Corlindale |
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With all the new releases, it can be hard to keep track of the amount of archetypes available for each class.
The purpose of this thread is to highlight any archetypes you find especially interesting. Not necessarily the power options, but those you feel offer interesting powers or transform the base class in interesting ways.
Here's a few to start with:
Arrowsong Minstrel (Bard): A recent addition from a relatively obscure supplement, this is still one of the most interesting bard archetypes I've seen. It's basically an Arcane Archer in a can. I've always been a fan of bardic archers, and this one has many tools to help make it work. Precise Shot at level 2 and what almost amounts to Improved Precise Shot at level 6, as well as the power to attach spells to your arrows and the ability to borrow evocation spells from the wiz/sorc list.
Diminished Spellcasting is admittedly a major drawback, but I feel this could still work pretty well for bards with archer/blaster aspirations.
Spell Sage (Wizard): Losing both arcane bond and arcane school hurts, but this gives some really interesting powers in return. The ability to throw a +4 CL bonus onto a spell a few times per day benefits everyone - it's a potent nova power in the early game, but even later on it can help you by scaling up your spells and perhaps unlock level-based benefits 4 levels early (Phanton Steed comes to mind).
The real gem is the power to spontaneously cast *anything* from the bard, cleric or druid list. This is strictly an out-of-combat trick because of the extra casting time, but this still offers an unparallelled amount of versatility. You can dig up any obscure utility spell you might need from these 3 lists, and you can cure pretty much any condition, up to and including death by disintegration.
Spirit Dancer (Medium): I like this much better than the base Medium, because it lets you mix and match powers through the day instead of being stuck with a single spirit. You still don't get to switch within single encounters until very late, but you can at least pick appropriate spirits for each encounter.
The limited rounds are a drawback, but you'll usually have enough to last the combat rounds in a given day, at least. I still wish there was an Extra Spirit Dance feat, though.
Its capstone ability is also hilarious, even if it makes you hemorrage spirit dance rounds. Enjoy getting your spirit bonus to practically everything and making use of all six legendary powers.