ShroudedInLight |
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?
Whisperknives |
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.
kestral287 |
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 |
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.
Secret Wizard |
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.
Arksangiel |
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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.