Do all racial archetypes suck...?


Advice

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The question is in the title, are all racial archetypes sub optimal or am I missing something?


Nope - they don't.

Have a look at Stonelord (Dwarven Paladin archetype) for one example of a good one.


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There is a huge difference between sucking and being suboptimal :P

Shadow Lodge

Racial archetypes don't all suck. Stonelord is a GREAT example, and others include the experimental gunsmith gunslinger for gmomes, spell dancer magus for elves (depending on your group), and feral gnasher barbarian for goblins.


And i'm sure someone will chime in that all rogues are suboptimal, but the skulking slayer rogue for half-orcs is pretty nice, if you like combat maneuvers.

Liberty's Edge

Maybe I'm missing something, but what about the stonelord doesn't suck? It gives up the most powerful non-casting offensive ability in the game in exchange for the ability to bypass hardness, and it gives up one of the best defensive abilities in the game for some damage reduction. . .

But anyways, as others have said, no not all the racial archetypes suck. *cough* constitution based spell casting *cough*

Grand Lodge

Skulking Slayer rogue (Half-Orc) paired with the Scout archetype is crazy-good. Grab a greatclub (or heavy flail if you went the chain-breaker route), pick up the Bludgeoner, Sap Adept and Sap Mastery feats and go to town. By town, I mean bludgeoning things mercilessly.

Liberty's Edge

All Archetypes are intended to be somewhat sub-optimal.

Otherwise they would overshadow that core.

Some are more sub optimal than others

Silver Crusade

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Redeemers! @#$% yeah!

Grand Lodge

Ironskin Monk and Scarred Witch Doctor.


Indeed, Scarred Witch Doctor is pretty beastly.


ShadowcatX wrote:
Maybe I'm missing something, but what about the stonelord doesn't suck? It gives up the most powerful non-casting offensive ability in the game in exchange for the ability to bypass hardness, and it gives up one of the best defensive abilities in the game for some damage reduction. . .

Dwarves have a racial penalty to Charisma, both of the abilities you give up are based on Charisma.

On Divine Grace vs DR - Dwarves have a lesser need for saves boosting as they get Hardy (which can be upgraded to Steel Soul), and Heartstone comes with a Natural Armor boost as well. Just ask an Invulnerable Rager if DR at 1/2 level is any good or not (fun fact - it's pretty good).

Stonestrike is inferior to Smite Evil... that point is moot. But by the same token Stonestrike is able to be used against any target, not just evil ones, is superior against constructs and as noted above - is not based on Charisma.

What you end up with is a literal defensive rock that is a lot harder to kill than your average Paladin. Stonelord is a perfect example of a decent racial archetype that does something different from the class it is based on. And to counter the vernacular - it doesn't suck.


I personally really dig the spellbinder wizard. 9 spells you can basically spontaneously cast over a 17 level character, tasty.

Shadow Lodge

Another thing for Stonelord, a Celestial Earth Elemental will be better than your average Celestial Horse. But if you don't like the Stonelord, that is your call.


If you want to build a tripper a human with racial heritage halfling and the underfoot adept monk seems like it could fit the role of not sucking. Fourth level and every four after it would increase the size of creature it could trip.


Wildcallers for half elves.


Most suck, a few are good.

Wild-Caller Summoner is very nice.

Scarred Witch Doctor is a witch that trades a magic item using buddy for Con-based everything, which is quite strong.

Forgehammer Cleric is at least as good as normal cleric. The Artifice domain (and no other domain) royally sucks, but the class features are incredible for anyone that wants to buff or craft items.

I don't really agree with any of the others mentioned in this thread, though, they're all at least a little subpar to the main class (and a lot of the classes in these cases are already the worst in the entire game - rogue and monk). Underfoot Adept is an outright trap and heinously bad.


I've wondered why there hasn't been a Constitution-based sorcerer archetype. Their magic is in the blood.


Well, fiend flayer seems interesting, and really, any tiefling magus should be one. Nothing gets traded out. It just gives you the option to trade CON damage for arcane points (which is a harsh enough of a trade by itself). The rest of it is made up of optional arcana you can choose. No reason not to be one really. Free options (even terrible ones) are nice, as long as they do not remove others.

Shadowcaller summoner is more of a horizontal slide. You trade out some of your summon monster options for various shadows (about an even trade for incorporeal, strength draining cronies). Plus it has one of the best bits of flavor text in the game: your eidolon is your shadow, and instead of a rune on your foreheads, you both just go without shadows. Just about as easily identifiable, but it creates great images.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

I like the half elf bonded witch archetype mysself


I about lost my mind over the bonded witch archetype. Much agreement there.


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ciretose wrote:

All Archetypes are intended to be somewhat sub-optimal.

Otherwise they would overshadow that core.

Some are more sub optimal than others

This is just wrong. An archetype is different, not bad. Your logic is very flawed.


Mark Sweetman wrote:
ShadowcatX wrote:
Maybe I'm missing something, but what about the stonelord doesn't suck? It gives up the most powerful non-casting offensive ability in the game in exchange for the ability to bypass hardness, and it gives up one of the best defensive abilities in the game for some damage reduction. . .

Dwarves have a racial penalty to Charisma, both of the abilities you give up are based on Charisma.

On Divine Grace vs DR - Dwarves have a lesser need for saves boosting as they get Hardy (which can be upgraded to Steel Soul), and Heartstone comes with a Natural Armor boost as well. Just ask an Invulnerable Rager if DR at 1/2 level is any good or not (fun fact - it's pretty good).

Stonestrike is inferior to Smite Evil... that point is moot. But by the same token Stonestrike is able to be used against any target, not just evil ones, is superior against constructs and as noted above - is not based on Charisma.

What you end up with is a literal defensive rock that is a lot harder to kill than your average Paladin. Stonelord is a perfect example of a decent racial archetype that does something different from the class it is based on. And to counter the vernacular - it doesn't suck.

This made stone lord seem pretty good, I must say. Though I've seen good arguments against it too on this thread.

Scarab Sages

Stonelord is very good. It just isn't anything like a traditional Paladin. The biggest loss is spells, but defensive stance and powers almost make up for them. Natural Armor, DR, and Crit immunity combined with swift action self heals from lay on hands makes for one of the most unkillable characters you can make.


LazarX wrote:
I like the half elf bonded witch archetype mysself

I too am enjoying it. Having good fun roleplaying out my Ring, how it is important, and trying to find out who my Patron is through it. (I allowed my current GM to chose who/what my Star Patron is, and only discovered the secret at level 10). Much better than having a cat or frog or whatever odd familar you might have running around being a target.

Maybe it is underpowered, but I'm having fun with it. :)


StreamOfTheSky wrote:
Underfoot Adept is an outright trap and heinously bad.

My Halfling Monk/Druid shapeshifted into a huge air elemental who is in the process of tripping the Tarrasque begs to differ with you.

prototype00


Ahuru Mazda XTREME wrote:
The question is in the title, are all racial archetypes sub optimal or am I missing something?

Them scarred witch doctors are pretty badass. SADest class ever.

Scarab Sages

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The only problem with underfoot adept is the vast number of creatures immune to tripping. But being able to trip a rune giant is wildly cool.


Yeah, under foot adepts are definitely one trick ponies, and that kind of thing doesn't appeal to me in a character. So, I'm getting mostly no as to them all sucking. It still seems like the vast majority are either garbage or, at least, not as good as vanilla.

Silver Crusade RPG Superstar 2014 Top 16

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Immolator and Forgemaster are pretty good.


prototype00 wrote:
StreamOfTheSky wrote:
Underfoot Adept is an outright trap and heinously bad.

My Halfling Monk/Druid shapeshifted into a huge air elemental who is in the process of tripping the Tarrasque begs to differ with you.

prototype00

Sounds like druid is doing most of the work, there. Nice that you found a dip use for it, though.

I guess by the same logic Wild Rager Barbarian isn't a trap, because it happens to be a great 1-2 level dip. (By only dipping, the will save is so low you have near total control over when you "lose control" and for how long, so you just reap a bunch of extra rage rounds per day)


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Ancient Lorekeeper Oracle is another good one.

Dark Archive

Naga-aspirant druid for nagaji is awesome.


I was unimpressed with Naga Aspirant. What's so great about it?

Dark Archive

It gives druids access to some serious spells and gives them access to a GAZE attack. And it really asks them to give up virtually nothing but their choice of race.


I must have been thinking of something else, because that archetype is almost broken.


Another mention... the Aasimar Oracle archetype Purifier is without a doubt godawful laughably horrible. HOWEVER! Check out the final class feature it gains:

Quote:

Celestial Master (Su)

At 13th level, a purifier may use her sacred scourge to compel good outsiders to serve her, as if using the Command Undead feat against undead.

It's an archetype to let a big bad evil guy force celestials to do his bidding against their will! That's awesome!

My actual thought process upon seeing that feature:

Spoiler:
1. Whoah, isn't that like...completely hypocritical with the archetype's views?

2. *Scrolls back up*

Quote:
The purifier seeks out signs of possession or mind control that manifest from unwilling (and often unwitting) servants for fiendish corruptors and their mortal minions. A purifier seeks liberation of mind, body, and spirit from the bondage of sin and the taint of the unholy.

Yeah...that seems completely counter to everything this archetype stands for, compelling celestials to do your bidding...

3. What good character would ever want to do that? It's just so blatantly abominable.

4. ...Wait a second... Where in the archetype did it actually say you had to be good aligned?

5. NOWHERE! That's where! Wow, I thought this was just a lame, mechanically weak option that simultaneously is an affront to its own fluff. But now I know its true purpose!

Lantern Lodge

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Sky Druid looks kinda of fun. Anyone tried it out yet?

Grand Lodge

I Hate Nickelback wrote:
ciretose wrote:

All Archetypes are intended to be somewhat sub-optimal.

Otherwise they would overshadow that core.

Some are more sub optimal than others

This is just wrong. An archetype is different, not bad. Your logic is very flawed.

His logic isn't. Its the logic of the game.. A lot of the Archetypes are specifically built to be worse than what they give up.

Spellslinger/Bomber/Siege mage - all three of these fall under that category. Cause you lose all the benefits of having a school, double the penalties. Then what stuff you did have gets traded out.


I dunno about alllll archetypes being bad, because I found the Gray Disciple Monk to be a pretty potent archetype for the monk class, I mean come on! Enlarge Person as a swift action for one ki point at level six? AND I can use my new size to attack anyone with a FOB attack from 10 feet away? AND I can turn Invisible (as per the spell) as a swift action at level four? Maybe I'm just overenthusiastic about it, but becoming invisible or becoming one size larger as a swift action is pretty powerful to me.

Shadow Lodge

Archtypes are meant to add flavor to a character or to empahasize a certain aspect I play a elven rogue acrobat and i have pulled off some very stupid stuff that has saved the party, you just need to know how to play your choice!


Espy Kismet wrote:

His logic isn't. Its the logic of the game.. A lot of the Archetypes are specifically built to be worse than what they give up.

Spellslinger/Bomber/Siege mage - all three of these fall under that category. Cause you lose all the benefits of having a school, double the penalties. Then what stuff you did have gets traded out.

"A lot" =/= all. There are some archtypes many people find straight up better than the base class (Zen Archer, Invulnerable Rager), some that are better for what people are trying to do with their characters (many of the fighter archtypes, Stonelord, Urban Barbarian), and some that simply change some flavor without changing core mechanics (sorcerer wildblooded bloodlines). Simply stating that all archtypes are meant to be weaker than the base class is both wrong conceptually, and wrong empirically.

Grand Lodge

"Intended to be somewhat sub-optimal" =/= is completely weak and a horrible waste of time.


TLDR: Yes.

Long version. Most are some degree of suboptimal. There are some playable ones but the vast majority are terrible traps. While "Suboptimal" They are by no means unplayable. There are some better ones which are only a little worse than the base class and in a few narrow cases better because they give up things you wouldn't use and there are ones which are just terrible.

A few specific comments

Quote:


Naga-aspirant druid for nagaji is awesome.
It gives druids access to some serious spells and gives them access to a GAZE attack. And it really asks them to give up virtually nothing but their choice of race.

It gives up being a celestial dire tiger, celestial alliosaurus, Huge elemental, and quickwood(60 foot reach!). Those are some pretty big sacrifices in my mind. While gaze is good so is the utility. You definitely give up some marshal and some poison power when being a nagaji's racial archetype. It's one of the better ones but it's NOT more powerful than the base druid.


I have to second Spell Dancer for Magus. Although the loss of buffing your own weapon is painful at lower levels, once you get a decently-enchanted weapon the sting goes away.

The ability to free Dimension Door multiple times a day just begs to be coupled with the Dimensional Agility feat chain so that you eventually are flanking against yourself against multiple enemies a round.

The only thing that could make it better is if there were a higher level "multiple charge" spell, like a buffed Frostbite or Chill Touch.


Magus can already spell combat with Bladed Dash and Force Hook Charge. He doesn't need the dimensional agility feat tree.


StreamOfTheSky wrote:
Magus can already spell combat with Bladed Dash and Force Hook Charge. He doesn't need the dimensional agility feat tree.

Bladed Dash has a limitation of 30 feet of movement in a straight line; it's arguable whether it functions similarly to a charge, and therefore can't be used if you've got rough terrain or obstacles in your path.

Force Hook Charge has a somewhat longer range but also can provoke attacks of opportunity; it also implies that you need a clear, straight path to the target.

They have their uses, but they are nowhere near as flexible as the Dimensional Agility tree, which can grant you the ability to flank against yourself, travel a long distance without provoking and ignoring terrain and obstacles, and attack multiple targets on the battlefield regardless of their position.

Coupled with an archetype that lets you Dimension Door once per combat for free anyway, it is far more flexible for a Magus looking at control of the battlefield through maneuverability.

*shrugs* Then again, I don't like the heavily-armored base concept of the Magus and other people do, so YMMV.


Spell dancer is tough to play at low levels; not enough AC. You're a glass cannon, even more so than most magi.

Shadow Lodge

also, the elven oracle archetype is good


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Racial archetypes are really there to give more options and more flavor to people who actually like some kind of cool background or story to tell which doesn't involve every aspect of the min/max of this game.

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