
My Self |
Perhaps the archetypes should be ranked on two axes: versatility and power. Rankings would go from -2 to +2 ("great", "good", "average", "bad", "terrible") on each axis.
I like it. Although it would be nice if you could indicate on this scale that you have altered your character role focus, even if your versatility and power stay the same.

Anzyr |

Well using the new scale:
Sorcerer Archetype:
Razmiran Priest +3/+3 Better then Great Power. No other Sorcerer Archetype comes close. +3 Better then Great Versatility. No other Sorcerer Archetype comes close.
Power: Free upgrade to False Focus? Bonus +1/2 Class Level to UMD? Oh we're actually here for being able to cast any divine spell off a scroll without expending it. No wait, we're here for the ability to use Spell Lists like the Paladins to get Greater Angelic Aspect before even the Cleric does. Oh... wait.... no... we're *REALLY* here for the ability cast spells with expensive material components for free over and over again.
Versatility: Any. Divine. Spell. At only +1 spell level. Which may be significantly earlier then a full divine caster.

Dasrak |

I like it. Although it would be nice if you could indicate on this scale that you have altered your character role focus, even if your versatility and power stay the same.
We're adding a paragraph of brief justification, so take a sentence to point it out there I guess?
Razmiran Priest +3/+3 Better then Great Power. No other Sorcerer Archetype comes close. +3 Better then Great Versatility. No other Sorcerer Archetype comes close.
Pretty much the only archetype I'd even consider giving a +3 to. Kinda insane overall, and really in a league of its own not just among Sorcerer archetypes but all archetypes.

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Well using the new scale:
Sorcerer Archetype:
Razmiran Priest +3/+3 Better then Great Power.
As a lover of the Sorcerer class that has considered, seen used, or personally used all PFS legal archetypes of the Sorcerer, the only archetypes I can think of in the game that competes is the Bloodrager's Primalist archetype and the Summoner's Synthesist archetype. Of course, these are illegal... but for some reason, not the Razmiran Priest.
Talk about broken! The only reason not to take it is if you hate the flavor.

Anzyr |

Anzyr wrote:Well using the new scale:
Sorcerer Archetype:
Razmiran Priest +3/+3 Better then Great Power.
As a lover of the Sorcerer class that has considered, seen used, or personally used all PFS legal archetypes of the Sorcerer, the only archetypes I can think of in the game that competes is the Bloodrager's Primalist archetype and the Summoner's Synthesist archetype. Of course, these are illegal... but for some reason, not the Razmiran Priest.
Talk about broken! The only reason not to take it is if you hate the flavor.
Woah woah woah, Synthesist is a step-down from the base Summoner. You meant Master Summoner I'm sure.

Douglas Muir 406 |
This is pretty ambitious. I mean, the Rogue alone has about 20 possible archetypes, or almost 30 if you throw in the racial ones. But just for the heck of it, here are two Rogue archetypes that I don't think get enough love.
First, the Rake archetype lets you trade SA damage for a free Intimidate check, with +5 for every d6 of damage you trade after the first. That's quite nice, and makes this a solid-to-good archetype, but it's not game-bending; Shaken is a nice debuff but it won't end combat, and you have to have a decent Cha, give up trapfinding, and invest ranks in Intimidate. I'd call this flavor +1, power +1.
(I note that the Rake's power interacts with the Skill Unlocks, but not in a terribly helpful way -- Frightened and Panicked are only good situationally, and the target gets a Will save.)
Second, the Sczarni Swindler is an extremely flavorful archetype that can dramatically increase your rogue's survivability. The Swindler is a bit unusual in that it requires a lot of thought and planning. For instance, your Let Fate Decide power is situationally great, but you need to set up situations where you have two choices that are both equally good. Sleight of Hand, feinting, drawing a concealed weapon as a move action... all of these are much stronger if you actively seek out (or create) situations where they're useful. Some players will love this; others will be, bah too much trouble, just give me Knife Master. Anyway, flavor +3, power +1 for the Swindler.
Doug M.

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Woah woah woah, Synthesist is a step-down from the base Summoner. You meant Master Summoner I'm sure.
Unless I am misunderstanding the rules for the class, a Synthesist kind of dominates a level 1 basic summoner all the way through level 20. Not that Master Summoner is bad, it's amazing, but the Synthesist is sort of a table-dominating archetype.
So much so, in fact, that our home games (that allow almost everything) ban the archetype. I think it's because we have 3 people that optimize and 2 that don't, so that level of power would make the latter 2 feel totally left out in combat.

Dasrak |

Woah woah woah, Synthesist is a step-down from the base Summoner. You meant Master Summoner I'm sure.
Synthesist does have some interesting pros over the base Summoner. By combining with his eidolon the amalgam becomes a lot more durable than either on their own. I still wouldn't put it that high, probably +0/+0.
Unless I am misunderstanding the rules for the class, a Synthesist kind of dominates a level 1 basic summoner all the way through level 20. Not that Master Summoner is bad, it's amazing, but the Synthesist is sort of a table-dominating archetype.
The big downside of the Synthesist is that you get only one set of actions per turn, whereas a vanilla summoner can have his eidolon attacking things while the summoner casts spells. It does bring a lot of power, but it gives up one of the fundamental advantages of the Summoner class to do it. That really feels like +0/+0 to me, which isn't actually bad when the baseline for a summoner is already so high.

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I feel like if you sit down with a computer, a few books, a pencil and paper you can do a whole lot more with the Synthesist than a base summoner optimization-wise, but that's my own humble opinion.
If you tend to sit at a big table anyway, action economy is less and less important individually as more people optimize for it around you. There are a lot of variables that are hard to factor in without knowing your party and your players.

Dasrak |
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I've finished running through the Summoner archetypes. Synthesist will probably be the big sticking point; after thinking on it I decided to rank it at -1/+1. The loss of the eidolon proper is a hit to his versatility, but the merged forms give unique opportunities for a single more powerful amalgam.
Blood Summoner
Versatility: +2
Power: +2
Planar Binding as a SLA is just nuts. With its greatly shortened casting time it's much more practical, it no longer takes up valuable spells known, and Blood Offerings makes it incredibly easy to pull off. The class features you give up aren't even very important, and pale in comparison to the benefits. While you do have to wait a while for this archetype to deliver on its main promise, once you have it you're in an exceedingly good position. The only real downside to the archetype is locking you into dealing with evil outsiders; if you're okay with that, it's nothing but gravy.
Broodmaster
Versatility: +0
Power: -2
This archetype trades off one powerful minion for multiple weak minions. It has draconian limitations that prevent you from using natural attacks effectively, leave your eidolons with horrifically low hit point totals, and keeps them pretty under-sized. The concept is cool, but the execution is terrible; use the Master Summoner if you want a horde of minions.
Counter-Summoner
Versatility: -1
Power: -1
Trade off one of your best class features for an incredibly niche ability that's only useful in very specific circumstances. The only thing keeping this off rock bottom is that the archetype at least does what it promises to do and is very effective at shutting down enemies who use summon monster spells.
Evolutionist
Versatility: +0
Power: +0
The primary attraction of this archetype is free transmogrify, letting you re-customize your eidolon daily. Unfortunately, this only arrives at 12th level and before that point you're basically paying an archetype for access to a limited version of the retraining rules. Fortunately the tradeoffs are all manageable.
First Worlder
Versatility: -1
Power: -2
So you trade off the Summon Monster spell line for the inferior Summon Nature's Ally spell line. Then your eidolon gets nerfed into the ground with a significant inferior chassis. The only redeeming quality of this archetype is the ability to summon Pugwampi's, a monster with an extremely abusable ability. Aside from that one incredibly niche application, it's a straight power-down.
Master Summoner
Versatility: +1
Power: +1
The Master Summoner is perhaps the only archetype that really lives up to the class's name, and boy does it deliver! Completely dropping all the restriction on the SLA, you're free to rock out and spam summons as a standard action with insanely long durations. You're unfortunately stuck with a neutered eidolon, but who cares; that's not the focus of attention anymore.
Morphic Savant
Versatility: +0
Power: +0
Sadly incompatible with Master Summoner, the Morphic Savant gets a nice list of benefits but pays for each in turn with restrictions or other catches. The ability to essentially have three different eidolons and change which one you're using every day is incredibly good, and a 50% chance for extra summons is really neat, but those are some steep tradeoffs to get the benefits.
Naturalist
Versatility: +1
Power: +1
While you are stuck with the inferior Summon Nature's Ally spell as your SLA, you get a plethora of options to enhance your eidolon. The ability to change them as a swift action as often as you like is what really pushes this archetype to the front of the crowd, letting you pick whatever benefits are best suited to the particular moment in time.
Spirit Summoner
Versatility: +1
Power: +1
While you must sacrifice your Summon Monster ability to enter this archetype, it gives you class features that can be used while your eidolon is still active so the trade can be incredibly positive despite giving up such a powerful ability. From there, the archetype has good synergy and a few of the spells it can add to your class list are real gems.
Story Summoner
Versatility: +0
Power: +0
The benefits of this archetype are extremely sparse, but you don't lose too much either. The only major downside of this archetype can be completely avoided by being true neutral, but if your alignment is even one step away from true neutral it introduces a rather nasty weakness for your eidolon and becomes considerably less attractive.
Synthesist
Versatility: -1
Power: +1
This archetype is extremely controversial, and has a lot of very powerful benefits but it comes with a rather big price tag. By combining the eidolon and summoner into a single form, the amalgam creature is much more durable and effective. However, because you're no longer two separate creatures you no longer are able to take separate actions. This means where a vanilla summoner effectively gets to take two turns (one with the summoner, one with the eidolon) a synthesist only gets to take one. The loss of individual feats and skills on your eidolon and the ability to actually work as a team is another flaw.
Unwavering Conduit
Versatility: +0
Power: +0
Essentially the lawful version of Morphic Savante, everything that was said about that archetype goes about this one. What you're trading isn't too bad, but there just aren't too many benefits here.
Wild Caller
Versatility: +0
Power: +0
The downgrade from Summon Monster to Summon Nature's Ally isn't nice, and a +4 bonus to some charisma checks against fey is pretty darn niche, but aside from that this is a cool way to get a plant eidolon and the downsides won't have serious consequences if this is really what you want to do.

Silver Surfer |

Asmodean Advocate = 0
OK if you want something a bit RP thematic but other than that... MEH!
Cloistered Cleric = -2
Its been said many times what a complete waste of space this is.
Crusader = -1
It gives up a fair bit for its selection of feats - if there were some more options it might make a push to 0 or +1 but other than that... no thanks.
Devilbane Priest = 0
OK... gives up a domain for Heavy Armour and a few feat options.... depends on the campaign I guess.
Devout Pilgrim = -1
Pretty crap..... too much given up for the restrictions
Divine Strategist = 0
OK.... if for whatever reason you are obsessed about winning initiative every time at the expense of everything else then great!... Nothing beats this... But overall I think it just evens out
Ecclesitheurge = -1 or +1
For 90% of builds it really isn’t worth it for a variety of reasons - the idea was great but it was poorly designed and didn’t go far enough. However.... there is the glaring exception of the Scribe Scroll build. With some feat investment and the right race, its pretty easy to get your UMD bonus high by 7-9th level. Now here comes the clever part..... most deities grant 5 domains and 5-6 subdomains and with this archetype you can shuffle your way through them all, scribing all the non-cleric spells as you go, which for some of the deities is quite significant. The idea gets even more interesting as a cleric of a philosophy where you just handpick all the best domains and subdomains. Even if you never scribe scrolls off a wizard or druid (which you would) you still end up with an impressive variety of spells at your disposal that can be cast with ease. It can get a bit pricey as you get higher but its still pretty solid.
Evangelist = +1
A great option for those interested in taking their buffs on a step. Gives up a far bit but what it gets back is good if that’s the build you’re going for. Is quite niche though and definitely not as good as many make out.
Herald Caller = +1.5
The best cleric archetype IMO by a long way - makes a really effective summoner and due to basically receiving 3 free feats and a trait, means you still have room to play around with your build. For example Feather Domain for an animal companion, Ash for blasting, Void for some more summon buffing, Hangover Cleric ... etc
Hidden Priest = -1
Really... what is the point of this?!
Iron Priest = 0
Depends entirely on the campaign and what is available.
Merciful Healer = -1
OK if what your party needs is 9th level casting with an emphasis on healing, pretty terrible for anything else!
Roaming Exorcist = 0
OK.... but incredibly niche and could easily be viewed as a -1.
Scroll Scholar = -1
Gives up loads for some very wishy washy abilities...... you don’t even get Scribe Scroll!!
Separatist = 0
I think previously it would have been a +1 but as there are now many more gods (and thus domain combinations) available the reduced domain powers are more of balancing factor.
Theologian = 0
Gets a lot of hype as a blaster and may be useful in some scenarios, but you are pretty much wired into the Ash subdomain as your sole choice, which although great, is completely fire based - the most common resistance going. The Metamagic feats are OK but nothing to get excited about.
Undead Lord = +1
Quite situational but potentially a solid archetype - gives up a bit but does get some interesting stuff in return.

Dasrak |

Asmodean Advocate = 0
OK if you want something a bit RP thematic but other than that... MEH!
I'd actually put this at +1. Being locked into a single domain is usually a pretty nasty penalty, but Trickery is a really good domain so it's not too painful. The skill compression offered by Devil in the Details is extremely valuable for skill-starved clerics, and if you want one then familiars can be incredibly useful. Functionally getting improved familiar for free at 8th level is a nice final touch.
I'd say +1 versatility, +0 power
Devilbane Priest = 0
OK... gives up a domain for Heavy Armour and a few feat options.... depends on the campaign I guess.
This archetype basically is doing the same thing as the Crusader archetype, but the Crusader gets a much wider selection of bonus feats so it's the better option 9 times out of 10. I can't see any rationale to rank this above Crusader.
I'd say -1 versatility, -1 power (same as Crusader)
Devout Pilgrim = -1
Pretty crap..... too much given up for the restrictions
What restrictions? Light armor isn't terrible, and many times characters prefer it over medium armor to maintain optimal movement speed. The domain restrictions also aren't as bad as they look, since they're all great domain selections. While it's definitely very build specific, the downsides are mostly negligible if it works with what you already have planned. This is pretty much the definition of +0; the tradeoffs and benefits are balanced, and it depends on whether it fits your build or not.
I'd say +0 versatility, +0 power
Ecclesitheurge = -1 or +1
....
I'd say +1 versatility, -1 power; it's making steep tradeoffs but the increased freedom with your domain spells is very potent. Overall a very flawed archetype with strong redeeming qualities.
Herald Caller = +1.5
Eh, the loss of a domain hurts it a bit more than you're giving credit for, but it's definitely still a good archetype. I'd say +1 versatility, +1 power.
Separatist = 0
I think previously it would have been a +1 but as there are now many more gods (and thus domain combinations) available the reduced domain powers are more of balancing factor.
Totally depends on your campaign; it's entirely useless in a campaign that does not require Clerics to worship a specific deity (which allows unfettered access to any domains at the cost of no favored weapon), and of little use settings like Golarion where the number of deities available for selection already gives you a wealth of options. In a homebrew campaign with a pantheon of maybe twelve deities this is a huge life-saver potentially. I don't think it can really be given a fair ranking as a result.
Undead Lord = +1
Quite situational but potentially a solid archetype - gives up a bit but does get some interesting stuff in return.
I strongly disagree; the Undead Lord is a bad archetype. Being locked into the Death domain as your only domain is just plain nasty and far worse than the countless other archetypes here that drop a domain. The corpse companion is close to useless due to the whopping eight hours of downtime required to create it and the draconianly low HD cap that practically ensures it's going to die in the first combat encounter of every day. It's not even worth the downtime once you get access to the proper animate dead spell, which will create far more powerful minions at a reasonable cost.
Really, all you're getting here is a couple of bonus feats and the rather useful Unlife Healer, none of which are worth giving up a full domain for, much less locking into an unfavorable one in your remaining domain slot. Just spend the feat to get command undead and take variant channel option that lets you increase your ability to heal undead instead.
-1 versatility, -1 power
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Otherwise in agreement with what you have to say on the other archetypes.

Silver Surfer |

Looking at your suggestions I mostly agree with them.... however
Quote:I'd say +1 versatility, -1 power; it's making steep tradeoffs but the increased freedom with your domain spells is very potent. Overall a very flawed archetype with strong redeeming qualities.Ecclesitheurge = -1 or +1
....
Actually I would put it the other way round (but only regarding a scribe scroll build), due to the poor design, its versatility as a class has taken a big hit.... it’s a ¾ BAB D8 HD class that cannot go near a melee situation without having kittens! This in itself I don’t remotely have an issue with, the problem was the compensatory aspects are weak / off base..... in essence it set off down the right path, but stopped half way and is now a bit lost!!
However, you do underestimate the power of a scribe scroll build...... even though its very niche, takes up 3 feats and a bit of CHA investment. The vast majority of scribe scroll builds rely heavily on GM assistance and/or luck. This one even with the most unhelpful of GMs could achieve quite a bit spell-wise.
Eg) Cleric (Ecclesitherurge) of philosophy (Human/Half-elf for bonus feat and UMD):
Domains = Travel, Trickery, Protection, Fire, Void
Subdomains = Deception, Exploration, Ash, Arson, Isolation
With some scribing (and combined with spells you could access anyway through domain slots and your primary domain), you can now have access any time to these non-cleric spells:
Feather fall, levitate, fly, lesser planar binding, overland flight, planar binding, reverse gravity, greater planar binding, interplanetary teleport, crushing despair, wall of force, prismatic wall, burning hands, fireball, wall of fire, fire shield, fire seeds, elemental body IV , incendiary cloud, elemental swarm, flaming sphere, delayed blast fireball, disintegrate, fiery body, longstrider, dimension door, teleport, greater teleport, phase door, astral projection, expeditious retreat, locate creature, world wave, disguise self, invisibility, non-detection, confusion, false vision, mislead, screen, mass invisibility, time stop, mirror image, project image.
Similar things can be done with Golarion (and other Paizo) deities...
Quote:Herald Caller = +1.5Eh, the loss of a domain hurts it a bit more than you're giving credit for, but it's definitely still a good archetype. I'd say +1...
Yes it is a problem.... but it really is a very good summoning build. Another thing it gets is unlimited range channel healing for any summoned creatures!
And if you really wanted a domain back, 5 levels of Exalted PrC and youve got it.

UnArcaneElection |
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While we're at it, might as well also include a dip-friendliness rating of archetypes.. I posted my thoughts on Bloodrager archetypes to dip in for Blade Adept Arcanists here and in the next post after that -- first scroll past the ratings of Bloodrager Bloodlines.
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Along these lines, here is my take on Fighter archetypes. For simplicity, Armor Mastery is considered to be part of Armor Training, and Weapon Mastery is considered to be part of Weapon Training, although strictly speaking this is not true (but archetypes that give up or modify Training almost always give up or modify the corresponding Mastery, with exceptions noted, so it saves on clutter).
First, the archetypes that are not race-specific:
Non-archetyped Fighter (defined as +0, +0 for both Dip and Full progression): With 2 Bonus Combat feats in the first 2 levels, this is naturally a good way to go if you are feat-starved, so it is the Green standard by which to compare the archetypes. The 1 rank of Bravery at 2nd level is not terribe, but is usually nothing to write home about, so it is a prime candidate for replacement, although rare archetypes may give something good at 1st level as well, and Bravery gets better if you are just going to Dip in Fighter and then go into a Psychic spellcasting class (or option of another spellcasting class that makes it Psychic). For convenience in ranking archetypes, I am also setting it to +0, +0 for Full progression. Note that non-archetyped Fighter and archetypes that retain Weapon Training got better (for Full progression) recently with the Weapon Master's Handbook introducing Advanced Weapon Training, and non-archetyped Fighter and archetypes that retain Armor Training may likewise get better in the future (again, probably only for Full progression); it is not clear whether non-Fighter classes/archetypes that get Weapon Training (for example, Myrmidarch Magus and anybody going VMC Fighter) can use Advanced Weapon Training.
Aldori Swordlord (Dip N/A; Full vers -1, power +0): No effect on a (short) Dip, but if you are going to be one of those duelists from Brevoy, including a long dip to proceed into the Aldori Swordlord prestige class, then this is for you, although for the latter option, you might want to delay entry until 8th level to get Steel Net. A guide specific to this archetype and the prestige class and their key weapon is available, although it actually somewhat recommends against combining the archetype and the prestige class. This archetype is partially obsolete, but no Aldori Swordlord archetype of Swashbucker exists as of now.
Archer (Dip vers +0, power +1; Full vers -2, power -1): Widely criticized as being a terrible archetype to go single-class in even if you want to specialize in archery, this offers a minor perk at 2nd level (Hawekeye) and a more significant perk at 3rd level (Trick Shot -- you start training in the footsteps of Lars Andersen), although the later unique alternate class features take too long to come on line and are usually considered not to be enough to compensate for what you are giving up.
Armor Master (Dip vers +0, power +1; Full vers -1, power +1): Minor perk at 2nd level is probably better than Bravery in most cases, although perhaps not in a fear-heavy campaign. If you go Full with this, you become really hard to kill, but your damage output will suffer.
Blackjack (Dip vers +1, power +1; Full vers -1, power -1): Well-Paid Loyalty is just about straight up better than Bravery, and if you're really worried about about losing on Will Saves versus fear, you can choose Iron Will and Improved Iron Will in place of combat feats (you can also choose Teamwork feats, but most of those are Combat feats anyway). The downside? You have to be a mercenary. The later levels will be really hard for players to use, since they affect Teamwork feats and replace bonus feats, but they might be pretty good for GMs to use to make teams of martials that show those snooty spellcasting players that they aren't as overpowered as they think. (By the way, that last part is supposed to be a joke.)
Brawler (the archetype, not the class -- Dip vers -1, power +1; Full vers -1, power +1): At 2nd level you get an ability that replaces Armor Training 1, which is a 3rd level ability. Bull Rush, Drag, and Reposition are not the most useful combat maneuvers to get a +1 bonus on (and against), but if you want them, this is your Dip. If you actually go to 3rd level, you get Close Weapon Group Weapon Training (although it probably doesn't count is actual Weapon Training) in place of Armor Training. Later abilities look pretty good for being an anti-spellcaster, but if you are going Full, you probably want the Brawler class instead of the Brawler archetype of Fighter, although getting anti-spellcaster features in addition to a lot more Bonus Combat Feats is hard to say no to.
Buckler Duelist (caution -- name from d20pfsrd.com may be wrong -- Dip vers +0, power +1; Full vers -1, power +0): If you want to specialize in Disarm, this is your Dip. If you want to specialize in Sunder and use a Falcata as well and go Full, the later tradeoffs aren't terrible. It looks like you need to have military training in Taldor, though.
Cad (Dip vers +0, power +1; Full vers -1, power +0): If you want to specialize in fighting dirty, this is the Dip for you, but if you want to go Full, consider the Brawler class instead. Strangely, even though you give up all Armor Training, you don't give up Armor Mastery.
Corsair (Dip vers +0, power +1; Full vers -1, power +1): In most campaigns you won't need this, but if you are in a nautical or river campaign, you may need this really bad. Reducing Armor Check Penalty to 0 for Acrobatics and (especially) Swim checks eventually even for Heavy Armor could be a real life saver. Not taking Armor Class penalty when using Cleave or Great Cleave is also a nice perk.
Crossbowman (Dip N/A; Full vers -2, power -2): I just have to ask: Is this the worst Fighter archetype ever? If you want to be cool with Crossbows, go Bolt Ace archetype of Gunslinger.
Cyber-Soldier: No effect on a Dip, and too campaign-specific to rate for full.
Dawnflower Dervish (Dip N/A; Full vers -1, power +1): No effect on a Dip; if you want to go Full, you should probably use Whirling Dervish archetype of Swashbuckler instead, although Desert Strice to gain ability to move through difficult terrain (stacking with feats for this) is nice, and being able to move and make a partial full attack (eventually almost a full attack) is also nice.
Dragoon (Dip vers -1, power +1; Full vers -2, power -1): This Fighter archetype attempts to be a Cavalier replacement, but doesn't give you a scaling Mount. A Dip could be good if you really want the two feats that replace the 1st level Bonus Combat Feat AND you plan to go with an Animal Companion primary class and Boon Companion or the Nature Soul/Animal Ally/Boon Companion feat chain to get a mount, but if you want to go Full, it is probably better to be a Cavalier; I thought about Dragoon VMC Cavalier, but most of your Cavalier abilities would just take too long to come online.
Drill Seargeant (Dip vers +1, power +1; Full vers +0, power +0): If you want the Cavalier's Tactician ability but not all the other Cavalier stuff, and you want more Bonus Combat Feats than a Cavalier gets, this is the Dip or Full progression for you. For Full progression, do note that you only get 1 weapon group to use with your Weapon Training; this becomes less painful if you are heading a BIG group of martials (upgrade Full to vers +1, power +1 or even +2).
Eldritch Guardian: (Dip vers +0, power +1; Full vers +1, power +2): Replace your 1st and 2nd Bonus Combat Feats with a Familiar that gets to share your Combat Feats (not just the Bonus ones)? If you need a martial dip and are then going to go into a primary class that has a Familiar, but are not feat-starved, this is the Dip for you. Also, Steel Will is just outright better than Bravery. If you are going Full, your initial tradeoffs become amortized quite well, and the action economy improvement is great.
Free Hand Fighter: (Dip vers -1, power +1; Full vers -1, power -1): For a Dip, replacing 1 rank of Bravery with 1 rank of Deceptive Strike is a good trade if you want to specialize in Disarm and Feint; for later levels, the tradeoffs are not very good, and you really want to be a Swashbuckler instead of using this archetype.
Free-Style Fighter (Dip vers +1, power +1; Full vers +2, power -2): Unlike Martial Master, this archetype is Dip-friendly, giving you Martial Versatility in exchange for your 1st level Bonus Combat Feat, and Escape Artist and Knowledge (Local) in exchange for Knowledge (Dungeoneering) and Ride, so overall an upgrade. For Full progression, progression of Martial Flexibility unfortunately not only replaces all ranks of Weapon Training, but also your 6th level, 10th level, and 12th level Bonus Combat Feats, and Free Fighting Style replaces all ranks of Armor Training (but strangely not Armor Mastery); it encourages you to pick up multiple Combat Style feats, but you have less than the normal number of Bonus Combat Feats to use for these.
Gladiator: Although this actually has a potentially good effect on a Dip if you dont need Heavy Armor proficiency, it is overall too campaign-specific to rate, even though it is not officially tied to a specific AP, because it uses Victory Points, which I have not heard of anyone actually using.
Learned Duelist (caution: d20pfsrd.com name may be wrong -- Dip vers -1, power -1; Full vers -1, power +1): For a Dip, giving up Medium and Heavy Armor proficiency may or may not bother you depending upon what you are doing, but trading your 1st level Bonus Combat Feat for what is effectively a limited Dodge (although it stacks with actual Dodge) is not so great. For going Full, if you want to play a Swashbuckler who relies o brains rather than charming personality, and doesn't have to worry about Panache Points running out, this looks like a decent way to do it. I suspect that you may need to hail from a dueling academy in Ustalav to take this archetype.
Lore Warden (Dip vers +2, power +1; Full vers +1, power +2): If you don't mind giving up Medium and Heavy Armor and all Shields, you get to benefit from more class skills and skill ranks, replacing the first rank of Bravery Combat Expertise (which isn't great but is the prerequisite for an awful lot of things that it shouldn't be) opens up a whole lot of options if you dip 2 levels. If you go Full, you really need to be Dex-based, but you get to be awesome at Combat Maneuvers and continue to benefit from the additional class skills and skill ranks, get the remaining ranks of Bravery (for what they are worth), and you might actually want to use Combat Expertise for partial compensation for your diminished armor proficiency. Know Thy Enemy (7th level) is a decent complement to your Knowledge skills, although it hurts from needing a Standard Action until you get to 14th level (at which it uses a Swift Action); Hair's Breadth is decent anti-Critical defense; Know Weakness (19th level) gets partially superceded just 1 level later by Weapon Mastery, but it's still nice to have it for backup in case you can't use your weapon chosen for Weapon Mastery.
Martial Master (Dip N/A; Full vers +2, power -1): This only starts to have an effect at 5th level; if you REALLY want more than a Dip worth of Martial Flexibility but don't want to be a Brawler, this is for you, although you lose out on Advanced Weapon Training options due to trading out Weapon Training.
Mobile Fighter (Dip vers +1, power +0; Full vers -1, power +0): For a Dip of 2 levels, the first rank of Bravery is replaced by the first rank of Agility, which is probably worse overall for Full progression, but better for a Dip if your primary class has a bad Fortitude Save; if you want to go Full, you should probably use Whirling Dervish archetype of Swashbuckler instead, and Leaping Attack is not a good tradeoff for Weapon Training; being able to Take 10 and occasionally Take 20 on Acrobatics checks is nice; being able to move and make a partial full attack (eventually almost a full attack) is also nice, except that these benefits take a LONG time to come online; and now that Advanced Weapons Training options are available for Fighters that have Weapon Training, your lack of Weapon Training is really going to hurt at these high levels.
Mutation Warrior (Dip N/A; Full vers +0, power +1): No effect on a Dip (unless you go 3 levels, but then it won't scale), but if you go Full progression, if you can afford to give up Armor Training, you can eventually become a real monster.
Pack Mule (Dip vers +0, power -2; Full vers +1, power -1): For a Dip, even though you get more class skills and skill ranks, losing your 1st level Bonus Combat Feat really hurts; for Dip of 2 levels or Full Progression, a scaling bonus to Sleight of Hand checks to conceal objects on your body and carry more weight is nice, but trading out Bravery for this makes you more likely to bug out instead of using this ability, Weight Training is nice, but your employer should really get you Muleback Cords instead of making you trade out all ranks of Armor Mastery. Finally, why is this an archetype of Fighter instead of Rogue?
Phalanx Soldier (Dip vers +0, power +1; Full vers -1, power -1): For a Dip, Stand Firm is probably better than Bravery (considering 1 rank of each); for Full progression, it hurts to give up both Armor Training and Weapon Training for alternate class features that in several cases have limited uses per day and/or require you to be not Flat-Footed (although these limitations do not apply to the spear/polearm and Tower Shield bonuses), but if you want to go Roman Legionnaire and can get Uncanny Dodge or the Defensive Strategist trait (which arguably upgrade Full progression to vers -1, power +0), this is for you. Strangely, even though you give up all Armor Training, you don't give up Armor Mastery. This archetype is better for GMs building armies of martials.
Polearm Master (Dip vers +0, power +0; Full vers +0, power -1): For a Dip, Pole Fighting is nice but doesn't really kick in until higher levels; for Full progression, giving up Armor Training and Weapon Training really hurts (even though you can get effectively the basic bonuses of Weapon Training with polearms), but Flexible Flanker is nice for battlefield control, and Step Aside and Polearm Parry are nice defensive options, although the former is mostly obsolete by the time you get it (due to progression of Pole Fighting).
Rough Rider (Dip vers -1, power +1; Full vers -2, power -1): This Fighter archetype attempts to be another Cavalier replacement, but doesn't give you a scaling Mount. A Dip could be good if you are willing to practice with your Mount for 1 hour (maybe you can find a Deific or Empyreal Obedience that you can do this as part of?) AND you plan to go with an Animal Companion primary class and Boon Companion or the Nature Soul/Animal Ally/Boon Companion feat chain to get a mount, but if you want to go Full, it is probably better to be a Cavalier; I thought about Dragoon VMC Cavalier, but most of your Cavalier abilities would just take too long to come online, although if you do go to really high levels, this combination might be better than Dragoon VMC Cavalier. Strangely, even though you give up all Weapon Training, you don't give up Weapon Mastery.
Savage Warrior (Dip vers +0, power -1; Full vers -2, power -1): If you already have Natural Weapons, this is for you, although for a Dip, Spark of Life is less likely to come up as relevant than Bravery, and by the time it comes up often, your single rank in it will make only a slight difference; for Full progression, the later benefits are probably a decent trade for Weapon Training, although the scaling penalty to Armor Class can really hurt (even with the really late upgrade that eventually reduces this penalty), so if you are going to use this, make sure you have your Armor Class through the roof and make sure you are of a race that has a Constitution bonus.
Shielded Fighter (Dip N/A; Full vers -1, power -1): This has no effect on a Dip unless you go to 3rd level; for Full progression, it makes you a turtle and gives you some options to defend adjacent allies, but hurts your ability to do damage; note that it trades out all of both Armor Training and Weapon Training, although you gain basic bonuses equivalent to Weapon Training for Shield Bashes.
Tactician (Dip vers +2, power +1; Full vers +1, power +2): If you don't mind giving up Heavy Armor and Tower Shields, you get to benefit from more class skills and skill ranks and replacing all ranks of Bravery with a scaling bonus to initiative. If you go Full, you get the Cavalier's Tactician ability (which gets better if you actually dip Cavalier) at the cost of only th 1st rank of Weapon Training, and you get to expand Aid Another to more allies and eventually a Swift Action Insight Bonus to an ally who doesn't need to be adjacent for only the cost of the 3rd and 4th ranks of Armor Training.
Thunderstriker (Dip N/A; Full vers +0, power +0): This has no effect on a Dip unless you go to 3rd level; for Full progression, the alternate class features are nice, but only mildly so since you get them only with a Buckler (and often lose the benefits of enchantments on the Buckler), and you give up all Armor Training and half of your Weapon Training for them.
Titan Fighter )Dip vers -1, power -2; Full vers -2, power +0): The loss of your 1st level Bonus Combat Feat hurts, and the replacement ability doesn't get good until you are well out of Dip range; for Full, this makes you awesome at Combat Maneuvers, but only when wielding oversized weapons, and at the cost of giving up all Armor Training and Weapon Training, except strangely not Armor Mastery and Weapon Mastery.
Tower Shield Specialist (Dip vers +0, power +1; Full vers -1, power +0): For a Dip or Full Progression, trading Bravery for Burst Barrier is probably about even; if you go to 3rd level, the Tower Shield Training modification to Armor Training (you do NOT give up Armor Training 1 for this) is good if you actually plan to use a Tower Shield, and doesn't hurt you when you aren't using a Tower Shield; for Full Progression, you get to become really hard to kill and provide some defense to adjacent allies, but hurt your ability to do damage; that said, if you get 5 or 6 levels in this and then go into a Tower Shieldadin and/or Stalwart Defender build, the Tower Shield Speciialist replacement for Weapon Training 1 becomes a really good trade (upgrades this archetype to vers -1, power +2).
Trench Fighter: Too campaign-specific to rate.
Two-Handed Fighter (Dip vers -1, power -1; Full vers -1, power +1): For a Dip or Full progression, Shattering Strike is somewhat worse than Bravery; if you go to 3rd level, Overhand Chop improves your damage output, although to get good use of this in a Dip, you need a race that gets a bonus to Strength AND a bonus to whatever other key ability score you have, OR a super bonus to Strength AND no penalty to whatever other key ability score you have (sorry, Orc Scarred Witch Doctor -- you just got nerfed hard-core, while your Half-Orc brethren going conventional Witch just got boosted into the stratosphere). For Full progression, you get significant damage boosts in exchange for giving up all Armor Training, although Devastating Blow (19th level) is underwhelming (consider it as more of a backup in case you don't have your weapon chosen for Weapon Mastery); note that you can only use Weapon Training for two-handed weapons, but you keep all ranks of it, so go ahead and use the last 3 ranks of it for Advanced Weapon Training. A guide for Fighters using two-handed weapons is available (not necessarily using this archetype -- Mobile Fighter is also highly recommended, and some other archetypes get honorable mentions).
Two-Weapon Warrior (Dip N/A; Full vers -1, power +1): No effect on a Dip unless you go to 3rd level (in which case the 1st rank of Defensive Flurry is nice); at higher levels this trades out defense in favor of slicing and dicing with two weapons (eventually including two one-handed weapons) or a double weapon (however, Rules As Written, Defensive Flurry doesn't work with a double weapon, although Rules As Intended it probably should). Note that you give up all ranks of Weapon Training, but get the basic bonuses of Weapon Training with two weapons or a double weapon, and you still keep Weapon Mastery. Even lacking the option to get Advanced Weapon Training later, the upgrade in damage output may still be well worthwhile.
Unarmed Fighter (Dip vers -1, power +1; Full vers -1, power +2): If you want Improved Unarmed Strike and an almost prerequisite-free Style Feat and dont mind giving up proficiency with Medium and Heavy Armor and Shields, getting both of these in exchange for your 1st level Bonus Combat Feat is a really good deal for a Dip. For both a Dip and Full progression, Harsh Training is better than Bravery unless you are in a Fear-heavy campaign or you are going to transition to a Psychic spellcasting class (or option of another class that gives you Psychic spellcasting). For Full progression, you become hard to kill even though you trade out all Armor Training as well as Medium and Heavy Armor and Shields, and while you don't the Monk's and Brawler's scaling versions of Unarmed Strike, you still get some damage scaling and the ability to fight dirty, because you still have all ranks of Weapon Training even though the Weapon Group choices are extremely limited (so use ranks after the 1st for Advanced Weapon Training), although at 20th level, it hurts that even if you specialize in Monk Weapons or Natural Attacks, you can only apply Weapon mastery to Unarmed Strike.
Unbreakable (Dip vers -1, power +1; Full vers +0, power +0): If you want Endurance and Diehard (going Stalwart Defender, perhaps?), getting both of these in exchange for your 1st level Bonus Combat Feat and Tower Shield proficiency is a good deal, especially for a Dip; for both a Dip and Full progression, Unflinching is just plain better than Bravery. For Full progression, you become both hard to kill or disable (despite having no Armor Training) and harder to mind-control than a standard Fighter, although keep in mind that Unflinching is still shoring up a bad Will Save (finally alleviated only at 20th level). You do lose all Weapon Training, so your damage output will suffer.
Vengeful Hunter (caution: d20pfsrd.com name may be wrong -- Dip vers +1, power +1; Full vers -1, power +1): For a Dip, if you don't mind giving up Heavy Armor and Tower Shield proficiency, this is a good deal, because in return you get Whip proficiency (for which you will need to invest some feats to make it good), more class skills (unfortunately not more skill ranks), and (at 2nd level) Tenacious Tracker, which is better than Bravery unless you are in a Fear-heavy campaign or you are going to transition to a Psychic spellcasting class (or option of another class that gives you Psychic spellcasting). For Full progression, this makes you a skirmisher and controller/debuffer instead of a straight-up frontliner, although this (compared with the lack of increase in skill ranks) makes me wonder why this is a Fighter archetype instead of a Ranger or Slayer archetype.
Viking (Dip vers +1, power +1; Full vers -1, power +0): For a Dip, if you need Move Action Intimidate (debuffing Witch Gish, perhaps?), take 2 levels of this For Full progression, if you want to be a hybrid of Fighter and Barbarian (including losing Heavy Armor and Tower Shields), this is for you, although losing your 2nd rank of Bravery without getting anything in return (Fearsome has only 3 ranks with a long gap between your 2nd level and 8th level) is somewhat painful (I wish they had left in the 2nd rank of Bravery, that you get at 6th level). You will probably need to take Extra Rage at least once, due to the delayed Rage progression; otherwise you will have trouble fully compensating for losing all ranks of Weapon Training (although strangely not Weapon Mastery). Or you could just be a Barbarian instead.
Weapon Bearer Squire (Dip vers -2, power -2; Full vers -1, power -1): If you're In The Rear With The Gear (and that is probably as painful as it sounds), this is for you. It doesn't make much sense as a Dip, and it only makes sense for Full progression if YOU are the Cohort.
Weapon Master (Dip vers +0, power -1; Full vers -2, power -1): For a Dip, the 1st rank of Weapon Guard is probably somewhat less useful than Bravery, especially if you are in a Fear-heavy campaign or plan to do Psychic Spellcasting; for a Dip up to 3rd level, getting Weapon Training instead of Armor Training is potentially helpful, but it only applies to 1 weapon instead of a whole Weapon Group (so it semi-upgrades this archetype to Dip vers -1, power +1). For Full progression, the early Weapon Training is not as good as it looks -- although you get the full basic bonus progression of Weapon Training 2 levels early, you get no more actual ranks of Weapon Training to use for Advanced Weapon Training, and your Weapon Training still applies to just 1 weapon instead of 1 Weapon Group, although you do keep Weapon Mastery and get some benefits that improve your Criticals, and all the way up at 19th level, you get a Standard Action Touch Attack that ignores Damage Reduction and Hardness, apparently unlimited times per day, and apparently without sacrificing anything this high level (strangely, you keep Armor Mastery, even though you lose all ranks of Armor Training), so this archetype could be decent for a Critical Fisher (upgrades to vers -2, power +1).
Racial archetypes:
Airborne Ambusher (Strix -- Dip vers +0, power +0; Full vers +1, power +1): For both a Dip and Full progression, gaining Fly in place of Climb is a no-brainer, and you probably arent going to mind the loss of Heavy Armor and Tower Shields anyway, but losing ALL of your ranks of Bravery in exchange for the ability to select Flyby Attack or Hover in place of a Bonus Combat Feat really hurts; given that you gave up Heavy Armor, I wish that you weren't deprived of Bravery. For becoming a good airborne skirmisher, giving up Weapon Training is probably a decent trade, although strangely you keep Weapon Mastery. You also keep all ranks of Armor Training and Armor Mastery.
Cavern Sniper (Drow -- Dip vers -1, power +2; Full vers -1, power +1): For a Dip, you get the poor Drow's version of Arcane Archer's Imbue Arrow at 1st level in eschange for your 1st level Bonus Combat Feat (also, you exchange Intimidate for Stealth), only you use it with your spell-like abilities instead of spells (be sure you DON'T trade these out for an alternate racial trait), and this gets a lot better if you upgrade yourself with the Drow Nobility feat chain, although you have to go all the way to Greater Drow Nobility for this to become good. (Note: You want to use this with Darkess or Deeper Darkness -- Faerie Fire is already Long range.) For Full progression, you keep these benefits, but the further tradeoffs are not as good -- Quick and Deadly is an okay replacement for a Bonus Combat Feat, but Sniper Training gives you the basic bonuses of Weapon Training with only Bows or Crossbows (to which your Weapon Mastery is also restricted), but this and Greater Imbued Shot take out all actual ranks of Weapon Training. Greater Imbued Shot is a minor upgrade which becomes superfluous once you have Greater Drow Nobility (which you really need to get to make full use of this archetype).
Dirty Fighter (Orc -- Dip vers +0, power -1; Full vers +0, power +1): For a Dip, losing Bravery for Sidestep is probably a downgrade; for Full progression, this is going to be partly superceded by getting Improved Combat Maneuver feats, but Maneuver Training, Speedy Tricks, and Double Tricks make up for this and the loss of all your Weapon Training ranks (although strangely not Weapon Mastery).
Foehammer (Dwarf -- Dip N/A; Full vers -2 power +0): This has no effect on a Dip unless you go to 3rd level; for Full progression, you exchange all ranks of weapon Training (but keep the basic bonuses of Weapon Training for Hammers, as well as Weapon Mastery with a Hammer) and all ranks of Armor Training (which are less needed for a Dwarf -- just don't trade out Slow and Steady) for some battlefield control abilities -- overall, probably an even trade in power, although your versatility really suffers.
Swarm Fighter (Kobold -- Dip vers -1, power +1; Full vers -2 power +1): For a Dip or Full progression, if you want to be a Mouser Swashbuckler but not worry about Panache (but in exchange, you have to get Weapon Finess on your own -- or Dip 1 level in Mouser Swashbuckler as well) while being able to get inside Reach wielders' minimum range, this archetype is for you. One of the interesting alternate class features is that at 9th level (Strike the Underbelly) creatures that share your space (regardless of their size) are denied their Dexterity Bonus to Armor Class against your attacs, so if you go VMC Rogue (which eventually gets you Sneak Attack -- upgrade this with Accomplished Sneak Attacker and optionally with a non-Rogue Sneak Attack class), you could start doing some serious damage. On the downside, all of your Bonus Combat Feats at levels 4n + 2 are replaced by Teamwork feats, so only take this archetype if you have allies that will also take these feats; you can't get the Advanced Weapon Training Fighter Tactics (Inquisitor's Solo Tactics for the Fighter), because you trade out all ranks of Weapon Training.
Edit: Added Dirty Fighter, and slightly downrated Unbreakable; fixed bad typo in Aldori Swordlord; also minor changes to Two-Handed Fighter.

Dasrak |

Wow, nice job on working through all the Fighter archetypes. It's a daunting list.
I put together a breakdown of the Alchemist archetypes
Beastmorph
Power +2
Versatility +1
The ability to activate superior versions of the Beast Shape spell automatically with the use of your mutagen is a game-changer. You won't always have a chance to prebuff, and getting this many benefits from a single action is a huge deal. The lost class features are ones that are seldom used, and the only significant one is the loss of persistent mutagen.
Blazing Torchbearer
Power -1
Versatility +0
Offering some mostly circumstantial benefits, this archetype simply isn't worth the loss of one of your valuable discoveries. However, the total number of tradeoffs are relatively small so although the benefits are meager if you don't need that discovery it could be used.
Chirurgeon
Power +0
Versatility +0
The only real benefit here is the ability to get cure spells as infusions without actually taking the infusion discovery. The other class features are of limited value; anaesthetic is circumstantial, and power over death is very unreliable since you need to both reach the dying target and spend a full round action to apply the extract within 1 turn. Fortunately, the benefits you're giving up are also circumstantial and you can go without them as a means of getting away without the infusion discovery.
Clone Master
Power +0
Versatility +2
At the cost of reducing your bomb damage, you get access to some of the most powerful (and abusable) spells on the wizard list. What you lose in conventional firepower, you gain back with the freeform ability to create minions. There are three serious glaring flaws, however; the main class feature only comes online at the 13th level, which is a long time to wait when your biggst tradeoff occurs at the 1st level. Secondly, simulacrums are incredibly expensive, both to create and maintain. Thirdly, if you (ab)use this archetype to its fullest extent expect to have your GM throw the nearest/heaviest sourcebook at you.
Crypt Breaker
Power +0
Versatility +1
This archetype really depends on whether you're looking at a long campaign involving lots of undead and constructs. If you are, then the extra power it offers against them could be quite worthwhile. Against other targets, though, the power loss hurts. The loss of mutagen is not as bad as it looks, since this can be bought back with a discovery.
Ectochymist
Power -1
Versatility +1
The loss of bombs hurts this archetype a lot, and its abilities (while interesting) don't make up for it. For a very specific kind of campaign it might work, but for most characters it's just a bad tradeoff.
Grenadier
Power +2
Versatility +1
Trading out the mostly passable poison-based class features for a plethora of more useful abilities, the Grenadier is a huge improvement for any alchemist that wants to focus on his bombs. The ability to infuse his weapons with alchemical items gives bonus damage at a very affordable cost. A great archetype all around.
Homunculist
Power +1
Versatility +1
A very cool archetype that gives you a customizable familiar at the cost of your niche poison abilities and mutagen, which can be bought back with a discovery. As with crypt breaker, the fact that you can buy back mutagen really helps its viability.
Inspired Chemist
Power +0
Versatility +0
A reasonable archetype that trades Mutagen for an Inspired Cognatogen with no other downsides. Fair trade, especially since you can always buy it back with a discovery later.
Internal Alchemist
Power +0 or -1 (depending on GM ruling)
Versatility +0
This archetype is ambiguous as to whether the replacement of the Throw Anything class feature reduces the damage of your bombs. Depending on how your GM rules, this is either a bad archetype or a so-so one. It doesn't provide very much, but aside from the potential loss of bomb damage it doesn't give up much either.
Mindchemist
Power +0
Versatility +0
A fairly straightforward archetype whose only significant drawback can be bought back with a discovery, but whose only significant advantage can also be bought by vanilla Alchemists with a discovery. Overall a reasonable archetype choice if you want Cognatogen at level 1.
Preservationist
Power +1
Versatility +2
This archetype gives up relatively little for access to the Summon Nature's Ally spell line, and with reduced spell level to fit the full progression on your 6-level casting chassis. It is important to take the Planar Preservationist feat to gain access to the Summon Monster spells; they are well worth the feat and give significantly more powerful options than the Summon Natural Ally lists. Without this added flexibility of the two spell lists, the versatility meter drops a ranking.
Promethean Alchemist
Power -1
Versatility +1
Similar to the Homunculist, but making steeper tradeoffs for slightly better familiar rules. The loss of bombs, however, greatly hurts this class's ability to contribute in combat. Mutagen can at least be bought back at the 2nd level, but that will hurt until then. Sadly, its biggest unique feature (Promethean Disciple) is available to all alchemists as a discovery at level 6, and due to the high costs of constructs it is difficult to leverage it before then.
Psychonaut
Power -1
Versatility +1
Trade off bomb damage to add a huge assortment of utility spells to your class list. It's practically the definition of a "power for versatility" tradeoff. This archetype is best used if you're playing in a setting where conventional spellcasters are unavailable, giving the alchemist exclusive dominion over these potent divinations.
Ragechemist
Power -2
Versatility +0
This archetype gives you a small increase to your strength when using mutagen, but at the cost of taking accumulating intelligence damage and will saving throw penalties. The archetype becomes much more attractive at higher levels where you can reliably make DC 15 will saves, but as a class with poor will save progression the alchemist will be waiting quite a while to get to that point. Until then, this archetype just puts you at risk of incapacitating yourself and is simply not worth consideration.
Reanimator
Power -1
Versatility +0
This archetype gives you three undead creation extracts, but unfortunately it doesn't give you access to the only one that actually matters. Create Undead and its greater version are completely useless since you don't actually have a way to control the undead creature you create and the list isn't very good to begin with. Lesser Animate Dead prevents you from using the fast zombie template so it's largely not worth the material components cost. All this comes at the cost of a drastic reduction to the power of your bombs. If your GM allows for some of the more obscure variant options for the create undead spell line then this might be worthwhile, but otherwise you should pass it up without a second thought.
Trapbreaker
Power +0
Versatility +1
Trading away the niche poison abilities for some useful trap-based abilities, the Trapbreaker is a great option if you want a Rogue-replacement for your party without giving away any abilities from your archetype. Land Mines are a little hard to use, and probably aren't worthwhile at lower levels where they cost 2 uses of your bomb, but if the situation arises it's a nice trick to have.
Visionary Researcher
Power +0
Versatility +1
The ability to create a mutagen your allies can use is a nice touch, and allows an Alchemist to simply hand off a class feature that may not suit his own build to someone who can make better use of it. While not a game-changer by any means, you trade off so little focus access to this benefit that it's well worthwhile for anyone who doesn't particularly feel like using their own mutagen.
Vivisectionist
Power +2
Versatility +0
Bombs don't fit on every character, particularly melee chemists who have mediocre intelligence and dexterity scores. This is the only archetype that actually trades off bombs for something useful to a front-liner character, and the sneak attack progression is very useful indeed, turning you into a deadly force. What's better, you trade off absolutely nothing else other than your bombs, meaning there is no reason not to pick this archetype if bombs aren't your thing. Sadly, it comes with some pretty evil fluff and is banned in PFS as a result, but if your table handwaves unwanted fluff then there's no downsides here at all.

Dasrak |

Note that the Preservationist can pick up summon monster via the feat Planar Preservationist.
Knew I was forgetting something important with the Preservationist, but couldn't remember what it was. Changing the versatility ranking to +2 and mentioning the feat is what makes it so.
Also, I realized the Occult Adventures archetypes are missing from D20PFSRD's listing, so I cracked open my book and added analyses for them.
Is there a sort of measurement for how well archetypes combo with other archetypes? Because that's fairly important.
I think at that point you just want to read off this table. Especially for the classes that have a lot of archetypes, the number of permutations is very large and would be difficult to cover without the guide becoming so bulky as to be unusable.

My Self |
Quote:Is there a sort of measurement for how well archetypes combo with other archetypes? Because that's fairly important.I think at that point you just want to read off this table. Especially for the classes that have a lot of archetypes, the number of permutations is very large and would be difficult to cover without the guide becoming so bulky as to be unusable.
This would be more a measurement of the quality/combo-ability of stacking archetypes. Taking two archetypes that both give you standard action abilities that function very similarly is generally a waste of space, but taking one that gives you a swift action knockout while the other gives you a standard action Coup de Grace would be amazing. You're not showing all possible options, you're just putting up a rating for the best, if any. Beastmorph and Preservationist have excellent synergy, while most Cleric archetypes either cannot mix, or provide no complimentary features. Some even provide interfering features, such as say, Undead Lord and Iron Priest.
Anyways, I'm trying to ask if there's a really succinct way to say that a certain archetype mixes well or poorly with other archetypes, if at all.

UnArcaneElection |

I couldn't think of a fast way to make the action of researching Fighter archetype stacking succinct, but I can give a mostly correct answer succintly: Most of them do not stack, due to replacing or altering Bravery, Armor Training, and/or Weapon Training (most often all ranks of each).
And I knew I was forgetting to do something with the Fighter archetype list I posted above -- should have put it in a Spoiler to avoid making a Blot.
Do note, however, that the archetype tables on d20pfsrd.com are often missing archetypes (and Orc Dirty Fighter was missing from the entire Fighter page -- had to get it through the Orc page), and sometimes have errors. Such errors can be in both directions, causing false positives and false negatives for archetype clash. This makes it a lot harder to research archetype compatibility, especially in a class that has SO MANY archetypes, like Bard or Fighter. I wish class features were available more a-la-carte and/or as class paths (like martial paths for Fighter, sort of like Style Feat chains), so that most archetypes could be compressed into options of the base class, and the rest into just a few archetypes. Sorcerer already does this to a fair degree with Bloodlines, and Cleric does this to a fair degree with Domains, Subdomains, and Inquisitions, but then Sorcerer botches it with Wildblooded Bloodlines being made into Bloodline-specific archetypes rather than sub-Bloodlines the way Subdomains are related to Domains.

My Self |
I couldn't think of a fast way to summarize Fighter archetype stacking, but I can give a mostly correct answer succintly: Most of them do not stack, due to replacing or altering Bravery, Armor Training, and/or Weapon Training (most often all ranks of each).
Do note, however, that the archetype tables on d20pfsrd.com are often missing archetypes (and Orc Dirty Fighter was missing from the entire Fighter page -- had to get it through the Orc page), and sometimes have errors. Such errors can be in both directions, causing false positives and false negatives for archetype clash. This makes it a lot harder to research archetype compatibility, especially in a class that has SO MANY archetypes, like Bard or Fighter. I wish class features were available more a-la-carte and/or as class paths (like martial paths for Fighter, sort of like Style Feat chains), so that most archetypes could be compressed into options of the base class, and the rest into just a few archetypes. Sorcerer already does this to a fair degree with Bloodlines, and Cleric does this to a fair degree with Domains, Subdomains, and Inquisitions, but then Sorcerer botches it with Wildblooded Bloodlines being made into Bloodline-specific archetypes rather than sub-Bloodlines the way Subdomains are related to Domains.
Wildblooded Bloodlines feel like subdomains, but perhaps this is a sort of Sorcerer-specific restriction? Sorcerers are the only ones who can pick Wildblooded Bloodlines; Eldritch Heritage, VMC Sorcerer, Arcanist (via Bloodline Development), Exploiter Wizard, and Blood Arcanist can't take them. And several of them are clearly meant to be incompatible, such as Empyreal and Sage wildblooded bloodlines.

UnArcaneElection |

^Making WildBloodlines archetypes instead of sub-Bloodlines is an awfully clunky way of doing this. If that was the reason for it, why not make them sub-Bloodlines (like Subdomains), and then make all those non-Sorcerer things that access Sorcerer Bloodlines that were written after Wildblooded Bloodlines were invented (may not be true for the Eldritch Heritage feat chain) have a tiny bit of wording that says you cannot pick a Wildblooded Bloodline. Not that I say any reason to object to them allowing non-Sorcerers to get access to them). The 2 (maybe 3) exceptions I can think of are Sage (really needs to be an archetype), Empyreal (really needs to be an archetype), and maybe Psychic (like Id Rager for Bloodrager -- not sure why these are done differently even though they came out at the same time or almost the same time). Superficially, Sylvan Sorcerer looks like it needs to be an archetype, but a very minor change in wording (with no functional change) could make this unnecessary.
Also, the current Wildblooded Bloodlines subsystem is absolutely horrible from an organizational point of view (no way to find what Wildblooded Bloodlines are associated with a Bloodline that you are looking at -- instead, you have to figure out the right Wildblooded Bloodline first and then work backwards).
* * * * * * * *
By the way, I found that an Armor Master's Handbook is indeed in the works for release in April 2016 (according to the pathfinderwiki.com page on this), so expect non-Archetyped Fighter to get better (well, potentially, anyway) relative to archetypes that replace Armor Training but don't also trade out Heavy and Medium Armor proficiency (again, this is less important for anyone who is Slow and Steady).

avr |

Archives of Nethys is much easier to read IMO if you want to see which archetypes conflict. At the mo I think it's also more up to date; notably I'd rate the Sensate fighter archetype as
Sensate (Dip vers 0, power -1; Full vers +1, power 0): As a dip the save bonuses are similar to bravery, and trading heavy armor/tower shield prof for a better class skill list is only mildly worse. The sensate's replacement for weapon training 2-4 is more friendly to those who like to use different weapons than the standard version, and keeping weapon training 1 lets the archetype benefit from bonuses which apply only to that feature. The armor training replacements are a little more powerful and certainly more interesting.
UAE's mostly correct answer has some notable exceptions in that some of the best archetypes replace only armor or only weapon training. Martial Master, Mutation Warrior and Dawnflower Dervish are in this category. Lore Warden replaces bravery and armor training, Druman Blackjacket and Eldritch Guardian replace only bravery (of the 3 named features). There are some useful combos among these, and a few less commonly useful ones including archetypes I haven't named.

UnArcaneElection |

I knew I had missed an archetype! I hereby endorse your rating of Sensate, although I would add that strangely, the Uncanny Dodge and Improved Uncanny Dodge are Supernatural instead of Exceptional, meaning that you're out of luck in an Antimagic Field or Dead Magic area -- depending upon how often these come up (or your party needs to use them), this could actually make a significant difference, and hurts one of the Fighter's strengths, of not needing Magic for class abilities. Not saying that this is wrong, but something to keep in mind when choosing an archetype. Another oddity is that Fear is not one of the things that prevents you from using Centered Senses, although the transition into a state of Fear will often cause this (and Rules As Written, a No Save Fear effect is potentially less bad than one with a Save, because the conditions that cause you to lose your Centered State do not include Shaken or Frightened, but DO include failing a Will Save. Finally, situationally, Guarded Senses could be better than Bravery -- this is campaign-specific.
I would use Archives of Nethys more, but parts of it other than the tables insist on using gray text on top of the black background, instead of a combination having more contrast (why do so many sites use low contrast text, anyway?). Having to Select everything to be able to read it gets to be a pain. Also, the d20pfsrd.com table format would be easier to read what is changed or replaced (laid out in column format instead of just lumped together in 1 column), if only they would proofread it and keep it up to date.

ranmyaku262 |

Oh hey, a ninja. Agreed with Ninja. There is one Cavalier that is trash, but makes a good 1 lvl dip for super face builds.
ranmyaku262 wrote:I feel like you haven't read the text on the new Exploits with Blade Adept. You key point there is contradicted by it. Hence, why I suggest it is better. If you have, well could've worded those 2 cents differently I suppose.Just going to throw my 2 cents on this one.
** spoiler omitted **
Hey, I stand 600% corrected and i'm glad to be wrong on that part, makes a archetype a little better then.

Icy Turbo |

Thanks everyone so far for contributing. So far, we have a couple of really good lists, and I think following the format given was a good idea. If you follow the link here you can see how it has been formatted. Let me know if there are ways I can approve the overall readability of the information given.

strayshift |
Some Bard archetypes, the one's I've played. Definately a subjective element to the ratings as you are often taking on a very different role to that a 'core' bard. Also losing inspire courage for self-only buffs and abilites for example is more a loss in larger partys than in smaller ones. So the bard may be tougher, but is the party weaker?
Arcane Duelist: (Dip Verse: -1, Dip Power: +1, Full Verse: -2, Full Power: +3) You lose the knowledge and skill abilities and some performances (suggestion) but gain a host (8) of combat feats and an arcane bond. This is the combat focussed 'bardic tank', way better in combat but you do lose a LOT of skill versitility.
Archaeologist: (Dip Verse: +0, Dip Power: +1, Full Verse: +0, Full Power: +1) You only buff yourself and you have fewer rounds to do it with, however you swap your performances for luck bonuses in most areas, a huge amount of rogue class features and probably are best defined as a spell-using, non-sneak attacking rogue/bard combo (Beguiler 2?).
Court Bard: (Dip Verse: -1, Dip Power: -1, Full Verse: +0, Full Power: +2) You don't buff you de-buff, which actually synergises better with many of your spells that the ability to buff with both spells and performance (e.g. you can have heroism running and also debuff the enemy). You lose some skill and performance versitility and a huge amount of what you do is language dependant but you gain the ability to better shape your performance offensively as well as re-rolls & bonuses to diplomacy. The power rating? If you focus your feats, etc on enchantment magic you can be one of the best enchantment practitioners in the game (ultimately 2nd only to the kitsune sorcerer).
Dervish of Dawn: (Dip Verse: -1, Power: +1, Full Verse: -1, Full Power: +2) Another self-buffing combat bard. You lose some knowledge abilities amd a performance but gain some excellent combat abilities. All self-only however.

Wonderstell |

Thanks everyone so far for contributing. So far, we have a couple of really good lists, and I think following the format given was a good idea. If you follow the link here you can see how it has been formatted. Let me know if there are ways I can approve the overall readability of the information given.
I think the first thing this list needs is a table of contents, with Bookmarks linked to the different classes. For ease of navigation.
There could be a point to make a clear distinction as to when the list is switching to a different class. This could either be achieved with having some space after the last archetype of a class and the new class. Or having a bigger font or different colour when the class name is mentioned.
And you might want to reconsider your use of centered text. It is great for titles and such, but it makes reading normal text a bit of a hassle.
Anyway, thank you for taking the initiative of making this list! It's a great help!

strayshift |
I'v enot played one but note that the Dirge bard is less flexible (probably universal in the bardic archetypes) but gains access to necromancy powers, the ability to effect undead and use performance to intimidate. I think that sounds like a +1 but the inclusion of necromancy spells is a big boost so may be more.

UnArcaneElection |

Thanks everyone so far for contributing. So far, we have a couple of really good lists, and I think following the format given was a good idea. If you follow the link here you can see how it has been formatted. Let me know if there are ways I can approve the overall readability of the information given.
How does one go about updating this document? I missed the Sensate archetype of Fighter (avr caught this, and then I added some about this afterwards, both above), and it seems from another thread that a Relic Master archetype is on the way, but I don't have access to its description yet.
In addition, at some point in the future when I can edit on a real computer instead of phone, I'd like to change all instances of "vers " to "versatility ".
Finally, any way to change the formatting of the document so that it has some kind of normal justification instead of everything other than the table of contents being centered?
Sorry, I'm not at all familiar with editing Google Docs (this web app seems to be really slow and buggy, at least on my old computer), although I have looked at many in the course of reading guides.

CWheezy |
I feel like if you sit down with a computer, a few books, a pencil and paper you can do a whole lot more with the Synthesist than a base summoner optimization-wise, but that's my own humble opinion.
Imagine if you were a synthesis summoner, BUT you get 2 turns per round and all your spells are quickened for no metamagic cost.
That is what a vanilla summoner is like

JiCi |

I suggest that in the end of this discussion, we make a HUGE list, separated by classes, with all archetypes, listed from best to worst.
Two-Weapon Warrior (Dip N/A; Full vers -1, power +1): No effect on a Dip unless you go to 3rd level (in which case the 1st rank of Defensive Flurry is nice); at higher levels this trades out defense in favor of slicing and dicing with two weapons (eventually including two one-handed weapons) or a double weapon (however, Rules As Written, Defensive Flurry doesn't work with a double weapon, although Rules As Intended it probably should). Note that you give up all ranks of Weapon Training, but get the basic bonuses of Weapon Training with two weapons or a double weapon, and you still keep Weapon Mastery. Even lacking the option to get Advanced Weapon Training later, the upgrade in damage output may still be well worthwhile.
You sure that Defensive Flurry doesn't work with double weapons? Sounds like it would be a waste here...
This archetype needs to be rewritten with less features... or at least with combined features:
- Improved Balance and Perfect Balance should be merged into one single feature that scales with levels, and to simply be lessened penalties to attack rolls, regardless of the type of handiness the weapon has, like reducing the penalty by 1 for each hand for every 4 levels.
- Doublestrike should work every time the player would make attack as a standard action, or every time he's entitled to one attack only. Charging, Vital Striking, Spring Attacking, Opportinuty Attacking [thus merging it with Equal Opportunity] all of these should grant the player an off-hand attack.
- Replace Equal Opportunity by the ability to use one weapon's qualities with the other. For instance, if one weapon can trip, the player could do so with the off-hand weapon, even if the weapon cannot trip. I could also go on to have every feat related to one single weapon to be applied to the off-hand weapon, provided the player has Weapon Focus for that weapon as well. As such, Weapon Specialization would apply to both weapons.
I want to like this archetype, but man, it doesn't offer something that screams "Pick me if you want to TWF!".

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Here's the Magus:
Beastblade (vrs +1, pow +1) - At level 10+, this gives a great action advantage by allowing your familiar to cast spells. At levels 1-9, this simply doesn't do a lot, but has no substantial drawbacks either (spell recall can be compensated with cheap pearls of power).
Bladebound (vrs +2, pow +2) - On the power side, you get a free magic weapon that on most levels will be better than what you can afford by WBL, and that gets a damage bonus. On the versatility side, you have an intelligent weapon now with several skills and special abilities. No drawbacks.
Card Caster (vrs +2, pow +0) - Adds versatility by allowing you to attach touch spells to thrown weapons, and using spellstrike at range. No change in power, no drawbacks.
Eldritch Archer (vrs +2, pow +2) - A very powerful archetype, it lets you fire a full volley of arrows each round AND cast a spell. It eventually lets you deliver touch spells with these arrows, gets a magic bow at half the price, and perception as a class skill.
Eldritch Scion (vrs +1, pow +1) - This archetype plays very differently than a straigth Magus. Depending on the bloodline, this can give you a straight power boost (e.g. Celestial, with its defense bonuses and rerolls), or a versatility boost (e.g. Arcane, which gives three buffs combined for one swift action, and extra opportunity attacks). Around level four you can have enough pool points to keep this up through all combats on a normal day. However, this has the drawback that you can't use your enchant weapon ability much until higher level, you should avoid arcana that cost pool points, and can't use metamagic in spell combat.
Elemental Knight (vrs +1, pow +0) - The main appeal here is the energy reflection arcana, which allows you to bounce elemental spells back at their caster, albeit at a cost. The drawback is that it locks you out of most other archetypes, and that the suli is not a very good race for a Magus.
Esoteric (vrs -1, pow -1) - The aim of this archetype is using spell combat and spellstrike unarmed... but a regular Magus can already do that anyway. That makes it pretty pointless. It also gets diminished spellcasting and is forced to use a sub-par weapon.
Fiend Flayer (vrs +0, pow -2) - The only ability you get here is taking constitution damage for extra pool points. That is a pretty bad trade, and that it costs a standard action makes it practically unusable in combat to boot. You should basically never use this.
Greensting Slayer (vrs -2, pow -2) - This is laughably bad. You replace your powerful and versatile enchant ability with... a small amount of sneak damage on ONE attack only, for a swift action and a pool point. Let's skip that.
Hexcrafter (vrs +2, pow +2) - You can now take witch hexes instead of arcana, get one for free, and get a bunch of extra spells on your list, all with no drawbacks. The flight hex is great for any melee character, and the debuff hexes have better save DCs than your spells do.
Kapenia Dancer (vrs -1, pow -1) - The bladed scarf is a lacklustre weapon, and this archetype forces you to use that. With no substantial bonuses and diminished spellcasting, this is basically an inferior version of the Kensai.
Kensai (vrs +0, pow +1) - An offensive archetype that gives a straight upgrade to your weapon damage (including crit rate and extra opportunity attacks) with the drawback of getting less spells per day. Until level 8, all its abilities are easily duplicated by feats; level 9 is where its true power kicks in.
Mindblade (vrs +1, pow +0) - A lateral move, this archetype replaces arcane casting with psychic casting. On the upside, you don't need vocal or somatic components, and get a number of extra spells on your list; on the downside, you can't use metamagic in spell combat, and concentrating becomes much harder. The rules are unclear on whether you can use two mental weapons with spell combat; if so, that would make it pow +1.
Myrmidarch (vrs -2, pow -1) - You get diminished spellcasting and lose half your arcana slots... and in exchange you get the ability to attach ranged spells (which are touch attacks) to your arrows (which are NOT touch attacks). Yeah, that's a pretty bad tradeoff. Take Card Caster or Eldritch Archer instead.
Skirnir (vrs +0, pow +1) - A defensive power boost. Avoid this archetype until level 8 because you can't use it with spell combat until then. At that point, it gives a good boost to your AC and free shield enchantments; and its diminished spellcasting is somewhat offset by the bonded item.
Soul Forger (vrs -2, pow -2) - The crafting abilities granted by this archetype are pretty weak, and come at a hefty cost. You get the added drawback that losing your weapon now makes you lose several class features as well. Another one to avoid.
Spellblade (vrs -2, pow -2) - You gain an extra attach from two-weapon fighting, but you lose the extra attack from spell combat. And you pay spell slots for the privilege, and get arcana that turn this ability off again. How about no?
Spell Dancer (vrs -1, pow -1) - The spell dance ability sounds cool, but all it gives you can be duplicated by spellcasting (e.g. expeditious retreat) and most of its buffs only last one round, as do the fiddly skill bonuses at level 5. This is simply weaker than the enchant weapon ability (and feat) which you give up for it.
Spire Defender (vrs +0, pow +0) - Doesn't gain a lot, but doesn't lose a lot either. You get two weak bonus feats, but may want to spend a feat to get your armor proficiency back. The skill bonus is decent, but mostly redundant to flight, and you are locked out of your best weapons.
Staff Magus (vrs +1, pow +1) - It's a straight improvement of your armor class that stacks with most other archetypes, but has the drawback of locking you into a sub-par weapon. And you get the unique ability to recharge staffs.

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Well using the new scale:
Sorcerer Archetype:
Razmiran Priest +3/+3 Better then Great Power. No other Sorcerer Archetype comes close. +3 Better then Great Versatility. No other Sorcerer Archetype comes close.
Power: Free upgrade to False Focus? Bonus +1/2 Class Level to UMD? Oh we're actually here for being able to cast any divine spell off a scroll without expending it. No wait, we're here for the ability to use Spell Lists like the Paladins to get Greater Angelic Aspect before even the Cleric does. Oh... wait.... no... we're *REALLY* here for the ability cast spells with expensive material components for free over and over again.
Versatility: Any. Divine. Spell. At only +1 spell level. Which may be significantly earlier then a full divine caster.
Let me add, I think it stacks with wildblooded.

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If I may briefly build on Strayshift's post...
Rating the bard archtypes will vary on what you think the bard does. Frex, losing bardic knowledge is an incredible debuff to my eyes, but others might not see it as such. The Archaeologist is actually surprisingly powerful in that aspect. Bardic knowledge, +1/2 level to disable device and *all* perception rolls, lingering performance and fates favored make luck even stronger. Add that it stacks with heroism/good hope... a dedicated archereologist is going to be devastating.

Anzyr |

Anzyr wrote:Let me add, I think it stacks with wildblooded.Well using the new scale:
Sorcerer Archetype:
Razmiran Priest +3/+3 Better then Great Power. No other Sorcerer Archetype comes close. +3 Better then Great Versatility. No other Sorcerer Archetype comes close.
Power: Free upgrade to False Focus? Bonus +1/2 Class Level to UMD? Oh we're actually here for being able to cast any divine spell off a scroll without expending it. No wait, we're here for the ability to use Spell Lists like the Paladins to get Greater Angelic Aspect before even the Cleric does. Oh... wait.... no... we're *REALLY* here for the ability cast spells with expensive material components for free over and over again.
Versatility: Any. Divine. Spell. At only +1 spell level. Which may be significantly earlier then a full divine caster.
It does with the ones that matter anyway for sure: Sage and Sylvan.

Fourshadow |

For me with a Bard Archetype, it must keep at least two things: Bardic Knowledge and Inspire Courage. If you get rid of one those, it isn't worth playing, IMO.
No one has mentioned the Sound Striker? Weirdwords was FAQ'd in March and it was improved, in my opinion. The only issue is burning through bardic performance too quickly, perhaps.
So, you give up Inspire Competence @ 3rd level for Wordstrike (essentially a focused Shatter) and Suggestion @ 6th for Weirdwords:(Su): At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance. This performance replaces suggestion.
Worth at least Power +1? A +2 in my eyes, but I am biased.

Icy Turbo |

Icy Turbo wrote:Thanks everyone so far for contributing. So far, we have a couple of really good lists, and I think following the format given was a good idea. If you follow the link here you can see how it has been formatted. Let me know if there are ways I can approve the overall readability of the information given.How does one go about updating this document? I missed the Sensate archetype of Fighter (avr caught this, and then I added some about this afterwards, both above), and it seems from another thread that a Relic Master archetype is on the way, but I don't have access to its description yet.
In addition, at some point in the future when I can edit on a real computer instead of phone, I'd like to change all instances of "vers " to "versatility ".
Finally, any way to change the formatting of the document so that it has some kind of normal justification instead of everything other than the table of contents being centered?
Sorry, I'm not at all familiar with editing Google Docs (this web app seems to be really slow and buggy, at least on my old computer), although I have looked at many in the course of reading guides.
It is a learning process for me as well, so thank you for the input. On the editing side it looks like a word document, but then on the published part it does not hold the same format, so not sure why that is the case. I am hoping to keep the link open and allow others to edit when desired, though I can go through and edit work myself as well. I will go back and change the vers to versatility for you though.
Once again I will do my best to make sure it is concise!

UnArcaneElection |

^Thanks for the help -- I'll have to look at it later.
In the meantime, here's another Fighter archetype (to add to those I reviewed before, and to Sensate as reviewed by avr) that I couldn't find before (and I didn't just miss it -- apparently it was actually misplaced on d20pfsrd.com):
Relic Master (Dip versatility +1, Power +0; Full versatility +1, power -1): For a Dip, depending upon what you need, you may be glad for the trade of Handle Anial and Ride for Knowledge (Arcana) and (especially) Use Magic Device as class skills. For Full progression, strangely for an archetype that appears in the Weapon Master's Handbook, this archetype trades out all ranks of Weapon Training (along with Armor Training and Armor Mastery, but strangely not Weapon Mastery). In return, you get to use Item Mastery feats more often, although you have to get Item Mastery feats as character feats and not as Bonus Combat Feats. The Improvised Item Mastery ability that you get at 19th level has the problem that any use of an Item Mastery feat counts against uses of all Item Mastery feats, even though some have a lot more uses per day than others.
Magus archetype thoughts in a few minutes, but need to generate this post now so that I can link it.

UnArcaneElection |

(Second post in case of Ninjas or editing timeout in between generating the above one and this one.)
@Kurald Galain, on Magus archetypes:
Card Caster: I would count that as giving a bit of a power boost, since Ranged Weapon Arcane Pool augmentation and Ranged (actually Harrowed) Spellstrike are nice to have, even if it is short ranged and even though you are trading out the ability to augment melee weapons. You don't lose much else. Also note that you are not limited to using these abilities with Deadly Dealer (cards) -- thrown daggers and javelins are legitimate too, or even Bolas if you want Trip.
Eldritch Archer: This is not as overpowered as it sounds, because Touch Attack or Ranged Touch Attack spells that you use with Ranged Spellstrike become Ranged Attacks but not Ranged Touch Attacks, and misses are losses, and spells that have multiple charges lose any charges that you can't get off in 1 round (initially any charges that you can't get off in 1 attack),
Eldritch Scion or Mindblade: If you somehow manage to get an extra limb (Kasatha) or prehensile tail (Tiefling) to hold a Metamagic Rod of Quicken, you can partially get around the problem of not being able to use Metamagic with Spell Combat/Spellstrike.
Elemental Knight: While it is true that Suli are not very good normal Magi (due to the Intelligence penalty), you can stack this archetype with Eldritch Scion, and all of a sudden it's not too shabby, since Suli have a Charisma bonus.
Fiend Flayer: Taking Constitution damage hurts, but you don't give up any class features to get the option -- just beware that very strict interpretations of archetype stacking legality might not let you stack this archetype with any other archetype that replaces any Magus Arcana or makes other Magus Arcana available. I would rate it as versatility -1, power +1 -- you won't want to use Internal Mortification very often, but you are never required to use it, and it's good to know you have the option to use it when you need to go all-in.
Myrmidarch: It is not clear whether the Advanced Weapon Training options open to Fighters who keep Weapon Training works with Myrmidarch's Weapon Training, although since the description under Myrmidarch says "as the fighter ability" (and the abilities from the two classes stack), I am inclined to believe that the Advanced Weapon Training options are open to Myrmidarchs. Likewise, VMC Fighter adds even more Weapon Training, which by analogy should qualify for this. If this is correct, then Myrmidarch just got a LOT better in both power and versatility, and may get even better when the Armor Master's Handbook comes out, since both this archetype and VMC Fighter also grant Armor Training, which stacks.
Spell Dancer: Most of the tradeoffs are admittedly downgrades, although Dance of Avoidance and its Greater version are not terrible if you are going Dex-based and didn't want Medium or Heavy Armor anyway; at higher levels, being able to use Dimension Door or Freedom of Movement once per Spelldance could really save your rear if you can't get a Ring of Freedom of Movement.

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Thanks for the feedback, it's good to have discussion on this.
Card Caster: Good point about the power, and it does have the drawback of losing the enchant ability on melee weapons. It should probably be +1/+1 instead of +2/+0. And as you say, despite the name this archetype shouldn't be using cards. Chakram, nets, and alchemist fire are good choices too, cards really aren't.
Eldritch Archer: I'm not saying it's OVERpowered but it's definitely in the +2 region. You don't need to use ranged spellstrike; what makes this archetype great is ranged spell combat. Just fire a volley of arrows and add in a Fireball or something.
Eldritch Scion / Mindblade: Yes, there are tricks around that, for which I should say "see the Magus handbook" :) The Scion in particular is much better than people give it credit for.
Elemental Knight: Sorry, but it doesn't stack with Eldritch Scion (as they both lose spell recall). If you want to play a suli magus, the Scion is simply better than the Knight.
Fiend Flayer: I disagree that counts as power +1, as the ability is really that horrible to use. And yes, this archetype bans you from most other archetypes because it modifies the arcana feature. I suppose it could be -0/-1 instead; the ratings don't really account for "you gain an ability for free but it's a really bad ability".
Myrmidarch: While it might seem that this opens up combos with the Weapon Master's Handbook, I've been asking around for actual examples and so far haven't gotten any. Please elaborate? Because without weapon master / armor master handbook, this is a really weak archetype.
Spell Dancer: Agreed, the archetype isn't terrible but it is a downgrade, hence the -1.
Spire Defender: Good point, I haven't graded the archetypes for one-level dips. The Magus is very dippable.

strayshift |
I hear what people are saying about Bardic Knowledge and Inspire Courage and agree - I do agree about the subjectivity of the rating of Bardic Archetypes (and I think I did state that). I also agree about Inspire Courage however the caveat for that is the number of people in a party being buffed and in combat (i.e. actively benefitting from inspire courage). The more people actively benefitting from Inspire Courage the more the 'self-buff only' or the archetypes lose out, and that is entirely situational, a wizard casting a spell from a safe position cannot be actively said to be 'benefitting' from inspire courage, whereas three or four characters regularly and actively in mellee benefitting from inspire courage would be a definite gain over a self-buff only archetype.
The Court Bard has an 'inverse debuff' which benefits the party interms of reducing the enemies chance to hit and damage as well as saves (no save but language dependant and mind-affecting). This performance synergises better with a lot of bard/cleric spells that can buff (you could also take flag-bearer and both buff/debuff) and also they can turn the bard into a devastating enchntment magic practitioner. They can also give a perfomance that can make a group of enemies flat-footed (Rogues are now in heaven) and can still inspire greatness. Again a huge amount of situational stuff and there are a number of enemies that will be immune but when I played one I felt it was a very strong archetype.

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Well, replacing a class feature with a similar alternative is not the same thing as dropping the class feature entirely.
That said, court bard's inverse insprite is worse than regular inspire, because it's mind-affecting (meaning numerous enemies will be immune to it), whereas regular inspire does stack with all common buff spells, as well as flagbearer. Inspire is a competence bonus, flagbearer is morale.

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Regarding clerics, I find Devout Pilgrim a very good archetype; in particular, the ability to use the Liberation domain on your allies is very effective. Luck and Travel are also nice to use on allies, especially at range. Sure, the archetype limits your domain choice, but the list it gives you is very good.
Separatist should still be +1: it adds a lot of versatility and doesn't really cost you anything. If you want a deity with a particular weapon, feat, or alternative channel, then often it won't have the domains you'd like best.
For the wizard, I find Scrollmaster to be a pretty bad trade. Sure, improved scroll is nice, but it does take ten levels to get, and you give up your arcane bond for it. So instead of casting any spell you know once per day, you can cast any spell you have on a scroll (which costs money and a move action to draw it). As already mentioned above, using scrolls as weapon and armor (which is what the archetype is really about) is not very effective.