The Pale King |
So there are a lot of archetypes in the game, but sometimes I read one and think 'this is just perfect for making that character I always wanted to!'
I have a couple of these to mention:
1. Lore Warden Fighter, it makes the Fighter into a character I actually want to play. It gives interesting background opportunities while building towards a tactical kind of combat not usually done by Fighters. Plus it gives me a reason to take intelligence on them.
2. Daring Champion Cavalier, it is what I wish the swashbuckler class had been, a class that screams stereotypical HERO. Plus it gives the option to make a viable mountless Cavalier that was long missing.
So guys, what are your favorites and why?
666bender |
Archetype is best when it open a niche of either abilities or rp.
Fighter:
Lore warden is amazing, but also viking as intimidate, archer for ranged maneuvers are great.
Druid: saurian is summoner supreme with great old world rp.
Golaith open a whole other class.
Rouge- scout fix the sneak problam and make spring attacks nice, thug is a supreme debuffer.
Ranger: skirmisher open a spell-less ranger.
Barbarian - invulnarble is a whole new class.
Mounted fury same.
lemeres |
Sohei monk.
I am always kind of miffed about all these 'fixes' to monk with brawler or unchained, since this is a perfectly fine melee character.
It gets armor, which makes AC easier to attain at a low level without turtle like stats (dex/wis). That also opens up room for the brawling enchantment on armor for unarmed builds, or allows you to grab mithral breast plate for weapon builds (with armor expert, pretty much anyone can use that)
It has weapon training, which counts as weapon training (it has both the name and references the fighter class feature), which qualifies it for gloves of dueling.
Overall, it gets opportunities for a nice set of bonuses to attack and damage that makes its attack bonus near par with an inquisitor when you use standard action attacks. And with pummeling style solving most of the problems of unarmed builds, it barely has to deal with its real BAB at all as it does flurries.
Also, you have to love that massive boost to initiative.
lemeres |
2 people marked this as a favorite. |
Mutagenic fighter- WINGS. Also, getting more numbers from mutagens. Nice enough trade for armor training.
Eldritch guardian- you can do a lot of trick builds with a second character that gets your combat feats. Double disheartening display to get enemies to run in round 1. Double dirty tricks to cripple enemies immediately. Double teamwork feats (not all are combat feats- but coordinated charge is, which allows you to get a pseudo pounce).
Kalindlara Contributor |
1 person marked this as a favorite. |
Let's see...
Not sure if we're counting companion archetypes, but why not? The mauler and valet familiars are really cool.
I really want to play a brown-fur transmuter sometime. I have kind of a polymorph obsession. ^_^
It's hardly an archetype at all, but I love the flavor of the barbarian's spirit totem.
I like the Dawnflower Dervish just fine. Same for the cleric's evangelist, but then, anything that adds more bard to a class is fine by me. ^_^
I'm excited for the new drill sergeant fighter archetype, since it actually feels like an attempt at a "commander". I like mutation warrior a lot too, even if it has some issues here and there. The viking is great too.
I want to try out the chosen one paladin a lot. I love the oaths of loyalty and charity too - I like classes that help others to excel. ^_^
Tattooed sorcerer is a huge one for me - my account is actually named for my half-elf tattooed sorceress.
I'm interested in anything that varies up a summoner's eidolon, whether in type (First Worlder or shadow caller) or manifestation (synthesist).
I'd like to try a spirit binder wizard with a mauler familiar, too.
As a general rule, I also like any archetype that tinkers with or replaces a class's core abilities - sleuths, stonelords, nature fangs, sanctified slayers, etc. It can really make you look at a class in a whole new light, or replace an ability that always turned you off.
lemeres |
I'd like to try a spirit binder wizard with a mauler familiar, too.
Not immediately sure how useful that would be, since the wizard would not have the BAB to back it up.
...although a small sized wizard could possibly use their now medium familiar as an intelligent mount. What is the owl's strength score after going medium again?
Oh, and first worlder is...interesting... since it gives you some weird low level options. Pugwampis are basically no save AoE misfortune hexes, so that is certainly a niche. You might want ot have the party work to get luck bonuses so they can avoid friendly fire though (your own summoned animals actually avoid that problem though, since animals are immune to unluck). Stirges are also interesting, since summoning a bunch of them work well as a distraction with a nice bite to it.
Kalindlara Contributor |
1 person marked this as a favorite. |
Kalindlara wrote:I'd like to try a spirit binder wizard with a mauler familiar, too.Not immediately sure how useful that would be, since the wizard would not have the BAB to back it up.
...although a small sized wizard could possibly use their now medium familiar as an intelligent mount. What is the owl's strength score after going medium again?
Oh, and first worlder is...interesting... since it gives you some weird low level options. Pugwampis are basically no save AoE misfortune hexes, so that is certainly a niche. You might want ot have the party work to get luck bonuses so they can avoid friendly fire though (your own summoned animals actually avoid that problem though, since animals are immune to unluck). Stirges are also interesting, since summoning a bunch of them work well as a distraction with a nice bite to it.
The important thing there is the spirit binder archetype. Have a look! ^_^
As for First Worlder, I just like the idea of a fey eidolon. Unfortunately, the mechanics are still heavily tilted towards pounce-beasts. I'm really hoping that they'll make an Unchained version that has better support for a more mystical eidolon...
captain yesterday |
1 person marked this as a favorite. |
Only Summoner I ever made, a Gnome first world summoner with a giant bunny eidalon that would encourage him to do evil things, haven't got to use him yet, my dwarven witch pirate sucks at everything.... except not dying!
But, yeah I'm with Kalindlara, I Luke my summoners to have more mysticism, even if its not "optimal":-)
Darigaaz the Igniter |
.
.
.
.
In no particular order:
Hexcrafter Magus
Storm Druid
Urban Barbarian
Indomitable Rager Barbarian
Archaeologist Bard
Daring Champion Cavalier
Guide Ranger
Scout Rogue
Ninja (yes, alternate classes count as archetypes)
Samurai
Vivisectionist Alchemist
Two Weapon Warrior Fighter
Monks: Quingong, Zen Archer, Tetori, Sohei
Kaouse |
Kensai Magus, for getting so many things that rely on his INT stat.
Empiricist Investigator, for getting so many things that rely on his INT stat.
Both make the class more fun, and help them shine in their respective combat/non-combat roles.
Even though it's not the strongest or most broken gestalt in the world, I am thinking of mixing the two of them together when I get the chance. At the very least you get perfect saves and a ton of skills, so you're useful both on and off the battlefield.
Lamontius |
Animist Shaman - wrangle condition is just plain neat
Archivist Bard - monster knowledge is so key especially in PFS
Urban Barbarian - Dex rage opens up some cool builds
Vivisectionist Alchemist - ridiculously OP and very wickedly thematic
Freebooter Ranger - Fun team-oriented ability
Bolt Ace Gunslinger - crossbows are back on the menu boys
Mouser Swashbuckler - the root of some very cool builds
Grenadier Alchemist - another foundation for some wicked multiclassing
Lore Warden Fighter - Smart Martial + crazy CMB
Eldritch Scion Magus - CHA-based magus for some neat multi-classing
Dual-Cursed Oracle - Misfortune is broken and amazing
Cleaner Slayer - really thematic and a bit of a personal choice for me
Flying Blade Swashbuckler - not great but makes knife-throwing semi-viable
Scarred Witch Doctor - very broken CON-based witch of horror/doom
lemeres |
The important thing there is the spirit binder archetype. Have a look! ^_^
Interesting, and better than I thought...but I still question its usefulness in combat.
The archetype says the soul was bound to an animal or vermin. Does this mean it is restricted to such familiars? Most familiars are not very threatening in melee (even if you move past their size and stats- which can be altered with mauler). If you can go with improved familiars, then getting an elemental (which can wield weapons if it has a humanoid shape) give slightly better prospects.
And while getting extra feats can be nice... the long interval between them makes getting any feat chains incredibly difficult. So you will be hard pressed to make anything more interesting than a beat stick.
Kalindlara Contributor |
Imbicatus |
Zen Archer - best way to make hawkeye/green arrow IMO.
Far Strike monk - zen archer for thrown weapons.
Vexing dodger rogue - climbing Giants is cool.
Bolt Ace - crossbows are good with this. That alone makes it good.
Nature Fang druid - slayer talents, studied target, and sneak attack in exchange for wild shape
Brawler Fighter - better brawler than a brawler.
Eldritch Guardian fighter - familiar that shares all your combat feats and a good will save against anything you care about.
DHAnubis |
While I haven't gotten to use either yet, the Paracosmoist and Swarm Sculptor Summoner archetypes from Into the Breach are just lovely to me. Paracosmoist gets rid of the SLA entirely (and a few things I dont remember) to give your eidolon more Evolution points, its own magic slots, and does not go away when you sleep or go unconscious. Swarm sculptor let's you control swarms instead of normal summoned creatures, wear them as armor, etc. The image of a Tengu strolling into town with clouds of crows following behind it makes me really want to play an Evil campaign.
chbgraphicarts |
Exemplar Brawler (Martial Flexibility + Tactician = sweet jesus, yes)
Strategist + Standard Bearer Cavalier (f%+& that horse noise - give me a bigger, better banner, and super-Tactician-y goodness)
Skirmisher Ranger (the ONLY Ranger I'll ever play, 'cause I don't like spellcasting Rangers)
Eldritch Scrapper Sorcerer (makes going Barb-Sorc-Dragon Disciple SO MUCH more awesome).
Invulnerable Rager Barbarian
Brawler Fighter (taking it for 3 levels makes your Unarmed warrior WAY stronger)
Mysterious Stranger Gunslinger (Charisma-based Grit is best Grit)
Sensei + Wanderer Monk (I'm sorry, did you say Exotic Weapons Proficiency as a Bonus Feat, great saves, AND Inspire Courage for a 1-level dip?)
Holy Guide + Holy Tactician + Warrior of Holy Light Paladin (who needs spells when you've got all this badassery going on?)
lemeres |
Still a start. ^_^
Improved Familiars can't be maulers by RAW, unfortunately, because they lack speak with animals of its type or something. Of course, I houseruled that away instantly, because I needed to see a Medium-sized quasit girl with a naginata in my campaign. Immediately.
Yeah, but some improved familiars do not really need mauler. Earth elementals come with 16 str and power attack from the get go. Combined with decent starting natural armor, and the ability to use weapons and armor, it is not a bad choice for a melee familiar.
I would be careful for house ruling away the restriction on mauler though, especially when you combine it something like eldritch fighter. I came to realize- if you use an imp or pooka familiar, you basically get a character that is just over all better than your actual fighter (more strength, SLAs that include invisibility and detect magic, flight, the combat feats that define you play style, etc).
But I am getting off topic
Brawler Fighter - better brawler than a brawler.
I do love that archetype. It exemplifies a well made fighter- built to do a specific role very, very well.
As a lockdown specialist, it can keep enemy casters from leaving their adjacent squares, and they give a fantastic debuff to concentration checks. And as the enemy is locked down, they can't escape from a beat down with a lot of +'s on it.
And eventually, it gets a large enough bonus to stand still that it can hope to stop some of the big beefy beasties- which I am sure your squishy casters and archers will love (since that beastie is not eating their buns)
Kitsune Knight |
My favorite archetypes by class.
Fighter: Lore Warden and viking.
Barbarian: Invulnerable rager and Urban barbarian
Monk: Sohei, Zen archer, Martial Arts Master, Master of many styles, Sensei, and Qinggong Monk.
Bard: Arcane Duelist, Archaeologist, and Sandman
Cleric: Crusader, Theologian, and Evangelist
Druid: Menhir Savant, Mooncaller, Goliath, Saurian Shaman, and Urban Druid.
Sorcerer: Seeker, Tattooed Sorcerer, Wildblooded (sage), and Wildblooded (empyreal)
Wizard: Pact Wizard and Shadowcaster
Rogue: Scout and knife master
Ranger: Urban Ranger, Guide, Hooded Champion, and Yokai Hunter
Paladin: Oath of Vengeance and Divine hunter
Alchemist: Grenadier and Vivisectionist
Cavalier: Daring Champion and musketeer
Gunslinger: Bolt Ace, Pistolero, and musket master
Inquisitor: heretic, Preacher, Sanctified Slayer, and Spellbreaker
Magus: Staff Magus, Bladebound, Kensai, and Hexcrafter
Orcale: Spirit Guide, Seer, Seeker, and Enlightened Philosopher
Summoner: First Worlder
Witch: Bonded Witch
Arcanist: Blade Adept and Occultist
Bloodrager: Primalist and Spell eater
Brawler: Mutagenic Mauler, Winding path renegade, Shield champion, and Exemplar
Hunter: Feral Hunter and Divine Hunter
Investigator: Empricist and Infiltrator
Shaman: Speaker for the past and Unsworn Shaman
Skald: Spell Warrior
Slayer: Stygian Slayer and Deliverer
Swashbuckler: Whirling Dervish, Picaroon, Musketeer, Inspired Blade, and Daring Infiltrator
Warpriest: Sacred Fist, forge priest, and Cult leader
KingmanHighborn |
Hmmm I have a few I like:
Barbarian:
Armored Hulk: I like the idea of a very angry fella in a big box of metal.
Mad Dog: One of my current favs, even if you burn through rage at an insane amount. A raging Animal Companion is a boost to an already potentially powerful combat buddy.
Bard:
Dirge Bard: Cause I love scaring people
Kobold Dragon Herald: With Coat of Arms and in service to a good dragon, it's one of my more favorite 'companion' choices.
Cleric:
Cloistered Cleric: It's more Friar Tuck then walking heal tank for one. Plus for the longest time it was my choice for playing an intelligent religious person.
Fighter:
Cad: Hooray dirty fighting!
Viking: Cause who doesn't love Vikings.
Monk:
Hungry Ghost Monk: Stealing ki and HP is so freaking cool.
Sohei: It's been mentioned before, I just like it cause it's more weapon focused.
Paladin:
Holy Gun: Smiting Shot baby
Divine Hunter: Downtown long range Smiting...Arrow...baby...
Sorcerer:
Tattooed Sorcerer: Walk in with a skunk tattoo...WIN
Alchemist:
Chirurgeon: Combat medic again without having to be inside a tin can.
Kobold Alchemical Trapper: With the right party support, can be so much fun.
Cavalier:
Beast Rider: Cause riding a giant angry tiger or bear or Lion, Oh my, is SOOOOO much cooler then a horse.
Inquisitor:
Witch Hunter: Burn the witch! Also very thematic to what I think of as an Inquisitor anyways.
Witch:
Orc Scarred Witch Doctor: Con as a casting stat, Hell yeah.
Samurai:
Sword Saint: It's their only archetype really, but I like it, even if it takes some careful building to set up.
I haven't played that much with the ACG classes but:
Skald:
War Drummer: I love the theme and yeah no martial weapons but a greatclub upside the head is still a good way to solve a problem, and it's very destructive if used right.
Tiny Coffee Golem |
Only Summoner I ever made, a Gnome first world summoner with a giant bunny eidalon that would encourage him to do evil things, haven't got to use him yet, my dwarven witch pirate sucks at everything.... except not dying!
But, yeah I'm with Kalindlara, I Luke my summoners to have more mysticism, even if its not "optimal":-)
I understood that reference!
pH unbalanced |
Flowing Monk - it gives you a knd of offensive defense which is otherwise fairly rare in Pathfinder
Winter Witch - for breaking a witch out of the debuffer role
Bonded Witch - safer than a familiar
Sczarni Swindler - For a Social-focused Rogue
Spellscar Drifter (Cavalier) - For those times when you really want to play a cowboy
Bolt Ace - Gunslinger without the Guns
Foehammer - Foehammer smashes world!
Watersinger (Bard) - Waterbending before the Kineticist
Warsighted (Oracle) - Martial Flexibility on a Divine Caster
Kigvan |
Barbarian – Invulnerable Rager
Bard – Archaeologist, Chelish Diva
Brawler – Mutagenic Mauler, Shield Champion (needs some tweeks, will probably work when the errata for ACG comes)
Cavalier – Daring Champion, Gendarme, Honor Guard
Cleric – Evangelist
Fighter – Drill Sargent, Lore Warden, Martial Master
Investigator – Empiricist
Paladin – Holy Tactician, Oath of Vengeance, Sacred Shield
Rogue – Scout, Thug
Oracle - Warsighted
Westerner |
Bard archaeologist- luck with fate's favored trait and later lingering performance is great. Plus 2 to most checks and rolls.
Monk Zen Archer- It makes the original class look that much weaker than it is (was if we count unchained).
Cavalier Daring Champion-Better than Swashbuckler class on which it is based. Gets rid of deeds that aren't good, keeps challenge, hard not to like.
Blackpowder Witch |
Spellslinger Wizards: As a huge fan of Outlaw Star's caster guns this is absolute favorite archetype. It tends to get a lot flak for not being an "OMG OP Wizard", but I love the fluff and flavour of this one.
Eldritch Scion Magus: This archetype is almost a different class entirely. I appreciate the attempt at tapping into the Fighter/Sorcerer gish dream.
andreww |
Hmm, let me add a couple of favourites for the Oracle, Arcanist and Sorcerer.
The Oracle has a real conflict over what might be the best of the available archetypes. While dual-cursed is very strong, mostly because of how effective Misfortune is, the increase in Revelations wont be of much benefit to many Mysteries and most of them only have a handful of decent revelations. It also conflicts with Spirit Guide from the ACG which adds an amazing mass of versatility giving you access to dozens of new spells which you can swop about day to day. It will also expand as new Shaman spirits are released.
The Sorcerer jas access to the Razmiran Priest archetype which is sort of so-so until you hit level 9 and then it just becomes bonkers good. You can activate divine scrolls, wands and staves using your own spell slots. That adds enormously to your versatility and pretty much removes the sorcerer limitation of spells known. For a small amount of gold I can now access pretty much every level spell going. You can also access numerous spells well before they might be available by plundering the Ranger, Paladin and Inquisitor spell lists. Holy Sword as a level 5 spell, yes please.
The Arcanist gets one of the strongest archetypes out there with Occultist. You give up access to a couple of exploits and in return get the Summoner summon monster SLA fuelled by your arcane pool. It is hard to underestimate the utility of have minute/level duration summons for scouting and other tasks and standard action summoning makes it actually viable to use in combat.
JiCi |
Barbarian: Mounted Fury
Bard: Archaeologist
Cleric: Undead Lord
Druid: Goliath Druid
Fighter: Two-Weapon Warrior
Monk: Zen Archer
Paladin: Divine Hunter
Ranger: Wild Stalker
Rogue: Swordmaster (Tengu)
Sorcerer: Wildblooded (Sage) / Battle Sorcerer (conversion)
Wizard: Spell Sage
Alchemist: Grenadier
Cavalier: Musketeer
Gunslinger: Pistolero
Inquisitor: Spellbreaker
Magus: Bladebound / Kensai
Oracle: Warsighted
Summoner: Evolutionist
Witch: White-haired Witch
Ninja: -none- (how come no archetype have been done for it yet?)
Samurai: Sword Saint
Arcanist: White Mage
Bloodrager: Bloody-Knuckled Rowdy
Brawler: Shield Champion
Hunter: Verminous Hunter
Investigator: Steel Hound
Shaman: Witch Doctor
Skald: Herald of The Horn
Slayer: Bounty Hunter
Swashbuckler: Picaroon
Warpriest: Sacred Fist
Gregory Connolly |
Rogue - Thug
Brawler - Snakebite Striker
Slayer - Cleaner
Monk - Sohei
Fighter - Phalanx Soldier
Cleric - Mendevian Priest
Bard - Chelish Diva
Ranger - Guide
Sorcerer - Tattooed Sorcerer
Witch - White Haired Witch
Barbarian - Invulnerable Rager
Bloodrager - Steelblood
Cavalier - Daring Champion
Druid - Saurian Shaman
Alchemist - Mindchemist
Oracle - Black Blooded Oracle
Magus - Kensai
Gunslinger - Musket Master
lemeres |
1 person marked this as a favorite. |
lemeres wrote:Eldritch guardian- [snip] Double teamwork feats (not all are combat feats- but coordinated charge is, which allows you to get a pseudo pounce).double teamwork feats: outflank, lookout, paired opportunist. :)
Plus some dirty trick ones as well, allowing you to lengthen duration or apply another rider condition as an immediate action when your teammate does dirty trick.
Overall, it is not too hard to form a one character double team. And the exact form of the familiar is rather moot- just have regular reach to threaten and maybe some decent str, and it can more than do its job of supporting you. Often, it works like a good animal companion.
I like grabbing a fox mauler, and imagine it looks like this when it goes medium
(that is called a maned wolf, by the way; distant relative to both foxes and wolves; referred to as 'large fox' locally, and often called 'a fox on stilts' by tourists)