Ever seen a pair of archetypes for a class you were just itching to slam together only to find out somewhere down the page that they don't work?
Just curious what experience others may have had with this heartbreak.
Personally? I thought the idea of a techslinger who relies on their smarts was a really cool idea, but sure enough both techslinger and siege gunner replace deadeye. The horror!
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Master of Many Styles and Flowing Monk.
I had a similar experience with the Gulch Gunner and Musket Master. I wanted to press my sawed-off into people's bellies, but alas, they both modify gun training.
Fighter Mutagen Warrior + Martial Master + Unbreakable
Obviously the last one conflicts with everything, but I would really like that combo.
Ranger: Deep Walker + Guide, for a megadungeon game. Super mega party initiative and perception checks ahoy! But no, had to settle on regular fav. terrain underground, and the ever so slightly less super mega party init and perception checks.
Martial Master and any other fighter archetype with weapon training.
Various rogue archetypes that lose trapfinding and various other rogue archetypes that lose trapfinding.
chirurgeon/vivesectionist/reanimator, an alchemist obsessed with the lines between life and death
Bloodrager: Blood conduit and rageshaper. Combining the two would make some really interesting unarmed/natural weapon builds with the polymorph effects.
This seems like as good a place as any to ask this question that's been on my mind...
Can you take two archetypes for a class you're dipping where they conflict at a point later than when you jump back to your main class?
houser2112 wrote: This seems like as good a place as any to ask this question that's been on my mind...
Can you take two archetypes for a class you're dipping where they conflict at a point later than when you jump back to your main class?
No, the archetypes have to be fully compatible when selected, it doesn't matter if you don't reach the level where the conflict exists.
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Samurai and Luring Cavalier: There needs to be an archery archetype for the Samurai, preferably two: Foot and Mounted.
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All the Paladin archetypes that modify the level 20 ability... THAT gets annoying fast...
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Monk: Master of Many Styles and Martial Artist. It makes so much sense for these two to go together but nope, Perfect Self is replaced, can't be done.
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Pack Lord & Wolf Shaman Druid
I want all the wolves
Staff Magus and Black blade. I want to wield a black staff as my signature weapon.
I dislike that knifemaster gives up trapfinding.
Gnomezrule wrote: I dislike that knifemaster gives up trapfinding. grab that trait from mummys mask and you are good to go!
Viking and Mutagenic Warrior. Lore Warden and pretty much any archetype it doesn't stack with.
I want Rage + Mutagen from one class! And more skills!
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I wanted to combine Eldritch Scion and Greensting Slayer.
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Guide and Freebooter. Hate Favored Terrain and Favored Enemy, love the Ranger otherwise.
(Unbreakable Fighter + Lore Warden) + Any other Fighter archetype.
==Aelryinth
MiniGM wrote: Gnomezrule wrote: I dislike that knifemaster gives up trapfinding. grab that trait from mummys mask and you are good to go! No thanks. That campaign trait is not designed for general use.
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One of my players wanted to combine Titan Mauler and Savage Barbarian. They both replace Trap Sense. I let him do it. Gave him both abilities that replace trap sense in exchange for a feat. I figured Naked Courage (get a dodge bonus as long as you don't wear armour) was worth about a feat anyway. No problems.
Honor Guard + Bannerman Cavalier archetypes too! Those would be a great kick off point to an Aldori Swordlord.
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I wanted to combine Bard Archivist with Bard Archaeologist. But I guess that gives me too many arches.
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Savage barbarian and Invulnerable rager, because naked bad-asses are awesome.
Feral Child with animal shamans (I was so dissapointed I couldn't be a bear shaman when my character was raised by bears)
The Thug and Rake archetypes, for rogues. They both play off Intimidate checks, and with both combined, suddenly you have a niche that the rogue can have all to himself. Alas, they both replace trapfinding.
Snakebite Striker and Steelbreaker for the Brawler. Alas, they both replace Martial Flexability.
I feel like if one were open to homebrew, the rogue archetypes that replace trap sense and trapfinding could just as easily replace the first two rogue talents.
Lamontius wrote: Pack Lord & Wolf Shaman Druid
I want all the wolves
This should be easy with a touch of home-brew. Three options:
1) Don't get Improved Empathic Link, just change the way Nature Bond works.
2) Give up the extra use of Wild Shape gained at 8th level instead of 6th.
3) Give the druid "0" uses of Wild Shape at level 6 - they still have the ability, but would need Druid's Vestments or similar to use it.
Silent Saturn wrote: The Thug and Rake archetypes, for rogues. They both play off Intimidate checks, and with both combined, suddenly you have a niche that the rogue can have all to himself. Alas, they both replace trapfinding. You don't need Rake if you take the Violent Display feat. You can say for fluff that your cousins were Weretigers. You just need to associate with them.
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Superstitious and a True Primitive Barbarian.
Menhir Savant and Reincarnated Druid.
Kazumetsa_Raijin wrote: Master of Many Styles and Flowing Monk. All the daggum time. I'd also throw in Maneuver Master, if I could... wait, what am I talking about, as a GM I did throw in maneuver master (for a player of mine) - it went fairly well and wasn't unduly disruptive! Man it was so cool!
Azten wrote: Menhir Savant and Reincarnated Druid. Oh my word, I wanted this one to work so badly.
Also something with Samsarans, but it really didn't do anything for me - basically, they were just instantly not Samsarans, and that's kind of lame.
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Mysterious Stranger Bolt Ace.
Underfoot Adept/Maneuver Master, technically. Fortunately, they step on each other's toes to such a small extent that most DMs ignore it or don't even consider them conflicting.
Qabarat Outrider plus Daring Champion is the Cavalier I always wanted 3:
Wildblooded Crossblooded Sorcerer.
^Isn't Wildblooded really just a sub-Bloodline of a normal Bloodline, and thus shouldn't really be considered an Archetype any more than a Clerical/Druid using a Subdomain?
I wish that Class Features were available more a la carte, so that you had more flexibility of combinations; then if you wanted to take 2 Archetypes that clash you would just get the replacement ability(ies) for one of them later. Failing a workable Class Builder, how about at least an equivalent to Qinggong Monk for the other classes?
Also, I could have sworn that one pair of Archetypes for one of the pre-ACG Base Classes was stated to be specifically compatible even though feature modification clash would normally make them incompatible, but now I can't remember what these were.
UnArcaneElection wrote: ^Isn't Wildblooded really just a sub-Bloodline of a normal Bloodline, and thus shouldn't really be considered an Archetype any more than a Clerical/Druid using a Subdomain?
Per the FAQ, it is not.
Pathfinder Lost Omens Subscriber
Summoner: shadowcaller and synthesist. I'd really just like to overlap the ShadowCaller stuff onto a synthesist.
QABARAT OUTRIDER AND DARING CHAMPION AGAIN OMG WHY CANT I DO THIS WONDERFUL THING.
Also, I would LOVE to play an Ironskin Monk (Hobgoblin archetype) that doesn't give up dodge.
Vivisectionist/reanimator for the alchemist and cartomancer/hedge witch for the witch just seem like such natural combinations it's a wonder they didn't make them compatible.
Martial Artist / Qinggong monk. I'd take a two level rogue dip for the ki pool talent to be able to cast barkskin on my martial artist.
Imbicatus wrote: Martial Artist / Qinggong monk. I'd take a two level rogue dip for the ki pool talent to be able to cast barkskin on my martial artist. Ironically, this one you actually CAN legally do...not that you'd want to, but still.
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Sythesist Master Summoner. You're Eidolon suit is under powered, but still fun.
Basically every Investigator archetype, since all but one replace swift alchemy.
Archaeologist and Arcane Duelist. It would be like playing an old Fighter/Thief/Wizard from 2e.
Or Archaeologist and anything that isn't Geisha.
I just really like the Archaeologist.
Exploiter Wizard and Void School Wizard
Alas, for they would be quite good
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Cerberus Seven wrote: Imbicatus wrote: Martial Artist / Qinggong monk. I'd take a two level rogue dip for the ki pool talent to be able to cast barkskin on my martial artist. Ironically, this one you actually CAN legally do...not that you'd want to, but still. annnd thats why i allow dragon tiger ox at my table.
Two Weapon Fighter and Mobile Fighter
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