Banned Archetypes.


Pathfinder Society

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

"archetypes: all archetypes on pages 75–133 are legal for play, except forgepriest, hex channeler, musketeer, mutation warrior, packmaster, primal companion hunter, primalist, spirit summoner, and steel hound."

So I completely understand why the forgepriest was banned. It deals with crafting. But why were the other archetypes banned? Some of them, like the primalist for example, make little sense.

At first I thought musketeers were banned due to the inclusion of firearms and to my knowledge pfs doesn't want anyone outside of gunslingers to have fire arms... but then picaroons have firearms and they are still in.

Then I looked at the mutation warrior and thought that the reason they aren't allowed is due to getting a mutagen 'outside' of alchemist.. but then mutagenic brawler continues to be an archetype that is available. Not even sure why hex channeler was banned....

Packmaster makes sense. They don't want to bog down a game by having one player have 4 or what not pets.

Primal companion hunter makes sense since they banned a feat that allows us to add evolution points to pets. This falls in the same theme. Spirit summoner makes little sense from what I can tell.

The steel hound I assume is due to the added gun feature, but again, picaroons are not banned like steel hounds are.

What do you guys think?

Silver Crusade 2/5 RPG Superstar 2014 Top 16

They probably just missed Picaroon and will ban it with an update. Same thing with Mutagenic Brawler, I would think. I'm not at all sure about the Hex Channeler, though.

Grand Lodge 4/5

cartmanbeck wrote:
They probably just missed Picaroon and will ban it with an update. Same thing with Mutagenic Brawler, I would think. I'm not at all sure about the Hex Channeler, though.

The Picaroon might make it through since it's a swashbuckler archetype, and the swashbuckler is based heavily on the gunslinger (and it's not like it's the first nongunslinger that has guns anyway).

Scarab Sages

Spirit Summoner because it limits what abilities you can take on your ediolon to be in theme with your spirit, but it's a subjective criteria and there is no clear listing of "This is banned if you take this spirit". To stop arguments at the table, its best to disallow the archetype.

4/5

Verzen wrote:
Not even sure why hex channeler was banned....

I don't know for sure, and was confused about this at first...but on second look, you could just continually gain the "extra hex" feat and continually raise your channel energy. For example, a human witch could retrain their first two feats to be extra hex, and just take extra hex every level, and their channel at level 5 would be 6d6 (with no other hexes, but still).

It's not something I would allow in a home game, but in PFS you can't adjudicate that.

Silver Crusade 2/5 RPG Superstar 2014 Top 16

Andrew Roberts wrote:
Verzen wrote:
Not even sure why hex channeler was banned....

I don't know for sure, and was confused about this at first...but on second look, you could just continually gain the "extra hex" feat and continually raise your channel energy. For example, a human witch could retrain their first two feats to be extra hex, and just take extra hex every level, and their channel at level 5 would be 6d6 (with no other hexes, but still).

It's not something I would allow in a home game, but in PFS you can't adjudicate that.

Ah, and there you have it. I agree, that's probably why that one was banned.

Liberty's Edge

1 person marked this as a favorite.

I don't like that Steel Hound was banned. I understand they don't want people having guns, but we're going to Numeria for the gods' sake!
Also, there are pictures in the book showing Quinn using guns, and the mythos of a detective with a revolver is too good.

Shadow Lodge

1 person marked this as a favorite.
Andrew Roberts wrote:
Verzen wrote:
Not even sure why hex channeler was banned....

I don't know for sure, and was confused about this at first...but on second look, you could just continually gain the "extra hex" feat and continually raise your channel energy. For example, a human witch could retrain their first two feats to be extra hex, and just take extra hex every level, and their channel at level 5 would be 6d6 (with no other hexes, but still).

It's not something I would allow in a home game, but in PFS you can't adjudicate that.

Sure they could, they could simply add a line to the additional resources saying something like "The Extra Hex feat cannot be used to advance the Hex Channeler's Channel Energy class feature for PFS."

4/5

I'm pretty sure the Picaroon will be banned as well; there's little reason to ban the Musketeer but not it, unless there was an egregious Musketeer ability that I missed.

Sovereign Court

Brom the Obnoxiously Awesome wrote:

I don't like that Steel Hound was banned. I understand they don't want people having guns, but we're going to Numeria for the gods' sake!

Also, there are pictures in the book showing Quinn using guns, and the mythos of a detective with a revolver is too good.

Yeah - but haven't they banned anyone but gunslingers from having guns? (and I don't think even gunslingers get revolvers in PFS)

2/5

You can still get guns as other classes, you just have to drop 3 feats (2 at absolute minimum) into actually being able to use/obtain them (Before ranged combat feats of course). Know what really irks me? The chapter flavor text in the ACG with Damiel has him with a Homunculus which is illegal for alchemists to have (since they apparently don't have a caster level to take either craft construct or improved familiar with a tumor familiar).

I am confused as to why they keep making gun archetypes...and then keep banning them. It's like somebody in the office loves guns, and somebody in the Society group considers them flat-out OP. I think by this point we've got Investigator, Cavalier, Wizard, Swashbuckler, Fighter and (sorta) rogues and ninjas in the pool of potential gun users via archetypes or class options. But only the Cavalier has an actually legal one (if the picaroon is in fact banned later)

Scarab Sages

Mutation warrior might have been banned because It trades Armor Training a third level ability for mutagen at level one. It could have been banned just to stop the dips. Fighter is already attractive for the feat, a mutagen for free makes it even more so.

Sovereign Court

technarken wrote:

You can still get guns as other classes, you just have to drop 3 feats (2 at absolute minimum) into actually being able to use/obtain them (Before ranged combat feats of course). Know what really irks me? The chapter flavor text in the ACG with Damiel has him with a Homunculus which is illegal for alchemists to have (since they apparently don't have a caster level to take either craft construct or improved familiar with a tumor familiar).

I am confused as to why they keep making gun archetypes...and then keep banning them. It's like somebody in the office loves guns, and somebody in the Society group considers them flat-out OP. I think by this point we've got Investigator, Cavalier, Wizard, Swashbuckler, Fighter and (sorta) rogues and ninjas in the pool of potential gun users via archetypes or class options. But only the Cavalier has an actually legal one (if the picaroon is in fact banned later)

Because not everyone plays PFS?

4/5

Primalist is banned because it negates any reason for ever taking a level in barbarian, as you're now a Bloodrager who can give up 4th (8th, etc) bloodline powers for taking 2 rage powers. I guess if you're a barbarian you can enjoy your extra 2hp at level 1 and 1 hp every other level? You can get 1st level bloodline abilities, spell casting, and then just take rage powers the rest of the way up to be a simply better Barbarian with the same number of rage powers, with a slightly delayed access (4th level gets you 2nd and 4th, etc).

Along these lines the Daring Champion should probably also be banned as it gains almost every relevant swashbuckler ability, and keeps cavalier's abilities (except mount based ones).

Liberty's Edge

Charon's Little Helper wrote:
Brom the Obnoxiously Awesome wrote:

I don't like that Steel Hound was banned. I understand they don't want people having guns, but we're going to Numeria for the gods' sake!

Also, there are pictures in the book showing Quinn using guns, and the mythos of a detective with a revolver is too good.
Yeah - but haven't they banned anyone but gunslingers from having guns? (and I don't think even gunslingers get revolvers in PFS)

I'm like 80% sure that you can get Exotic Weapon Proficiency [Firearms]

Could be different for PFS, though. It doesn't matter much anyway, 'cause I'll probably be playing a Hunter

EDIT: Wow... Hunter with a gun...
Wait, no. Too close to a real-life practice that appalls me.

Shadow Lodge

Brom the Obnoxiously Awesome wrote:
I'm like 80% sure that you can get Exotic Weapon Proficiency [Firearms]

Exotic Weapon Proficiency has to be taken on a per-weapon basis, so you could take Exotic Weapon Proficiency (pistol) or Exotic Weapon Proficiency (double-barreled musket), but you can't use one feat to gain proficiency with ALL firearms.

That said, you have to take the Gunsmithing feat (which the picaroon doesn't get automatically) in order to be able to purchase firearms in PFS, meaning you can use firearms with any character for the low low price of two feats or one level.

Shadow Lodge

SCPRedMage wrote:
Brom the Obnoxiously Awesome wrote:
I'm like 80% sure that you can get Exotic Weapon Proficiency [Firearms]

Exotic Weapon Proficiency has to be taken on a per-weapon basis, so you could take Exotic Weapon Proficiency (pistol) or Exotic Weapon Proficiency (double-barreled musket), but you can't use one feat to gain proficiency with ALL firearms.

That said, you have to take the Gunsmithing feat (which the picaroon doesn't get automatically) in order to be able to purchase firearms in PFS, meaning you can use firearms with any character for the low low price of two feats or one level.

You would be right, except

Quote:
Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Here's the PRD link to verify.

Shadow Lodge

Dylos wrote:
SCPRedMage wrote:
Brom the Obnoxiously Awesome wrote:
I'm like 80% sure that you can get Exotic Weapon Proficiency [Firearms]

Exotic Weapon Proficiency has to be taken on a per-weapon basis, so you could take Exotic Weapon Proficiency (pistol) or Exotic Weapon Proficiency (double-barreled musket), but you can't use one feat to gain proficiency with ALL firearms.

That said, you have to take the Gunsmithing feat (which the picaroon doesn't get automatically) in order to be able to purchase firearms in PFS, meaning you can use firearms with any character for the low low price of two feats or one level.

You would be right, except

Quote:
Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.
Here's the PRD link to verify.

Interesting; missed that part in Ultimate Combat...

Shadow Lodge

Also, as far as musketeer being banned and Picaroon being legal, upon closer inspection, Musketeer replaces 1 class ability (Swashbuckler's Finesse) with effectively 3. Instead of just Weapon Finesse, the Musketeer has Weapon Finesse (Rapier only), Rapid Reload (Musket), and Gunsmithing, all for one level dip, plus they have Quick Clear at first level as well, this would make the Musketeer a very interesting dip.

Its worth noting however that Musketeer is flawed, they only gain Panache by means of melee attacks, even though they might need to spend Panache to fix their gun.

Picaroon on the other hand doesn't gain a free Rapid Reload or Gunsmithing, though it does trade Swashbuckler's Finesse for Finesse and Two Weapon Fighting (but only when using a gun in one hand, and a piercing weapon in the other.) this is balanced however by getting these abilities at second level rather then first. Picaroon is fundamentally stronger then Musketeer in my opinion however.

Grand Lodge 4/5 5/55/5 **

Dylos wrote:
Andrew Roberts wrote:
Verzen wrote:
Not even sure why hex channeler was banned....

I don't know for sure, and was confused about this at first...but on second look, you could just continually gain the "extra hex" feat and continually raise your channel energy. For example, a human witch could retrain their first two feats to be extra hex, and just take extra hex every level, and their channel at level 5 would be 6d6 (with no other hexes, but still).

It's not something I would allow in a home game, but in PFS you can't adjudicate that.

Sure they could, they could simply add a line to the additional resources saying something like "The Extra Hex feat cannot be used to advance the Hex Channeler's Channel Energy class feature for PFS."

Because changing rules for the sake of balance is not within the purview of the PFS leadership. It is the job of the designers to do this and anyone else at Paizo doing this would be overstepping their bounds. This is why the standard response to anything in PFS that would require a change to RAW is to ban it rather than change it.

Shadow Lodge

trollbill wrote:
Dylos wrote:
Andrew Roberts wrote:
Verzen wrote:
Not even sure why hex channeler was banned....

I don't know for sure, and was confused about this at first...but on second look, you could just continually gain the "extra hex" feat and continually raise your channel energy. For example, a human witch could retrain their first two feats to be extra hex, and just take extra hex every level, and their channel at level 5 would be 6d6 (with no other hexes, but still).

It's not something I would allow in a home game, but in PFS you can't adjudicate that.

Sure they could, they could simply add a line to the additional resources saying something like "The Extra Hex feat cannot be used to advance the Hex Channeler's Channel Energy class feature for PFS."
Because changing rules for the sake of balance is not within the purview of the PFS leadership. It is the job of the designers to do this and anyone else at Paizo doing this would be overstepping their bounds. This is why the standard response to anything in PFS that would require a change to rules is to ban it rather than change it.

It's not changing the rules, it's creating house rules, just like what Society already does by requiring you to be the exact race to use spells or feats from the Advanced Race Guide.

Or how an Elf or Aasimar Oracle can only advance their Animal Companion to the point where they have 1 HD greater then the Oracle, because any further advancement would be OP...wait that is exactly what you are arguing they cannot do.

Grand Lodge 4/5 5/55/5 **

Dylos wrote:
trollbill wrote:
Dylos wrote:
Andrew Roberts wrote:
Verzen wrote:
Not even sure why hex channeler was banned....

I don't know for sure, and was confused about this at first...but on second look, you could just continually gain the "extra hex" feat and continually raise your channel energy. For example, a human witch could retrain their first two feats to be extra hex, and just take extra hex every level, and their channel at level 5 would be 6d6 (with no other hexes, but still).

It's not something I would allow in a home game, but in PFS you can't adjudicate that.

Sure they could, they could simply add a line to the additional resources saying something like "The Extra Hex feat cannot be used to advance the Hex Channeler's Channel Energy class feature for PFS."
Because changing rules for the sake of balance is not within the purview of the PFS leadership. It is the job of the designers to do this and anyone else at Paizo doing this would be overstepping their bounds. This is why the standard response to anything in PFS that would require a change to rules is to ban it rather than change it.

It's not changing the rules, it's creating house rules, just like what Society already does by requiring you to be the exact race to use spells or feats from the Advanced Race Guide.

Or how an Elf or Aasimar Oracle can only advance their Animal Companion to the point where they have 1 HD greater then the Oracle, because any further advancement would be OP...wait that is exactly what you are arguing they cannot do.

1. House rules are changes to the rules.

2. Far more people are affected by rules that effect all races than by rules that affect a single archtype.
3. There is no guarantee your proposed fix would cover all potential problems with this class that the PFS staff may have seen. It requires a proper game design solution and game design can become very time consuming. I really do not see that it is anywhere near cost effective to have the PFS staff spend time on game designing (something that isn't their job) simply for the sake of a single archtype.

Grand Lodge 4/5 5/55/5 **

Dylos wrote:
Or how an Elf or Aasimar Oracle can only advance their Animal Companion to the point where they have 1 HD greater then the Oracle, because any further advancement would be OP...wait that is exactly what you are arguing they cannot do.

This ruling was made to fix a well understood existing problem. It was not made to fix a poorly understood potential one.

Shadow Lodge **

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Charon's Little Helper wrote:
Brom the Obnoxiously Awesome wrote:

I don't like that Steel Hound was banned. I understand they don't want people having guns, but we're going to Numeria for the gods' sake!

Also, there are pictures in the book showing Quinn using guns, and the mythos of a detective with a revolver is too good.
Yeah - but haven't they banned anyone but gunslingers from having guns? (and I don't think even gunslingers get revolvers in PFS)

Nope. I have a PFS Spellscar Drifter Cavalier (from Inner Sea Combat).

She has a gun, a horse, and an iconic hat -- she's a cowgirl.

Shadow Lodge

trollbill wrote:
3. There is no guarantee your proposed fix would cover all potential problems with this class that the PFS staff may have seen. It requires a proper game design solution and game design can become very time consuming. I really do not see that it is anywhere near cost effective...

The Hex Channeler only gains 1 ability over a normal witch, the ability to channel energy. Assuming the issue is that a Witch with the Hex Channel Archetype could channel better then any other class, restricting the ability to increase the channel dice to only class granted hexes rather then those granted by extra hex would indeed resolve the issue.

However, if the issue with the class is that non-divine casters should not get channeling in Golarion, then it cannot be fixed. After all this is the first arcane archetype to get real channeling. It's not flavor, because the Bard Archetype that gets channeling is legal

Again, assuming that the issue with the Hex Channeler is not flavor, it's easy enough to fix, by restricting the power of the Hex Channeler's Channel Energy.

Grand Lodge 5/5 *

One other thing to keep in mind with at least the ACG sanctioning - they were working to get how big a book up and going for PFS just before Gencon? We may well find they will revisit problem child items later; for now it may well be a case of getting the majority into play and setting aside what needs closer looks.

Not to say that is true, but it is a real possibility to consider.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Not everything that is banned is done because of Balance/Overpower reasons. Some things are banned because they don't fit the Golarion Setting (Many of the archetypes that give Firearm options), they are to complex and to many GMs will be confused about them, and even some times things are banned because they don't work as a part of the in game organization "Pathfinder Society".

Options that don't fit any of those above are usually just rare and get opened through Boons.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

2 people marked this as a favorite.

Some times things are banned because they would make cool boons.

Liberty's Edge

FLite wrote:
Some times things are banned because they would make cool boons.

UGH! I'll never get a boon...

Silver Crusade 5/5

Sometimes those boons come from scenario chronicles.

Liberty's Edge

Alex McGuire wrote:
Sometimes those boons come from scenario chronicles.

Hmm... Okay.

Grand Lodge 4/5

1 person marked this as a favorite.
Brom the Obnoxiously Awesome wrote:
Alex McGuire wrote:
Sometimes those boons come from scenario chronicles.
Hmm... Okay.

Yep, as an example, there is a chronicle boon that gives you the option to make new Thassilonian Specialist Wizards, once you receive it.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

It makes sense to me that the Musketeer archetype is not allowed - it involves a government being invested enough into firearms that they're fielding units with them. With other gun-wielding archetypes, this is where they say guns haven't been around long enough for such things to develop.

The Picaroon is more of a personal style thing. Individual swashbucklers could pick it up on their own, so it makes a bit more sense.

Liberty's Edge

kinevon wrote:
Brom the Obnoxiously Awesome wrote:
Alex McGuire wrote:
Sometimes those boons come from scenario chronicles.
Hmm... Okay.
Yep, as an example, there is a chronicle boon that gives you the option to make new Thassilonian Specialist Wizards, once you receive it.

Just a question, because the Boon Trading Thread seemed to have gone silent, is there Svifnerblin boon now. Please say there is...

It's like my favorite race.

Shadow Lodge 4/5

Brom the Obnoxiously Awesome wrote:
kinevon wrote:
Brom the Obnoxiously Awesome wrote:
Alex McGuire wrote:
Sometimes those boons come from scenario chronicles.
Hmm... Okay.
Yep, as an example, there is a chronicle boon that gives you the option to make new Thassilonian Specialist Wizards, once you receive it.

Just a question, because the Boon Trading Thread seemed to have gone silent, is there Svifnerblin boon now. Please say there is...

It's like my favorite race.

No, no deep gnomes in the society.

Liberty's Edge

Muser wrote:
Brom the Obnoxiously Awesome wrote:
kinevon wrote:
Brom the Obnoxiously Awesome wrote:
Alex McGuire wrote:
Sometimes those boons come from scenario chronicles.
Hmm... Okay.
Yep, as an example, there is a chronicle boon that gives you the option to make new Thassilonian Specialist Wizards, once you receive it.

Just a question, because the Boon Trading Thread seemed to have gone silent, is there Svifnerblin boon now. Please say there is...

It's like my favorite race.
No, no deep gnomes in the society.

There is no bounds to my current sadness...

Shadow Lodge 4/5 5/5 *

thistledown wrote:

It makes sense to me that the Musketeer archetype is not allowed - it involves a government being invested enough into firearms that they're fielding units with them. With other gun-wielding archetypes, this is where they say guns haven't been around long enough for such things to develop.

The Picaroon is more of a personal style thing. Individual swashbucklers could pick it up on their own, so it makes a bit more sense.

Thing is, correct me if I'm wrong, aren't there a few units of gunmen in the Taldane forces? I know they have bought some cannons for sure.

Liberty's Edge

Thomas Graham wrote:
thistledown wrote:

It makes sense to me that the Musketeer archetype is not allowed - it involves a government being invested enough into firearms that they're fielding units with them. With other gun-wielding archetypes, this is where they say guns haven't been around long enough for such things to develop.

The Picaroon is more of a personal style thing. Individual swashbucklers could pick it up on their own, so it makes a bit more sense.

Thing is, correct me if I'm wrong, aren't there a few units of gunmen in the Taldane forces? I know they have bought some cannons for sure.

I feel like it would only make sense to have an Andoran- excuse me- "Liberty's Edge" soldier with a musket.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

I haven't done late season 5 much - if Taldor is fielding gunmen, that's cool, and something I didn't know about. Still, a recent development.

Scarab Sages 5/5

Brom the Obnoxiously Awesome wrote:
Muser wrote:
Brom the Obnoxiously Awesome wrote:
kinevon wrote:
Brom the Obnoxiously Awesome wrote:
Alex McGuire wrote:
Sometimes those boons come from scenario chronicles.
Hmm... Okay.
Yep, as an example, there is a chronicle boon that gives you the option to make new Thassilonian Specialist Wizards, once you receive it.

Just a question, because the Boon Trading Thread seemed to have gone silent, is there Svifnerblin boon now. Please say there is...

It's like my favorite race.
No, no deep gnomes in the society.
There is no bounds to my current sadness...

They did have a bleached gnome available through the charity auction at GenCon.


David_Bross wrote:

Primalist is banned because it negates any reason for ever taking a level in barbarian, as you're now a Bloodrager who can give up 4th (8th, etc) bloodline powers for taking 2 rage powers. I guess if you're a barbarian you can enjoy your extra 2hp at level 1 and 1 hp every other level? You can get 1st level bloodline abilities, spell casting, and then just take rage powers the rest of the way up to be a simply better Barbarian with the same number of rage powers, with a slightly delayed access (4th level gets you 2nd and 4th, etc).

Along these lines the Daring Champion should probably also be banned as it gains almost every relevant swashbuckler ability, and keeps cavalier's abilities (except mount based ones).

I was thrilled when I read about the primalist. PERFECTION! Then incredibly bummed that it wasn't allowed.

But I must admit, it seemed too powerful. Every bloodline has a few dog-ish powers. Two rage powers is significantly more powerful than that.

Liberty's Edge

Actually, one of my GMs got a bleached gnome boon, and I think he's going to auction it off, but the problem is I don't care much for it.

Grand Lodge

Brom the Obnoxiously Awesome wrote:

I don't like that Steel Hound was banned. I understand they don't want people having guns, but we're going to Numeria for the gods' sake!

Also, there are pictures in the book showing Quinn using guns, and the mythos of a detective with a revolver is too good.

You're going to Numeria for specific adventures, not to turn PFS into a SciFi campaign.

Silver Crusade 2/5 *

Just as Year of the Demon didn't have as many demons in it as one might have expected.

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