Advanced Class Guide: Known Class Archetypes


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If I understand it corectly the Skald and the Bloodrager are just better then the Bard and the Barbarian and there is no longer a reason to take those classes...:(

Bard: Flame Dancer and Voice of the Wild lose what do they gain?

Thanks in advance for the quick awnser...

(disillusioned becouse 2 of my fav Classes have apparently been turned into scrap.)


Necromancer wrote:
Wolfgang Rolf wrote:
The weirdest archetype I've learned about till now is the Edlritch Scrapper, what I know so far is that it replaces three sorcerer bloodline powers for martial flexibility, treats Arcane Strike and Combat Casting as combat feats so he can gain them with martial flexibility, oh also he can keep a bloodline power that gets him a natural attack by having the option of gaining it instead of his 3rd level bloodline power. Hmmmm a sorcerer getting up close and personal with their BAB and hit points? Yeah....yes I realize that getting the Dragon Disciple prestige class would help, but what if you didn't pick up levels in Dragon Disciple? I mean unless these natural attacks are treated as touch attacks I really don't see how this scrapper plans to land any hits.

Martial flexibility allows access to any combat feat they qualify for and retain it for a minute. That's a big list and I'd use the ability for mobility or concealment/etc. mitigation. It sounds really weak on paper, but I remember losing a high level sorcerer in Rappan Athuk to opportunity attacks...being able to borrow the spring attack tree would've saved his rump.

Don't worry so much about landing hits and much as finding tactical solutions.

I see your point and I understand how it can be useful, but if that is its true purpose isn't the name of the archetype sort of misleading? When I read "eldritch scrapper" I think of a sorcerer charging his fists with arcane energy and taking a couple of wild and destrctive swings at his foes. LOL, what it feels like now is someone trying to sell you a product with a cool name that has nothing to do with its intended function.


Any more specifics on the bloodrager archetype that boosts natural attacks?


SamuraiFlamenco wrote:

If I understand it corectly the Skald and the Bloodrager are just better then the Bard and the Barbarian and there is no longer a reason to take those classes...:(

Bard: Flame Dancer and Voice of the Wild lose what do they gain?

Thanks in advance for the quick awnser...

(disillusioned becouse 2 of my fav Classes have apparently been turned into scrap.)

I don't think the two new classes completely overshadow bards and barbarians. A few archetypes are better, but that's just one aspect.

The barbarian's still d12 vs. the bloodrager's d10. The barbarian isn't worried about maintaining high CHA along with STR and CON; the bloodrager (especially with point buy builds) will have some tough decisions to make during advancement.

And let's not forget that the barbarian can access the bloodrager's bloodline abilities at the cost of a few rage powers.

Bard and skald differences come down to playstyle and campaign specifics. The skald beats the bard in combat, but the bard has more flexibility when it comes to all around adventuring.

On a related note, the flame dancer has such a narrow focus that I feel it will be ignored. The flame dancer's fire dance gains some decent defensive bonuses over time, but the best thing this archetype gets is access to...

Fan the Flames (Su):
At 8th level, a fire dancer adds
burning hands, flaming sphere, and fireball to his list of
bard spells known (as 1st-, 2nd-, and 3rd-level spells,
respectively). This ability replaces dirge of doom.

The voice of the wild gains a few druid or ranger spells and can grant the hunter's animal focus to an ally.

The bard's getting more options and that's always good. I would wait until I saw these new classes in action before giving up on old favorites.

Liberty's Edge

SamuraiFlamenco wrote:
If I understand it corectly the Skald and the Bloodrager are just better then the Bard and the Barbarian and there is no longer a reason to take those classes...:(

Huh? Raging Song is nice, but probably worse than Inspire Courage most of the time...and aside from that diference, skalds don't have much that Bards don't have or have better (Medium Armor...but that's close to it).

And Bloodrager is cool, but lacks d12 HD, the ability to take Extra Rage Power, Invulnerable Rager, the Human FCB on Superstition or several of the other things that make Barbarians particularly cool. And their Bloodline Powers are partially available as Rage Powers.

I don't have the book yet, but from what's been revealed, while Skald and Bloodrager are cool, neither seems to eclipse its parent class.

EDIT: Ninja'd. Ah, well.

Lantern Lodge

I understand that there is an Arcanist archetype that gains the summoner's summon monsters SLA?

Does anyone know that is the name and what does that archetype replaces?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Are there a Dex-based archetypes for the Bloodrager, a la the Urban Barbarian?


A Barbarian can get the Bloodrager Bloodlines?
How does that work? Similar to the Eldritch Heritage line of feats?


Major_Blackhart wrote:

A Barbarian can get the Bloodrager Bloodlines?

How does that work? Similar to the Eldritch Heritage line of feats?

He can pick them up using rage powers.


Hmm, so a Barbarian can have the Abyss Bloodline AND the Beast Totem rage power? There a restriction on what he can take?


Secret Wizard wrote:
My Q is... what about those already PFS banned archetypes? I remember the Steelhound, for example, being already banned... why do you think that is?

All non-gunslinger archetypes that give guns are banned, I believe.


SamuraiFlamenco wrote:

If I understand it corectly the Skald and the Bloodrager are just better then the Bard and the Barbarian and there is no longer a reason to take those classes...:(

You couldn't be further from the truth. They will continue to see a lot of play.


Secane wrote:

I understand that there is an Arcanist archetype that gains the summoner's summon monsters SLA?

Does anyone know that is the name and what does that archetype replaces?

It's the occultist. They trade out the 1st arcanist exploit for the SLA, and they need to spend a point per spell level per use to summon monsters. She also gets planar ally. And a few other things.


Wolfgang Rolf wrote:
Necromancer wrote:
Wolfgang Rolf wrote:
The weirdest archetype I've learned about till now is the Edlritch Scrapper, what I know so far is that it replaces three sorcerer bloodline powers for martial flexibility, treats Arcane Strike and Combat Casting as combat feats so he can gain them with martial flexibility, oh also he can keep a bloodline power that gets him a natural attack by having the option of gaining it instead of his 3rd level bloodline power. Hmmmm a sorcerer getting up close and personal with their BAB and hit points? Yeah....yes I realize that getting the Dragon Disciple prestige class would help, but what if you didn't pick up levels in Dragon Disciple? I mean unless these natural attacks are treated as touch attacks I really don't see how this scrapper plans to land any hits.

Martial flexibility allows access to any combat feat they qualify for and retain it for a minute. That's a big list and I'd use the ability for mobility or concealment/etc. mitigation. It sounds really weak on paper, but I remember losing a high level sorcerer in Rappan Athuk to opportunity attacks...being able to borrow the spring attack tree would've saved his rump.

Don't worry so much about landing hits and much as finding tactical solutions.

I see your point and I understand how it can be useful, but if that is its true purpose isn't the name of the archetype sort of misleading? When I read "eldritch scrapper" I think of a sorcerer charging his fists with arcane energy and taking a couple of wild and destrctive swings at his foes. LOL, what it feels like now is someone trying to sell you a product with a cool name that has nothing to do with its intended function.

I think "scrapper" is simply due to martial flexibility coming from the brawler class. It's a weird choice, but I still think the worst-name archetype is the brown-fur transmuter with steel hound running a close second.


Calth wrote:
Any more specifics on the bloodrager archetype that boosts natural attacks?

The rageshaper improves polymorph and natural attacks granted by the spell (or subschool). The archetype doesn't grant any natural attacks outside of that. Later on, the rageshaper can make a concentration check to extend the spell (no feats required).


Cheapy wrote:
Secane wrote:

I understand that there is an Arcanist archetype that gains the summoner's summon monsters SLA?

Does anyone know that is the name and what does that archetype replaces?

It's the occultist. They trade out the 1st arcanist exploit for the SLA, and they need to spend a point per spell level per use to summon monsters. She also gets planar ally. And a few other things.

The occultist loses the first arcane exploit, the seventh level exploit, and magical supremacy. The capstone allows the occultist to cast summon monster for free (still one-active-at-a-time) without expending spell slots or reservoir points.

Major_Blackhart wrote:
Hmm, so a Barbarian can have the Abyss Bloodline AND the Beast Totem rage power? There a restriction on what he can take?

Yes, only one bloodline type can be chosen.

Sovereign Court

This may be rules discussion outside of the scope of this thread, but does anyone know if the Bolt Ace and Gun Tank archetypes stack?


Necromancer wrote:
Calth wrote:
Any more specifics on the bloodrager archetype that boosts natural attacks?
The rageshaper improves polymorph and natural attacks granted by the spell (or subschool). The archetype doesn't grant any natural attacks outside of that. Later on, the rageshaper can make a concentration check to extend the spell (no feats required).

Sweet, now my skinwalker will be done justice!


Adventure Path Charter Subscriber
Lukas Stariha wrote:
This may be rules discussion outside of the scope of this thread, but does anyone know if the Bolt Ace and Gun Tank archetypes stack?

Looks like they're compatible.

Amusingly, it seems like the Bolt Ace retains proficiency with all firearms, and keeps the Gunsmith ability - so they get he Gunsmithing feat, and get to start with a gun.

I smell a house rule! Or maybe some errata.

Sovereign Court

coyote6 wrote:
Lukas Stariha wrote:
This may be rules discussion outside of the scope of this thread, but does anyone know if the Bolt Ace and Gun Tank archetypes stack?

Looks like they're compatible.

Amusingly, it seems like the Bolt Ace retains proficiency with all firearms, and keeps the Gunsmith ability - so they get he Gunsmithing feat, and get to start with a gun.

I smell a house rule! Or maybe some errata.

Muahaha, an excellent backup weapon! But yeah, it really doesn't fit because their flavor text says something about never wanting to sully their hands with gunpowder and firearms...


coyote6 wrote:
Lukas Stariha wrote:
This may be rules discussion outside of the scope of this thread, but does anyone know if the Bolt Ace and Gun Tank archetypes stack?

Looks like they're compatible.

Amusingly, it seems like the Bolt Ace retains proficiency with all firearms, and keeps the Gunsmith ability - so they get he Gunsmithing feat, and get to start with a gun.

I smell a house rule! Or maybe some errata.

Aww man... I was looking forward to the replacement!


missed this one, sorry

RainyDayNinja wrote:
Are there a Dex-based archetypes for the Bloodrager, a la the Urban Barbarian?

Under the arcane bloodline:

Caster’s Scourge (Ex):
At 12th level, you gain a number of
extra attacks of opportunity equal to your Dexterity modifier
(minimum 1). You can use these attacks of opportunity
only against spellcasters in your threatened area who cast
or attempt to cast defensively. The Spellbreaker feat, the
caster’s bane bloodrage power (see below), or some similar
effect is still required to make attacks of opportunity
against spellcasters who are casting defensively. You have
this ability constantly, even while not bloodraging.

I didn't see anything quite like the urban barbarian except for the blood conduit archetype. This one specializes in wearing no armor and touching opponents to inflict some arcane pain. Basically, an anti-maneuver bloodrager.


Primal Companion questions:
How big is the pool?
What's the mechanic for taking on evolutions? (Only get evolutions temporarily, some permanent evolutions with bonus short-duration evolutions, works like an Eidolon but slower progression…)
Still have a max attack limit?


God I can't wait til thursday for the PDF.


QuidEst wrote:

Primal Companion questions:

How big is the pool?
What's the mechanic for taking on evolutions? (Only get evolutions temporarily, some permanent evolutions with bonus short-duration evolutions, works like an Eidolon but slower progression…)
Still have a max attack limit?

Got my download today, so yay I can actually answer instead of ask.

Evolutions are set at level up, every time you gain a level you set up your evolutions and those cannot be changed til next time you gain a level. Pool size is set by hunter level as summoner level. Activating takes a swift, duration in minute/level, must use in minute increments. If AC is dead, you can evolve yourself. Max attack limit applies by eidolan level. Must meet form prerequisite for evolutions. You later get a 1/day surge ability to grant a 4pt evolution for the duration of one transformation. At 20th everything is a free action and you can gain 2 4pt surges.


QuidEst wrote:

Primal Companion questions:

How big is the pool?
What's the mechanic for taking on evolutions? (Only get evolutions temporarily, some permanent evolutions with bonus short-duration evolutions, works like an Eidolon but slower progression…)
Still have a max attack limit?

The hunter's level determines the eidolon points gained, limits, etc.

ACG wrote:

Activating these evolutions on the animal companion

is a swift action. A primal companion hunter can use this
ability for 1 minute per day per hunter level. This duration
need not to be consecutive, but it must be spent in 1-minute
increments. An animal companion transformed in this way
cannot exceed the maximum number of attacks available
to the eidolon of a summoner whose class level equals that
of the hunter. While transformed in this way, the animal
companion’s type changes to magical beast, though the
primal companion hunter still treats it as an animal for
the purpose of the Handle Animal skill.

The other abilities build on this idea and last until the transformation is ended by the character. That said, the max attack limit is never lifted.


Calth wrote:
QuidEst wrote:

Primal Companion questions:

How big is the pool?
What's the mechanic for taking on evolutions? (Only get evolutions temporarily, some permanent evolutions with bonus short-duration evolutions, works like an Eidolon but slower progression…)
Still have a max attack limit?

Got my download today, so yay I can actually answer instead of ask.

Evolutions are set at level up, every time you gain a level you set up your evolutions and those cannot be changed til next time you gain a level. Pool size is set by hunter level as summoner level. Activating takes a swift, duration in minute/level, must use in minute increments. If AC is dead, you can evolve yourself. Max attack limit applies by eidolan level. Must meet form prerequisite for evolutions. You later get a 1/day surge ability to grant a 4pt evolution for the duration of one transformation. At 20th everything is a free action and you can gain 2 4pt surges.

Maaaan. This sounds really cool. Glad they kept the attack limit.


Cheapy wrote:
Secret Wizard wrote:
My Q is... what about those already PFS banned archetypes? I remember the Steelhound, for example, being already banned... why do you think that is?
All non-gunslinger archetypes that give guns are banned, I believe.

Unless they changed the name(or it isn't on the listed pages) I think the Swashbuckler Archetype that uses Firearms is legal it's called Picaroon.


Also any archetypes for Wizards and Alchemists?


Dread Knight wrote:
Also any archetypes for Wizards and Alchemists?

Alchemists get new discoveries and the inspired alchemist archetype (mindchemist + investigator perks)

Wizards get...

...exploiter wizard (gains arcane reservoir and arcanist exploits)

...spell sage (per diem caster level boost on a single spell and another per diem ability to spontaneously cast a spell from bard/cleric/druid spell lists)

...spirit whisperer (shaman perks related to hexes and spirit animal)

Dark Archive

Pathfinder Adventure Path Subscriber
Necromancer wrote:
It's a weird choice, but I still think the worst-name archetype is the brown-fur transmuter with steel hound running a close second.

I'm (supposedly) getting my book tomorrow, but I have to ask, what does the brown-fur transmuter get?

The Exchange RPG Superstar 2010 Top 16, Contributor

2 people marked this as a favorite.
DeciusNero wrote:
Necromancer wrote:
It's a weird choice, but I still think the worst-name archetype is the brown-fur transmuter with steel hound running a close second.
I'm (supposedly) getting my book tomorrow, but I have to ask, what does the brown-fur transmuter get?

If I were a betting man, I'd say something with brown fur.

Shadow Lodge

DeciusNero wrote:
I'm (supposedly) getting my book tomorrow, but I have to ask, what does the brown-fur transmuter get?

Their first ability kicks in at 3rd, where if they use transmutation magic from an arcanist spell slot and the spell would boost an ability score they can spend 1 point to get +2 more to it.

At 9th they can cast transmutation spells that are normally personal only on other folks.

And there's a 20th level capstone.


DeciusNero wrote:
Necromancer wrote:
It's a weird choice, but I still think the worst-name archetype is the brown-fur transmuter with steel hound running a close second.
I'm (supposedly) getting my book tomorrow, but I have to ask, what does the brown-fur transmuter get?

As above. Also, the capstone automatically extends transmutation spells, improves ability bonuses, and shares spells at a greater range.

Dennis Baker wrote:
If I were a betting man, I'd say something with brown fur.

Don't worry, I lost this bet too (several days ago and just stared at the page asking what happened).

Dark Archive

Pathfinder Adventure Path Subscriber

Huh...interesting.

Lantern Lodge

What is the "steel hound" archetype about? Which class does it belongs to?


Steel Hound is an investigator archetype that gains some gunslinger features. Proficiency with 1 firearm. Amateur Gunslinger and Gunsmithing and free battered gun over poison use, can take gunslinger deeds at level-4 as talents, rapid reload and extra grit as talents.


So do we get any nice summoner archtypes?

Lantern Lodge

Calth wrote:
Steel Hound is an investigator archetype that gains some gunslinger features. Proficiency with 1 firearm. Amateur Gunslinger and Gunsmithing and free battered gun over poison use, can take gunslinger deeds at level-4 as talents, rapid reload and extra grit as talents.

That sounds cool. Very detective with a gun like


There is a nature-focused summoner, who has Summon Nature's Ally instead of Summon Monster, and gains animal focus for eidolan (upto 3) and himself(1 of the eidolans) at level-2. The animal focus replaces both shield ally abilities, life bond, and both aspect abilities.

The other archetype replaces all the summon monsters with one set of spirit abilities (just the three abilities nothing else from the spirit) and gains the bonus spells from that spirit upto 6th level. The eidolan has to take a form appropriate to the spirit for any permanent effects. He also gains upto 4 hexes by losing merge forms, maker's call, transposition and aspect.


I saw soemone mentioned the Inspired Blade gets to add INT to damage, is that instead of Strength or in addition too? how does their expanded threat range work? (picturing an Inspired Blade/Kensai or Duelist running off dex/int with a 12-10 crit range... that cant be right, can it?)

Sovereign Court

Torbyne wrote:
I saw soemone mentioned the Inspired Blade gets to add INT to damage, is that instead of Strength or in addition too? how does their expanded threat range work? (picturing an Inspired Blade/Kensai or Duelist running off dex/int with a 12-10 crit range... that cant be right, can it?)

At 11th level, they get a deed to add INT to their ATTACK ROLL ONLY by spending a panache, and can spend another when the attack hits to make it a crit-threat (does not regain panache from this though.) This deed is also unaffected by Signature Deed, so no shenanigans there.

The capstone expands rapier threat range and the crit multiplier by 1, and stacks with any other abilities that do so, in addition to auto-confirming any crit threat made with a rapier.

Honestly, this archetype was really overhyped, and had the Fencer's Grace feat not been confirmed, would be a hard sell compared to a normal Swashbuckler with Slashing Grace and a Cutlass.


I actually homebrewed a spell like mirror polish, but it was for a mirror-based caster thingy, so for him it was worth it. Plus it worked on every mostly flat surface.


Hmm, I'm wondering if a slayer with a falchion, improved critical, stunning critical, and dastardly finish has just become a real nasty combination. Anyone think this can be a good combo? Does the slayer still have the same increments of Sneak Attack as before?


Lukas Stariha wrote:
Torbyne wrote:
I saw soemone mentioned the Inspired Blade gets to add INT to damage, is that instead of Strength or in addition too? how does their expanded threat range work? (picturing an Inspired Blade/Kensai or Duelist running off dex/int with a 12-10 crit range... that cant be right, can it?)

At 11th level, they get a deed to add INT to their ATTACK ROLL ONLY by spending a panache, and can spend another when the attack hits to make it a crit-threat (does not regain panache from this though.) This deed is also unaffected by Signature Deed, so no shenanigans there.

The capstone expands rapier threat range and the crit multiplier by 1, and stacks with any other abilities that do so, in addition to auto-confirming any crit threat made with a rapier.

Honestly, this archetype was really overhyped, and had the Fencer's Grace feat not been confirmed, would be a hard sell compared to a normal Swashbuckler with Slashing Grace and a Cutlass.

Oh... that is very disapointing to hear.


It is still a 1 level dip for Lore Wardens.

Honestly, unless something surprises me, I'm utterly disappointed in the ACG and not really looking forward to it except for the Daring Champion archetype (yezzz mountless cavalier! Any more info of it?).

I'm also still hoping for some nice Combat Feats or Rogue Talents but not getting my hopes up.


Major_Blackhart wrote:
Hmm, I'm wondering if a slayer with a falchion, improved critical, stunning critical, and dastardly finish has just become a real nasty combination. Anyone think this can be a good combo? Does the slayer still have the same increments of Sneak Attack as before?

I've deleted the playtest pdf from my hard drive, so I can't compare it.

The slayer gains a sneak attack of +1d6 at level three and it maxes out at +6d6 at level eighteen. Add to this, the studied target effect of +1 bonus to attack and damage against target (scales up every five levels). To study a target requires a move action and to drop a study is free. The studied attack can be spread out across multiple opponents.


Secret Wizard wrote:
Honestly, unless something surprises me, I'm utterly disappointed in the ACG and not really looking forward to it except for the Daring Champion archetype (yezzz mountless cavalier! Any more info of it?).

Daring champion loses heavy armor and all shields, save the buckler. The mount is lost to using weapon finesse with one-handed-to-light piercing melee weapons. Can swap CHA for INT to qualify for combat feats (is also considered to have weapon finesse for this purpose).

Gains a +1 dodge bonus at level three and scales up one every four levels afterwards (caps at +5 at level nineteen). Gains swashbuckler panache and a few related deeds at level four. More deeds at eleven.

Capstone: Criticals with one-handed or light piercing melee weapons automatically confirm (when they threaten). The critical modifier for such weapons also increases by one.


I've seen the Rogue Archetypes, but are there new Rogue Talents?


DocShock wrote:
I've seen the Rogue Archetypes, but are there new Rogue Talents?

I don't think so, I've only found slayer/investigator talents.

Clarification edit: the only things under the rogue's chapter are the two archetypes.

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