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Erik Mona wrote:


WIZARD
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NOTE: Holy Hell, not a lot of votes for wizard archetypes...

I'd say it's because the Wizard has so many options through school specialization, broad spellcasting and just regular feats and items that you can already fairly easily make exactly what you want to make without resorting to archetypes to advance or focus your character concept. I've hardly ever seen a wizard take one at any of the tables I've been at.

Now FAMILIAR Archetypes, that's a different situation. Everyone loves their familiar archetypes.


Erik Mona wrote:

I'm curious.

If you were in charge of Pathfinder, based on what you've read in any official source and what you've seen at your game table, what FIVE archetypes would you make sure to include in the first year of Pathfinder Second Edition?

Please list the name of the archetype and the base class it modifies. Feel free to tell me why.

It's ok if you don't like the way that concept is currently implemented. Just your top 5 in concept if not always in execution. Or maybe there's a mechanical element you like--that's cool too.

Assume for now that we're talking about archetypes that modify the base 11 classes in Pathfinder First Edition, plus the alchemist.

Thanks much for your time and consideration! I'm thinking about this stuff today, and I thought it might be fun for you to think about it at the same time!

1: Titan Mauler Barbarian. Of all the archetypes, this is the one I keep coming back to when I want to make an absolutely gloriously over the top fantasy-movie character. There is just something inherently fun in using oversized weapons to sling piles of dice across the table with every attack, fighting monsters that are WAY too big to be trying to fight. Even if I don't hit on every attack, it's just _cathartic_ to be able to say 'I pick up the Large Greataxe in one hand and start swinging.' Of all the archetypes, this is the one I lament losing access to the most in PF2e.

2: Holy Gun Paladin. I think I can safely say that the community views this as a slight downgrade to the paladin's normal abilities, however I can also safely say that this is the archetype I see people trying to make work the most, and it's usually because they want to play a paladin as a wandering lawman, bringing justice and judgment to lawless areas at the end of a smoking barrel. I can't say the mechanical changes it makes are my cup of tea, but the _idea_ behind this archetype is long-lived and attractive to a lot of people.

3: Mendevian Priest Cleric. This is frequently an archetype I find myself referencing to judge whether it's worth it for my characters or not - and the thing is, I often find myself doing it even if the answer is 'probably not.' Giving the Cleric heavy armor, shields and more of a 'militant zealot' feel has always been something I like to do - my current character is a Mendevian Priest Cleric of Gorum and I have a blast playing him specifically because this archetype exists and keeps me from having to level dip and weaken my character's concept.

4: Saurian Shaman Druid. I won't lie. I enjoy dinosaurs. I enjoy having dinosaurs, I enjoy riding dinosaurs, and I even enjoy being dinosaurs in my fantasy games. This particular archetype feeds that. It's fun knowing that no matter what situation my DM throws at me, there's a dino for that. And I can be that dino, and it is good.

5: Archeologist Bard. It can be difficult with only core classes to play a character that feels more motivated by desire for knowledge than by power. Archeologist Bard presents an interesting combination of possibilities for character concepts that I feel like the core classes are sorely lacking: The intrepid explorer, looking for knowledge, fame and glory. Sure, you can build a rogue or a bard for that, but this archetype formalizes it, gives you abilities and bonuses to those motivations, and I love it. Needs more fedora though.