Archetype Combinations that work well together?


Advice


What single-class Archetypes work well together?

Sometimes, just because an archetype can be paired with another does not mean that they work well together. There are so many different archetypes to look through for every class, and just knowing which ones can combine with one another does not let you know which ones work well together. Sort of a "just because you can does not mean you should" scenario.

So, whether it is from theory or experience, anyone have any suggestions on combining multiple archetypes for a single class character?


Knifemaster Rogue/Brawler Fighter, TWF build with punching daggers, use two weapon feint to add a bunch of d8s to a bunch of static bonuses.

Silver Crusade

Sensei Ki Mystic Monk, of course with Qinggong. Some buffs, some rerolls, some knowledge usefulness. Pass around Barkskin...


Hungry Ghost monk and Quinggong monk work well together. I believe you can also throw in Master of Many Styles and take some vows for a larger ki pool. For my laser monk build, I took vow of cleanliness, vow of celibacy, vow of fasting, vow of poverty, and vow of truth.

Lantern Lodge

I've been pretty happy (so far- -currently level 5) with my Fighter (Lore Warden)(Dragoon).

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Always quinggong! Quinggong with everything! Don't even bring it up. If you are a monk and aren't quinggong - you're doing it wrong. (Basically quinggong was a stealth buff to the monk.)


I am loving my Monk: Hungry Ghost, Quinggong, Monk of the Sacred Mountain.

Not only that but he is a Kobold. (Scarred lands racial stats)

With Kobold style fighting styles it is great.

Kobold style lets you trip the opponent and pin them down with a grapple check to stand on them, and Monk of the Sacred Women makes you immovable if you do not move...

Yes, a Kobold, who trips you, jumps on your chest, pins you down and then proceeds to beat you in the face while leaching your life, and you can not even shove him off.

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Whisperknives wrote:

and Monk of the Sacred Women makes you immovable if you do not move...

Who are the sacred women? Is Oprah one?


Barbarian: If you're going to use Urban Barbarian, I'd add Invulnerable Rager to it. More DR is a good thing when your class requires you to stand between multiple enemies. Admittedly, I don't much like Urban Barbarian, but it has its uses.

Paladin: Empyreal Knight + Oath of Loyalty. Empyreal costs you your Divine Grace, but a quick feat can get that back. After that, it basically lets you be a more front-liney summoner. You have an animal companion that gets fun boosts (Flying Celestial Allosaurus anyone?), plus you can summon (good) things. Assuming your GM lets you take the summoning feats with their Celestial Ally ability, that just screams for Summon Good Monster and Augment Summoning. Then, Oath of Loyalty swaps your Smite Evil for an AC boost to an ally that you can turn into an extra attack. Smite Evil isn't a big loss, since you have two allies to boost your overall damage output, so beefing those allies can be fun.

... Of course, by that point you've traded away pretty much all of the standard paladin abilities. Still, that's one of the theorycrafts I enjoyed most.

Magus: Kensai/Bladebound is a common one. I personally don't like the Bladebound, but I can see its appeal.

Oracle: I'm pretty sure you can make every Oracle build better by Dual-Cursing. It technically changes the Revelations, but given that nothing is actually replaced, you can probably swing it with something like Warsighted (but of course, check with your GM).

Hunter: Divine Hunter + Primal Companion Hunter looks really, really nasty on paper. Give your companion a template, +2 ability scores (or another domain if you have one in mind), and Eidolon-style evolution. And all of that without being overly reliant on the companion, which neuters the obvious counter-tactic of removing the companion from the equation-- if they die, the Hunter can just boost himself.


Charon's Little Helper wrote:
Whisperknives wrote:

and Monk of the Sacred Women makes you immovable if you do not move...

Who are the sacred women? Is Oprah one?

That is a very strange autocorrect...

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Staff Magus/Card Master for Magus obviously...you know someone tried very hard to make it work for all the Gambit fans out there.


Two Handed Weapon Fighter with Armoured Hulk Barbarian for rage, rage powers and extra movement and still do tons of damage.

Weapon Master Fighter with Dervish Bard, boost to weak saves, feats, spells and performance.

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Ones I have used and enjoy:
Scout/Thug Rogue (using Enforcer, and Shatter Defenses with Sap Master)
Mutagenic Mauler/Shield Champion Brawler (Cap needs his super soldier serum)

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A Scout/Swordmaster Rogue makes for a pretty mean charge. (especially - amusingly enough - for tengu who use claws/bite attacks) If you don't know - the tengu swordmaster's tiger trance lets you get a full attack on the charge if you beat your target's CMD - when combined with scout can mean a triple sneak attack charge.


Rogue (Skulking Slayer/Scout) with Cleave feats and Surprise Follow Through. Guaranteed sneak attacks.


Guide/Skirmisher is a good combo for Rangers, removes a lot of the uncertainty of whether you'll be able to buff yourself before battle and whether you'll find a Favored Enemy. Of course, it wears off after level 12, but games really last that long.

Freebooter/Shapeshifter/Skirmisher is another nice combo that also peters down after level 12. Works best if using a race that has access to a pounce, like Catfolk.


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ShroudedInLight wrote:
What single-class Archetypes work well together?

Primalist Spelleater Bloodrager. Provides access to the barbarian rage powers Guarded Life and Greater Guarded Life, while providing fast healing to remove the damage taken at double the normal rate.

Especially potent if paired with the Fast Healer feat, and any feats/powers to improve the DR 0/- that Spelleater grants you at level 2.

You can also use the Spirit Totem powers to great effect with this combination.


Cavalier: Qabarat Outrider plus Luring Cavalier means you can use Sliding Axe Throw to trip enemies at range to freely deal Far Challenge damage with throwing axes. You are a bit feat strapped, though.

Every full Cavalier works better with Beastrider though.


I have noticed a Rogue of the Scout and Underground Chemist archetypes with the charging hurler feat has the ability to charge and throw a splash weapon for sneak attack damage. It seems like it could be useful.

Surprise acid/alchemist's fire to the face is always good.

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