/ empty hand for a Jackie Chan-esque character

Any interesting Spell-less Ranger - Sometimes I just want to play someone that survive well without magic.
Any "Detective" flavored archetype - Eh, I'm a mystery novel/game fan. I love to find out stuff. :P
Invulnerable Rager (barbarian) - GREAT for new players I think. I hinted it for one of mine that was doing her first game, and it helped her survive a LOT of times. It helped that the group was unoptimized, but yeah. That's often a problem with groups of new players.


1. Invulnerable Rager (Barbarian) - trading some utility for the ability to tank even more damage. Really epitomizes the brutality and relentless approach of the class imo.

2. Elemental Monk/Monk of the Four Winds (Monk) - really iconic to have an elemental themed monk

3. Tinkerer (Alchemist) - the idea of a more technology driven character is something I think alchemist could really use. The clockwork familiar is cool, but I'd like to see an alchemist that relies on crafted gadgets (grappling hook gun, automated lock-pick, etc.) as much as his alchemical creations

4. Undead Master (Wizard) - often it seems like the best way to be a necromancer is to actually be a cleric with a relevant domain. I would like to see necromancy as a wizard in the more traditional sense

5. Non-Musical Bard (Bard) - several archetypes fit this, but I would like to see non musical options like actors, storytellers, and the like remain. In the base bard class don't limit certain abilities to certain performance types (ie Countersong)

Bonus Master Chymist (Alchemist) - this is a prestige class but i think the idea is something that definately needs to remain in the game. The Dr. Jeckel/Mr. Hyde or Bruce Banner/Hulk dynamic is just too good

Dark Archive

In no particular order:

Magus - Kensai
I'm not in love with the execution in PF1, but I really like the flavor of this archetype.

Oracle - Ancient Lorekeeper (Elf)
I like this one because it allows you to really customize your Oracle. This is how the Mystic Theurge should work.

Bard - Magician
Love the flavor!

Oracle - Dual-Cursed
The Oracle is one of my favorite classes. The curses are really flavorful and unique to this class and I like how this archetype gives you powerful abilities at the cost of your character's curse. I think the Oracle is one of the classes that feels quite unique to Paizo's implementation of the roleplaying game.

Cleric - Evangelist
I really like the flavor of this archetype. The class abilities you gain from this one are interesting. I find many of the domain powers really boring, so this one makes up for that.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

1. Divine Paragon (Cleric): The basic cleric is supposed to be all about worshiping, deriving divine power from, and advancing the interests of your god. With the basic cleric, the god you worship doesn't have much mechanical bearing on your abilities -- mechanically, there's not much of a difference between a cleric of Desna and a cleric of Asmodeus. Likewise, besides your alignment restrictions, there isn't much by way of role-playing or religious requirements that relate to the particular deity you worship. A cleric of one deity will play much like any other.

The Divine Paragon is a better fit with the idea of being devoted to a particular deity. By giving you access to the unique obedience boons associated with your deity, it gives clerics of different deities unique distinguishing abilities. And by requiring you to perform daily obediences, it makes clerics of different deities have a clearly different feel, with a constant role-playing requirement to remind you of who you worship, and how a worshiper of that god should behave.

2. Thassilonian Sin Specialist (Wizard): This is to the wizard as the Divine Paragon is to the cleric. The core wizard is kind of boring and homogeneous. The Sin Specialist makes the different kinds of wizard much more varied and interesting, makes the early levels easier, and helps balance the power-level of the wizard a bit.

The execution of this archetype doesn't quite work, I think, given the large disparity, power-level-wise, between the different schools and oppossition school packages. But I love the idea and flavor.

3. Guide (Ranger): The standard ranger is a bit finicky. The Favored Enemy ability, requiring you to focus on a particular kind of creature, seem a bit idiosyncratic -- it's not clear why a ranger (qua "nature/tracker/woodsman warrior") would be focused on some particular kind of enemy. And the ranger's Hunter's Bond ability *kinda* fits the ranger theme if you go the animal companion route, though it's a lackluster ability at best.

The Guide archetype replaces the Favored Enemy ability with something you can apply to any target, which makes the class less finicky. And the Guide replaces Hunter's Bond with Terrain Bond, which is a distinctly better fit with the "nature/tracker/woodsman warrior" theme.

4. Beastmorph (Alchemist):] One of my favorites for flavor reasons. I love the idea of a malleable shapechanging combatant, and I love the flavor that comes from mixing this with a Dr. Jekyl/Mr. Hyde kind of feel.

5. Swarm Monger (Druid): Another favorite for flavor reasons. You get a swarm of cats, ravens, centipedes, rats or spiders as your familiar? So cool! Add the abilities that tie into pollution, and the whole stealthy-predator-of-dark-places vibe, and you get one of the coolest archetypes Paizo's published.

Some Runner Ups (other archetypes with great flavor): Feyspeaker (Druid), Mooncursed (Barbarian), Gun Chemist (Alchemist), Dandy (Ranger)


Pathfinder Starfinder Roleplaying Game Subscriber

I guess this is as good a place as any to ask, but archetypes are going to be in the playtest as well right?

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

1.) Eldritch Guardian - Fighter
This one provides Fighters with an option to adopt some magical flair and potentially even provides a battle buddy all in a neat package. I really love the flavor of this particular Archetype even if I do admit it's normally not super amazing power scale wise.

2.) Titan Mailer - Barbarian
Like most people I want the concept of this one to come through in a manner in which I can dual wield 2-Handed weapons. This one misses the mark but the concept is so darn cool!

3.) Scaled Fist - Unchained Monk (I think this counts as a base class now?)
I am a sucker for options that change your core stat needs and this particular archetype allows for Monks to mix with other classes so nicely!

4.) Saboteur - Alchemist
I really really just like the idea of someone who is trained at blowing up walls/buildings/things. It's a niche role at times in Pathfinder when the core idea is blowing a hole in the bad thing trying to kill you, but the options it can open up in a map-centric system is super engaging.

5.) Sword Binder - Wizard
This one is just a flavor choice. I love how Golarian focused this one is and I wish it was better mechanically.


In no particular order:

1. Invulnerable Rager Barbarian:
Shrugging off damage like it's nothing, ignoring rough weather and temperatures like everything is alright.

2. Reincarnated Druid:
A servant of nature returning after death to uphold balance.

3. Sea Singer Bard:
Controlling the sea and storms with the power of song!

4. Grenadier Alchemist:
Infusing ranged attacks with alchemical bombs.

5. Tower Shield Specialist Fighter:
Dude with bigass shield. Doesn't work well now, but I really like the flavor.


1. Archeologist Bard: Because Indiana Jones.
2. Oath of Vengeance Paladin: Because GMs seem more lenient about them letting minor infractions slide, and because more smites :)
3. Stygian Slayer: Closest pathfinder thing to a wetboy from the Night Angel trilogy.
4. Urban Barbarian: You get to be Jason Statham
5. Mutation Warrior: Because martials can have nice things.


Hmm...

1. Crossblooded Sorcerer - Has a lot of flavor while also allowing for many mechanical concepts that otherwise would be impossible.

2. Arcane Duelist Bard - I've always preferred my spell-sword/battlemage type characters to be more durable than agile, so getting better combat training and armor is a big plus. Although, were I to write it I'd give heavier armor from the get-go; it's hard to build a Strength-Focused Arcane Duelist when you don't even get medium armor until 10th level.

3. Ecclesitheurge Cleric - For those that want to go all-in on spellcasting as a cleric, rather than the typical armored-priest concept. Plus I'm a big fan of the extra domain versatility it provides.

4. (Grenadier / Gun Chymist) Alchemist - The idea of using alchemical compounds and explosives effectively with your ranged weapons is definitely a concept I want to keep around.

5. Totem Warrior Barbarian - Ya know originally I was putting this as a joke, but from a conceptual standpoint I want this to work. Totem rage powers are a great thematic idea for Barbarian, and having an archetype that gets to be extra-focused on a totem line would be good.

The Exchange

Pathfinder LO Special Edition, PF Special Edition Subscriber

1. Bladebound Magus (I love the flavor of an intelligent weapon)
2. Grenadier Alchemist (My first PF character and I enjoy lobbing bombs.)
or Master Chymist for an Archetype because the flavor is amazing!
3. Mad Dog Barbarian
4. Tattooed Sorceror
5. Scaled Fist Monk


I'll come up with more later, but immediately off the top of my head (bare with me here):

Psychodermist Occultist.

I know that it's not the Core 11, but the reason I bring this one up is that I would *love* to have monster harvesting as a core part of the game somehow.


Was never really a fan of the archetypes for the most part though a few of my players did use them if they happened to coincide with the concept they were aiming at


The following are in no particular order:

  • Witch - Cartomancer: I bought a Harrow deck just to play this one. Flavor is so good, especially for a Varisian witch.
  • Rogue - Eldritch Scoundrel: Shades of the 3.5 beguiler, but having a skill monkey with practical, utilitarian spells is such a fun character to play.
  • Magus - Eldritch Archer: Arcane Archer done right. This fills a specific niche that nothing else really does, spells through a ranged weapon.
  • Paladin - Martyr: I really like the flavor of this one. I used it in an 'Oradin' build to really emphasize taking damage for the rest of the party. Having bardic performance tied to non-performance is nice, because personally I find the idea of bards rolling around the battlefield playing a lute kind of immersion breaking.
  • Druid - Nature Fang: This one has been mentioned already, but I really like it as well. My favorite character of all time was a Lizardfolk Nature Fang; He took the crocodile domain, and focused on natural weapons and grappling/death rolling with his sneak attack. Probably not optimal by any means, but I love the idea of a druid who immerses themselves in nature by being an apex predator.

EDIT: I missed the part where Erik said 11 base classes so I included everything but Hybrids. Below are 2 additions to round out Core + Alchemist:

  • Alchemist - Toxicant/Vivisectionist: Gives a really new flavor to alchemist outside of Dr.Jekyll/Mr. Hyde or mad bomber types. Could also be an alchemy flavored version of eldritch scoundrel as a rogue archetype.
  • Druid - Tempest/Storm Druid: Love the flavor of a weather/storm focused druid. Lightning is fun, plus really fits with Gozreh. Not a huge fan of either execution entirely, but a mix of the two could be nice.

Liberty's Edge

Okay, my two cents:

1. Lore Warden fighter (there needs to be a smart fighter)
2. Arcane Duelist (a good combat bard that dumps versatile perf.)
3. Qinggong Monk ( I like the mystical side monk more)
4. Eldritch Scoundrel Rogue ( a rogue that dabbles in magic)
5. Herald Caller Cleric ( a cleric that calls his diety's minions)

Special note: there needs to be a way for paladins of NG and CG alignment without the crap archetype that is the Grey Paladin archetype.

Sovereign Court

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Well alright, in no particular order:

Promethean Alchemist for Alchemist
I really like the idea behind this archetype. Building something to fight along side of you is a bit more appealing to me then something like a Summoner. I don't think the homunculus was too useful in a combat heavy game but I still liked the ideas.

False Priest for Sorcerer
The way I see a character in Pathfinder or really any D20 system game is a role-playing concept that you build first and then get the rules to fit. Someone isn't a Wizard because they take levels of the wizard class but rather because they wish to call themselves a Wizard in character. People in my game worlds don't have magic vision to see the PC's character sheets. The feats/classes/etc are all just modules you slot in to help represent what you want your character to do. So something like this really helps fill in a lot of gaps.

Cloistered Cleric for Cleric
Cleric always seems to help build towards a more martially aligned type of character so having something that's more suitably a priest is helpful. In execution I'm not completely about. Not looking for more spell casting but certainly not less. Obviously it's NPC fodder as it sits but to counter that there's already Adept as well. I just enjoy the idea of more of a wandering monk rather than warrior of the faith as an option. The name probably implies more than I think, but names can change.

Tactician for Fighter
I really like the idea of team work feats, but they seem to rarely get used because few people I know seem willing to invest in them. Thus abilities that allow for the sharing of those feats are nice. The brave warrior leading from the front is pretty iconic as well. It runs afoul of the action economy though. :(

Paladin for Cavalier
Turning the charismatic chivalric leader style of mechanics that the Cavalier has and focusing it along into the path of Law and Good really appeal to me. Ever since Gary Gygax in the first Unearthed Arcana put it together it just makes sense. A touch of spell casting and a few abilities towards routing out evil and it just works. Plus I like how it frees up Cleric to take the stage for martial divine characters.


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I rarely play core classes (my go tos are oracle, kineticist and witch) but I do have some favorite archetypes for them.

Feyspeaker (druid): I love charisma classes and fey, although I'd like it even better if it was a spontaneous caster and wild mischief was a different ability.

Arcane Duelist (bard): for when you want to fight and have a fairly interesting spell list.

Vivisectionist (alchemist): for more doctor types, replacing a feature I don't especially like (the bombs)

Sword Binder (wizard) and Mind Sword (paladin): although they fight fairly differently, the fact that I love about these two archetypes is that they fight at range with melee weapons, one of the fighting styles I like the most and always try to get at least once in any game system.

Chronomancer (wizard): time powers are always fun, and I love the Shyka the Many feel of the Parallel Self ability.


Pathfinder Rulebook Subscriber

I would love to see the preservationist alchemist become more viable. The archaeologist bard. That's honestly all I want.


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Pathfinder Rulebook Subscriber

1) Lore Warden Fighter. Even after the "redesign", the conceptual space of the non-armored fighter is one I've always loved.

2) Archaeologist Bard. Conceptually fun, even if the implementation needed some cleaning up.

3) Feyspeaker Druid. While it traded a way a little much for slightly too little (in my opinion), a pure caster druid is something I've always wanted.

4) Chosen One Paladin. This one was always super fun to roleplay, and seeing a version of it in PF2 would be awesome.

5) Promethean Alchemist. This is what I think of when I think of an Alchemist, full stop. Doctor Bleedin' Frankenstein and his monster.


Serpent-Fire Adept.

The whole flavor of unlocking chakras that get increasingly stronger and more dangerous as you continue is extremely flavorful, and fun mechanically.

Owner - Kapow Ltd Comics, Cards and Games

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If I might be so bold. Don't introduce more classes necessarily when so many exist just fine as archetypes.

Rogue: Ninja
Fighter: Gunslinger
Wizard: Magus
Cleric/Paladin: Warpriest
Fighter: Cavalier


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Alchemist - Construct Rider
Alchemist - Vivisectionist
Monk - Sohei
Monk - Scaled Fist
Sorcerer - Crossblooded

Oh, and if you could make wildblooded bloodlines function as subdomains instead of being an archetype, that'd be grand.


Fighter - Mutation Warrior
Bard - Arcane Duelist
Sorcerer - Tattooed Sorcerer
Wizard - Sword Binder
Ranger - Beastmaster


In no particular order;

Insinuator Antipaladin - Alignment restrictions are annoying, insinuator is an interesting take on the antipaladin and could be easily applied to work across any alignment.

Kensai Magus - No armor, sword using martial with magical support, enough said.

Pact Wizard (HHH) - It's making a deal for power and gives some spontaneous options to the prepared caster.

Titan Mauler Barbarian - Hit things with really way too big sticks.

Chronomancer Wizard - Time magic is cool.


I only listed two earlier, but ill throw in for archeologist Bard as a solid #3.


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Alchemist: Mad Scientist (And really, anything similar from other classes. I've a personal soft spot for a little bit of random chance injected into my abilities.)

Monk: Qinggong Monk (Or better yet, what unchained did with powers and stuff just being rolled in as options. Qinggong as a whole, with its ability to swap in where you want and leave things where they are when you don't want the alternate option simply makes it my epitome of archetypes.)

Ranger: Skirmisher (I think that's the one that trades your spells. Can never remember that one by name no matter how many I build. I think the option to be a non-caster if you want is a great thing for low-magic classes like ranger and paladin.)

Rogue: Eldritch Scoundrel (Like my ranger choice above, but reversed. I think a bit of casting is a cool option to spice up classes that wouldn't otherwise get it.)

Sorcerer: Wildblooded (I don't actually think this one should be an archetype, and ought to function more like subdomains and the more specialized versions of arcane schools. Why should the wild sorcerer be locked out of every archetype ever when nobody else is, after all? But that aside, I think the wild bloodlines add a lot of variance and options to an already-great class, and they and things like subdomains and such are important.)


Erik Mona wrote:

I'm curious.

-Alchemist: Vivisectionist

-Paladin: Divine Hunter
-magus: hexblade

I know these 2 are outside of Pathfinder but I am cheating because they are fantastic

Alchemist: Evolutionist from Kobold Quarterly #19 an alchemist with an animal companion to experiment with, is creepy and evil but crazy flavorful.

Fighter: Seraphic Cohort from Kobold Quarterly #21 trading your bonus feats for an angelic eidolon, opening up the world of tactics from teamwork feats and CBM.

Grand Lodge

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Blade-bound - seems like this could be a generic archetype open to many classes, although it certainly was particularly good for magus, and hence maybe out of bounds

Actually, I'm a fan of archetypes that have unique items that bring RP and flavor opportunities (and as others have mentioned, could play with resonance mechanic): Cartomancer witch, namekeeper shaman and living grimoire inquisitor are other examples; could be cross class if PF2 goes the SF route of generic archetypes (I'm hoping there are both generic and class specific options)

Alchemist: Grenadier [made it feel more martial and connected to bomb side of the class, but honestly there are so many ways to go with the alchemist it's hard to choose; this is the one I've played]

Any Bard archetype that means I'm not a performer. I'll jump on the Archeologist and Arcane Duelist bandwagons I've seen.

Eldritch Scoundrel: anything that's gets me more "6th lvl caster" classes out of CRB classes. Really going to miss being able to make inquisitors, magi, and occultists.


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also just for extra points http://www.pathfindercommunity.net/classes/multiclass-archetypes
because cross classing can be good if it is done the right way

Scarab Sages

Mutated bloodline sorcerer, the sage bloodline in particular.


1) Eldritch Scoundrel
2) Vivisectionist
3) Zen Archer
4) Scaled Fist
5) Invulnerable Rager

The Exchange

1:) Rogue - Some archetype that makes poisons genuinely worthwhile in combat. Nearly all of the poisons available have such abysmally low DC's that they only seem truly useful against enemies with few NPC class levels.

2:) Cleric - Merciful Healer. I like the idea of this Holy Warrior that has dedicated themselves wholly to helping keep others alive by the power of their deity.

3:) Ranger - Falconer. I just think Falconry is really cool.

4:) Ranger - Some sort of Elf specific archetype focused on the sniping mechanic. Extra sneaky bow elf stuff.

5:) Tower Shield Specialist - Tower shields aren't used nearly enough considering how cool they are. It's nice to have someone that focuses on them as part of their build.


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Adding a footnote to mine re: Crossblooded Sorcerer.
As much as I love the themes available with this archetype, I think as a dip it's ridiculously broken for spellcasters. In my region, the dip is almost a given for any blaster and most enchanters. To reap the bonuses from crossblooded, one's other spellcasting classes should suffer the same drawbacks too.


Marvelous Meowstic wrote:

Okay, already gave my five core... but there is one more non-core archetype who's concept might be nice to see in some form at least; Living Grimoire from the inquisitor.

The idea of a priest who uses just his scholarly knowledge for his magic seems cool!~

I want to back this 100%. I'm a huge fan of the White-Mage school of divine magic. You can keep the armor, I just want the spells!

Grand Lodge

A good wildshape/melee focused druid archetype

Ninja (Technically an alternate version of the rogue, but it is basically just a more in depth archetype)

Archaeologist (I love the idea of an adventurer "bard" who isn't all about song and dance)

Fighter archetypes focused around their particular fighting style (two handed, TWF, sword and board, etc)

Martial Artist/Brawler style monk who focuses on fighting, not ki powers.


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Oh man, really wish I kept a running list of all the archetypes I actually liked of every class, because there are far too many to keep track of, and even more that end up being "cool idea mediocre execution". I don't think I could even give a real "top 5" in order of actual favorites, even just narrowing it down to core+alchemist classes. More just "the first ones that come to mind", except maybe one.

1. Promethean Alchemist (Alchemist): This archetype is the exception to "first to come to mind", because it is without a doubt my favorite IDEA for an archetype, to the point where I'm playing one right now despite a laundry list of complaints. Having a custom-built construct pal oozes flavor, and it has so much potential story for how the alchemist got to that point... If it didn't feel like it shot both your knees off with little to show for it. You lose your features that let you directly contribute and can't get a single one back, and the homunculus herself has a fixed progression, mediocre scaling, and dubious customizability. It's a narrow, narrow niche, but I hope it gets more love.

2. Gun Chemist (Alchemist): Y'know, aside from keeping Poison Use when it really shouldn't have, this feels like it's close to perfect for what it's intended to do. Cull some of the feature taxes on it (coughInfusioncough) and make some more alchemical cartridges and this would be a dandy addition.

3. Monk of the Empty Hand (Monk): You know, I heard about this a long time ago, and then again after I watched Thunderbolt Fantasy and got a taste of one of the last episodes. I got kind of excited by the idea of a monk who can beat down normally, or grab a branch and turn it into a deadly killing implement, but was let down by how expensive it was in Pathfinder to be far less effective than just punching someone normally. Hopefully with a rewrite it can turn into something better in 2e.

4. Tattooed Sorcerer (Sorcerer): With the personal discovery of Bloodline Familiars, the Advent of Bloodline Mutations, and Arcane Bloodline being "Just That Good", this one has fallen out of favor with me whenever I start making sorcerers, but a tattoo-covered mage is just so appealing on a conceptual level. Tattoo Familiars are still the coolest kind of familiar.

5. Dervish Dancer (Bard): I always come back to this one when it's time to roll characters even if I don't get to roll one out (darn groups, always having three other people clamoring to be charisma-based classes), because by golly if it isn't one of the coolest gishy-swordmaster-type archetypes out there... If only the wording on what was a passive and what was an actual active dance was a little clearer.

Honorable Mentions outside of core+alchemist classes goes to:
Silksworn, Haunt Collector, Panoply Savant (Occultist) - The first one is probably the coolest excuse for a caster to wear fancy clothes and is a really interesting casting-focused archetype, even if it lacks the raw power of a fullcaster. The latter two occupy a similar niche in my mind, but Haunt Collector wins out on cool factor. A warrior channeling the power of a ghost in his blade is absolutely radical.
Kensai, Bladebound (Magus) - Both have excellent flavors, and are absolute joys to use on their own or together, but feel like they suffer a bit from problems and limitations of the Magus and its options. Kensai, in particular, suffers from poor early features (Perfect Strike, getting Fighter Training twice), as well, which would hopefully get a little bit of a tweak if it gets a remake for 2e.


Synthesist Summoner (something like this for a sorcerer or pact wizard)
Qinggong Monk
Monk of the Mantis
Halcyon Druid
Skirmisher ranger

Grand Lodge

Not in any particular order

1. Scroll Scholar (Pathfinder Society Field Guide) - changes both Wizard and Cleric, give up some secondary abilities for a lot of flavor and great powers later. Played through Reign of Winter with it on Cleric, only archetype for the class that I thought was worthwhile for both crunch and fluff purposes. Works well with both classes.

2. Tattooed Sorcerer (Inner Sea Magic) affects sorcerer, go figure, - Great archetype not overpowered, but it's inclusions can be really nice.

3. Thug (APG) changes Rogue, I like the concept of a more physical thief than a cat burgular. Frankly Rogue has more good archetypes than almost any class. Vexing Dodger, Rake, Counterfeit Mage, Knife Master, all had a chance of making my list, and as a concept I love the Deadly Courtesan (but disliked the mechanics so I made a "deadly courtesan" with a completely different class)

4. Infiltrator (APG) affects Ranger. Makes the ranger more about knowing their foes and their foes terrain to use the foes strength to overcome them. I like it a lot, though 1. Ranger has a ton of archetypes and 2. the Hunter is far more what the Ranger always should have been than the Ranger base class.

5. Warpriest (ACG) - yeah I know it's a full class right now, but I think it's more what I really want from the Paladin class. It does a lot of the same stuff (Sacred Weapon/Armor) more effectively, the casting is better, the BAB is worse. But all together it is the holy warrior of the system. IMO it's the most balanced class mechanically to come out of any book since at least the APG maybe even the core. It's flexible and can be what the player wants without the overshadowing demands of a single alignment.

The Exchange

No specific order.

Fighter - lore warden. fighters getting a few skills is always a good move.

Medium - spirit dancer. Having a complex and fullfilling archetype that doesnt over shadow the class is great.

Kinetic knight - kineticist. it changed the playstyle in a fun way. its not perfect but its worth trying again in pf2.

Samurai - cavalier. Challenge and resolve mechanics, how it allowed you to recover resolve as you defeated your callenge was perfect.


I'm very disappointed that PF2 looks like its keeping good old 1st ed D&D cleric alive.... but to be honest I just knew they would!

But in terms of portable cleric archetypes:

1) Herald Caller - definitely worth bringing over, although I would swap out the spontaneous cures and concentration bonus for something a bit more summony....

2) There absolutely needs to be a robed holy man cleric archetype or two floating around. The current Ecclesitheurge was a good idea but poorly implemented and the less said about the Cardinal and Cloistered Cleric the better! IMO two archetypes would do.... one more into his spells (Ecclesitheurge replacement) and the other more into his skills..... but both trading out weapons, armour, channels..etc for something meaningful.

I always felt the Cardinal could be transformed into a stealthy spy type..... infiltrating behind the scenes for their deity.

Harsh as it sounds... 80% of current cleric archetypes could be just binned IMO.... no real point in trying to port them over.

Silver Crusade

Undead Master -wizard
Halcyon Druid-Druid
Archaeologist-bard
Skirmisher-Ranger
Divine Guardian-Paladin


Top 5 in no particular order:

1. Monk of the Four Winds (Elemental Fist is a vital versatility option for monks to have flavor beyond stunning fist)

2. Crossblooded Sorcerer (Gives everyone more customization both in abilities and backstory/heritage.)

3. Swarm Master Druid (Anything that gives Druids more unique options out of the gate makes them that much more interesting. It also allows for smaller creatures to be more viable if people don't want hulking beasts following them around all the time.)

4. Winged Marauder Alchemist (Animal companions for other classes is always good, and this allows alchemists to fill a ranged niche easier. Make it for all races and give us some better bird options for both medium and small characters)

5. Incarnate Paladin (Was never in Pathfinder specifically, but you guys made it in the August 2003 issue of Dragon Magazine pg 53. It was a true neutral paladin of the balance of nature/elements and it was really cool flavor.)


Chosen One Paladin
Aquanaut Fighter
Elder Mythos Cultist/Channeler of the Unknown Cleric
Dawnflower Dervish Bard
Master of Many Styles Monk

Non-Core mention: Living Grimoire Inquisitor, the king of skills.

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