Archetype Tier List: A Guide to Picking Archetypes


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UnArcaneElection wrote:

Found another Fighter archetype that I somehow missed on the previous go-around (and when adding this one, also add Sensate, posted earlier in this thread).

Siegebreaker (Dip Versatility +0, Power +1; Full Versatility +0, Power +0): For a Dip of 1 level, Breaker Rush is like getting Improved Bull Rush and Improved Overrun for the price of 1 Bonus Combat Feat, and it even stacks a little bit with the actual feats (which you will need if you want the Greater versions of these feats). For a dip of 2 levels, you get to do a free Improved Overrun in all but name (again stacking a little bit with the actual feat) if you succeed at a Bull Rush (Breaker Momentum) -- this is worth losing the first rank of Bravery for a worse ability (Armored Vigor, which gives you an average of 1/2 Hit Point per level -- definitely less useful than Bravery, even though that isn't stellar itself). For Full Progression, though, losing Bravery for Armored Vigor hurts; the other tradeoffs are decent, but do not really make up for this. At least you get to keep both Armor Training (and Armor Mastery) and Weapon Training (but not Weapon Mastery), so when the Armor Master's Handbook comes out, as with the Weapon Master's Handbook, this archetype may become better to most other Fighter archetypes (which trade out Armor Training and Weapon Training).

The true strength of this archetype is that it stacks with so many others most notably mutation warrior or whatever it's name is... but it is only really interesting for very specific builds.

I also disagree with your assesement of armored vigor. It's a swift action and can be used multiple times per combat so it really significantly ups your survivability.


My Self wrote:
Wonderstell wrote:
Wonderstell wrote:
Obligatory link to the document!
Repost, just cause I can.

It is convenient to have atleast one link at each page (preferably at the top), but it is rather tedious to keep posting it. Maybe a forum admin could edit the original post with the link?

And by the way, I've noticed that every archetype except the Alchemist's are written with centered text. Do you guys prefer the text to the left, or centered?

Sovereign Court RPG Superstar 2009 Top 32

Left, of course. Common formatting styles are common for a reason.


The Dread Vanguard archetype for Antipaladins should be listed. By giving up the ability to cast spells from the very, very weak antipaladin spell list you get extra touch of corruption usage. You also get an amazing +1 aura morale bonus to pretty much everything for you and your group within the radius. Additionally the aura keeps getting stronger the higher up you go as an antipaladin.

Frankly, there's no reason to ever play a vanilla antipaladin over this archetype. It really is that amazing. I have played this archetype in several campaigns and it is a beast.


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I have to add that the link to the google doc should be added to the original post by a mod.


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Also, this thread should be a sticky considering how important archetypes are in making characters.


anti paladin spells are sick dude. Deeper darkness + eyes of the void combo is amazing


They aren't worth what the Dread Vanguard does. Trust me, I played vanilla AP for years until someone on here led me to the light..er, dark. :OP


Alex Mack wrote:

{. . .}

I also disagree with your assesement of armored vigor. It's a swift action and can be used multiple times per combat so it really significantly ups your survivability.

Noted, but this is still going to save you only going to save you a fairly small number of hit points until you get way up, at which point both you and your opponents will be doing massive amounts of damage, and if you get scared and run away, your party will lose more damage output from you (and more meat shield service from you) than even the 50 extra hit points you could have at level 20 with Constitution 14 (as a typical example). It gets worse if you get Shaken and then, being thus impaired, blow another Will Save and get Charmed or Dominated as a result. Of course, if everybody manages to load up with Belts of Constitution from the local Lord Waldmart's, this ability could get significantly better.

* * * * * * * *

For convenient reference in adding this to the Fighter section of the guide, here is avr's rating of Sensate Fighter, followed by my comments:

avr wrote:

{. . .}

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.
{. . .}

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.

Sovereign Court RPG Superstar 2009 Top 32

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ORACLE!

Ancient Lorekeeper: pow +2, vrs +2; The wizard spell list is arguably the best in the game, and clearly better than what pretty much every mystery offers as bonus spells. As there are basically no drawbacks to this archetype, every elf or half-elf should take this.

Black-Blooded: pow +0, vrs +1; This is less of an archetype and more an extra set of revelations; more choice is always good. Black blood spray is decent for a melee character. Dark resilience is good at higher levels. Darkvision is probably not worth the slot. The curse is problematic if channel energy is your main source of healing, though.

Commmunity Guardian: pow -1, vrs -1; This halfling archetype grants a pretty bad spell list, and two very weak but mandatory revelations. If you want an ability like this, just take the life revelation's channel ability, it's much better.

Dual-Cursed: pow +2, vrs +1; Again, basically an extra set of revelations. Misfortune is an extremely powerful ability, and you can find a secondary curse that offers only minor drawbacks.

Elementalist: pow -1, vrs -1; Another extra set of revelations. That said, it has mediocre bonus spells and its mandatory first revelation is pretty weak. The abilities at level 11 can easily be obtained with your spells, and at lower level too. Even the capstone is not very good.

Enlightened Philosopher: pow +0, vrs +1; Getting all knowledges on your list is pretty good, as is the slowly growing bonus to intelligence, and the capstone is excellent. You don't lose a lot for taking this, but you may end up with worse bonus spells than your mystery would give you.

Planar Oracle: pow +0, vrs -1; The bonus spells and the mandatory revelation are pretty weak; the capstone is not all that impressive either. This archetype simply doesn't do a lot.

Possessed: pow +1, vrs -1; Here, the bonus spells are a mixed bunch, but Screech in particular is pretty good. The revelation you must take is not so great at the start, but can be a life saver at level 7 and up.

Psychic Searcher: pow +0, vrs +2; Finally, an archetype with real alternate abilities! Inspiration provides a great bonus to your skills, and there are some good investigator abilities you can take at level 3, such as empathy or inspired alertness. The downside is that the bonus spells are very situational.

Purifier: pow +1, vrs -1; You gain some good bonus spells, but the mandatory revelations are pretty bad (your armor weighs half as much, seriously?!). The holy terror ability at level 9 is pretty good though, considering that fighting evil outsiders is a common theme in many campaigns. Of course, this is only for aasimar.

Reincarnated: pow -1, vrs -1; Another one to skip; weak bonus spells and two mandatory revelations that are passable but not very good. Samsaran only.

Seeker: pow +1, vrs +1; You gain trapfinding and a very good bonus to concentration and spell resistance checks. The seeker magic ability is very good, but comes online pretty late, and there are traits with the same effect.

Seer: pow +1, vrs -1; Yep, it's another mystery-disguised-as-archetype. The bonuses from natural divination are pretty good, the bonus spells not so much.

Shigenjo: pow -1, vrs -1; Only for tengu. You gain a ki pool at level 7, but you don't actually gain any of the abilities that make a ki pool good, such as a monk's extra attack or a ninja's vanishing trick. Quivering palm is pretty weak compared to cleric spells at that level, and the only real gem on the bonus spell list (divine power) is already on your list anyway. So overall, not very impressive.

Spirit Guide: pow +1, vrs +2; You gain access to any hex from the shaman's spirit list, and can pick a different one each day. How this interacts with the Extra Hex feat is unclear, but regardless it is a huge boost to your versatility.

Stargazer: pow +1, vrs -1; Just for once, an archetype with a very good bonus spell list, and adding perception to your list is always useful. However, the two mandatory revelations are not very good, as you probably won't be adventuring outdoors at night very often.

Warsighted: pow +0, vrs +1; You lose a number of revelations in exchange for the brawler's flexible feat. For the more martially inclined oracles, this is a decent boost, especially as many mysteries will eventually run out of good revelations to pick.


Pathfinder Lost Omens, Rulebook Subscriber

Man... nobody has love for the Monk?

Wait... let me think about that... yeah, pretty much this.

I'm only analyzing those archetypes that replace the level one abilities (Flurry of Blows, Stunning Fist, Unarmed Strike, and the Feats) for dippability.

I believe this section will look a lot kinder than others. It's not. It's simply hard to find something to substitute in for Still Mind or Purity of Body that would be a downgrade.

Here's the first half. I'll try to edit the post later with the second half.

Monk

Spoiler:

Drunken Master Power +2, Versatility 0: The ability to regain ki is incredibly, INCREDIBLY important, and Still Mind is NOTHING to lose in exchange for the ability to regain ki. The other replacements are side grades. but this one makes the archetype.

Far Strike Monk Dip Power +1, Dip Versatility -1, Power +1, Versatility -2: Congratulations! You are now a one trick distance pony without even getting the best distance trick (bows). The ability to get a lot of the distance attack Feats is nice, and the thought of throwing a flurry of pellet grenades is cool, but it's nowhere near worth it as a whole.

Hamatulasu Master Dip Power +2, Dip Versatility 0, Power +2, Versatility +1: This is a huge upgrade to the weak Bonus Feats (Exotic Weapon Proficiency, Weapon Focus, Power Attack, Impaling Critical, and Improved Impaling Critical), plus having the option of trading out Feats for additional Stunning Fists can be useful depending on the build. You're given more options with your Stunning Fists and Ki usage with zero tradeoff. Finally, Infernal Resilience will undoubtedly come up more than Purity of Body. An almost pure upgrade to the Monk. Note that Hamatulasu is added to the list of potential bonus feats for ANY Monk, which is why it is not listed above.

Harrow Warden Dip Power 0, Dip Versatility +1, Power 0, Versatility +2: Idiot Strike's debuff is a huge increase in the versatility of a Stunning Fist, and Mute Hag Stance is a great debuff that not only does not allow a Will Save, but doesn't even require an action. Eclipse Strike will probably not come into play, but anything that lets a Monk make his enemies a bunny is a good thing. This is another "Pure Buff To The Monk" archetype.

Hungry Ghost Monk Dip Power 0, Dip Versatility +1, Power +1, Versatility +1: Punishing Kick is something of a sidegrade from Stunning Fist, but it does allow more options at first level. The real bonus is the ability to replenish your ki by stealing it from others. You trade the difficulties of regaining ki with the difficulties of being a bad person for stealing life force... which for some makes no difference.

Karmic Monk Dip Power 1, Dip Versatility 0, Power 1, Versatility 2: Karmic Strike is a nice way of getting a small buff every time someone attacks you the first time. The real strength, though, is the ability to switch damage alignments to ignore DR, and to temporarily modify your character's alignment. The latter can be a huge bonus in the right build.

Kata Master Dip Power 0, Dip Versatility 1, Power 0, Versatility 0: RIP Opportune Parry and Riposte. That said, the combination of the available Swashbucker leaves some nice flavor, but isn't particularly noteworthy otherwise.

Ki Mystic Power 0, Versatility 2: Ahhh... THAT'S the stuff. Free ki (and a level earlier), the ability to give allies re-rolls, a bonus to all knowledge skills, divination, AND it stacks with a number of other helpful archetypes. The latter is huge, as a combo of this with Sensei, Monk of the Four Winds, or Master of Many Styles ends up being pretty sweet.

Manuever Master Dip Power 0, Dip Versatility 1: Another pure buff to the Bonus Feats. The extra manuever is actually somewhat underwhelming, as you can already substitute most of the more useful attacks for a manuever except for Grappling, and there are other ways to become good at that (see Tetori, below).

Martial Artist Power 1, Versatility -2: There aren't a lot of ways to make a Monk worse. Dropping ki to eliminate DR and give SLIGHT bonuses is one of those ways.

Master of Many Styles Power 0, Versatility 2: The former Must-Have monk archetype is still decent post-buff, but requires a level of system mastery to get anything out of it. Your bonus feats are buffed to accept any first-level Combat Style Feat, and instead of Flurrying, you can have two styles going at once. Again, depending on the styles chosen, this is nice, but it is far from easy to make this work.

Monk of the Empty Hand Power 0, Versatility -2: Congratulations! You have now reduced your Monk to a one-trick pony, with that one trick being improvised weapons. This is similar to Far Strike Monk, except even less useful on a practical level.

Monk of the Four Winds Dip Power 0, Dip Versatility 0, Power 0, Versatility -1: Stunning Fist gets replaced with a scalable damage bonus in a sidegrade. Slow Time's extra actions are great, but they come at the expense of one of the few really good standard Monk abilities. The Aspects are nice, and replace an ability that isn't stellar, but losing teleportation is a lot.

Monk of the Healing Hand Power 0, Versatility 1: Instead of healing yourself you can heal others. However, if you have to use this your party has done something terribly wrong. Quivering Palm and Diamond Body lets you bring people back from the dead, which is definitely a worthy trade off from Diamond Body and Quivering Palm. This is far from as helpful as Ki Mystic, but it stacks with a few other, stronger archetypes like Hamatulusu Master, Harrow Warden, and Tetori to better enhance them.

Monk of the Iron Mountain Power 1, Versatility 0: Evasion, Improved Evasion, Slow Fall, and High Jump get replaced with passive defenses preventing tripping and undesired movement, damage resistance, and an AC bonus. Not bad, and stackable with Hamatulusu Master and Harrow Warden.


I'd say Kata Master actually loses some power. Still Mind is nice to have, and gives you the option to take vows, which increase your ki pool. You become STR/DEX/CON/WIS/CHA MAD, and while you can decide to dump CHA, your panache abilities will effectively just become different ki abilities. Dodging Panache and Derring Do are cool to have, but considering that they use swift/immediate actions, will hurt your action economy. Targeted Strike is a nice deal, though as a monk, you want to be able to use your full round actions for full attacking. Dizzying Defense is actually worthless, because as a monk, you can boost your AC by 4 as a swift action without taking a penalty to hit.


Monk of the Healing Hand deserves a demerit for having the ABSOLUTE WORST capstone of any archetype of any class. A self-destruct that overrides the power of even a deity to reverse, while NOT overriding the power of a deity to reverse the accompanying resurrection of your friends, AND nobody can even remember what you did? Give me a break.

* * * * * * * *

Unchained Monk is going to have to get its own archetype list. Only a couple of Unchained-Monk-compatible archetypes exist now, but Unchained Monk section should be put in the document.

* * * * * * * *

I see that Siegebreaker got into the document, but I also see that I made a typo in it -- "this archetype may become better to most other" should be "this archetype may become better compared to most other" (near the end).

Also, Sensate archetype of Fighter (main contribution from avr) still isn't in there (I compiled this in my previous post).


UnArcaneElection wrote:

Monk of the Healing Hand deserves a demerit for having the ABSOLUTE WORST capstone of any archetype of any class. A self-destruct that overrides the power of even a deity to reverse, while NOT overriding the power of a deity to reverse the accompanying resurrection of your friends, AND nobody can even remember what you did? Give me a break.

...

[snark]What are you talking about. Being able to reroll as a 9th level caster with roughly 1 million GP in gear is totally broken. And that's not even taking into account the ability to erase all knowledge of the monk's name(assuming the player *did* name the monk after Asmodeus or another big wheel in the setting). [/snark]


UnArcaneElection wrote:
Monk of the Healing Hand deserves a demerit for having the ABSOLUTE WORST capstone of any archetype of any class. A self-destruct that overrides the power of even a deity to reverse, while NOT overriding the power of a deity to reverse the accompanying resurrection of your friends, AND nobody can even remember what you did? Give me a break.

At least you can still be the target of enlarge person, sooo... still better than core monk's capstone? ;-)

Regarding Monk of the Four Winds: Note that you can get Shadow Step via Qing Gong in exchange for Diamond Soul at level 13 (or 11, if you for some reason don't take restoration or ki leech then), which is rather similar to DD. If only Slow Time didn't have that retarded "you can't combine this with your class's main ability because we are paizo and we utterly hate monks"-wording!


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UnArcaneElection wrote:
Monk of the Healing Hand deserves a demerit for having the ABSOLUTE WORST capstone of any archetype of any class. A self-destruct that overrides the power of even a deity to reverse, while NOT overriding the power of a deity to reverse the accompanying resurrection of your friends, AND nobody can even remember what you did? Give me a break.

Well, it forms the basis for the most over-the-top assassination method in the game.


Pathfinder Lost Omens, Rulebook Subscriber
My Self wrote:

I'd say Kata Master actually loses some power. Still Mind is nice to have, and gives you the option to take vows, which increase your ki pool. You become STR/DEX/CON/WIS/CHA MAD, and while you can decide to dump CHA, your panache abilities will effectively just become different ki abilities. Dodging Panache and Derring Do are cool to have, but considering that they use swift/immediate actions, will hurt your action economy. Targeted Strike is a nice deal, though as a monk, you want to be able to use your full round actions for full attacking. Dizzying Defense is actually worthless, because as a monk, you can boost your AC by 4 as a swift action without taking a penalty to hit.

I'd go along with that. I'll update when I do the second half.

Derklord wrote:


Regarding Monk of the Four Winds: Note that you can get Shadow Step via Qing Gong in exchange for Diamond Soul at level 13 (or 11, if you for some reason don't take restoration or ki leech then), which is rather similar to DD. If only Slow Time didn't have that retarded "you can't combine this with your class's main ability because we are paizo and we utterly hate monks"-wording!

I don't know about this. You lose way too much going from Abundant Step to Shadow Step. Being limited to dim light conditions is quite a bit, being able to teleport as a move action is great for action economy, and going Shadow Step locks you out of Dimensional Agility/Assault/Dervish. It's just too much of a downgrade, even for Slow Time.


As an add on to the cleric list...

Appeaser

-2, -2

Unless you have an incredibly niche character idea for a campaign..... completely terrible!


I'd say versatility is a -1, not a -2. You lose a spell slot a day, but it gives you the option to play musical chairs with your domains and spontaneously cast from them, which is nice. It'll hurt the most with a dip, but at later levels, when you can use it multiple times a day and heal the charisma damage, you'll do better. Also, channeling positive, even at a reduced amount, is nice to have and lets you pick up certain positive energy feats (Turn undead has no HD cap) or heal the party at the end of the adventuring day.


JAMRenaissance wrote:
I don't know about this. You lose way too much going from Abundant Step to Shadow Step. Being limited to dim light conditions is quite a bit, being able to teleport as a move action is great for action economy, and going Shadow Step locks you out of Dimensional Agility/Assault/Dervish. It's just too much of a downgrade, even for Slow Time.

Fair enough. My problem with the Dimensional Dervish line is that it doesn't get good until level 17 (can you combine Dimensional Assault with Pummeling charge? That would lower it to lvl15).

I guess I just like the archetype for the fabulous hair!


^Fabulous hair sounds like White-Haired Witch . . .

Looks like the Advanced Weapon Training feat is now on www.d20pfsrd.com, and was just left out for a long time by mistake. This feat still isn't on Archives of Nethys (it says on their front page that they haven't gotten through with the Weapon Master's Handbook yet), and as far as I know is not on the actual Paizo PRD (I don't think that book will be going in there). This feat makes the Weapon Master Fighter archetype not be obsolete -- I will have to do a new review of that archetype later. By the way, this feat also makes archetypes of other things that also receive the Weapon Training class feature (such as Myrmidarch Magus and VMC Fighter) a lot better.


Cleric still hasn't been converted to the new format yet? I'll leave the reasoning of the original contributor unchanged unless my opinion differs substantially.

Asmodean Advocate
Power 0
Versatility +1

Cloistered Cleric
Power -2
Versatility -2

Crusader
Versatility -1
Power -1

Devilbane Priest
Versatility -1
Power 0

Devout Pilgrim
Versatility 0
Power 0

Differing opinion: While this archetype has numerous restrictions they are all fairly easy to work around. If it fits your build, this archetype works just fine.

Divine Strategist
Power +1
Versatility -1

Ecclesitheurge
Power -1
Versatility +1

Herald Caller
Power +1
Versatility +1

Hidden Priest
Power -1
Versatility -1

Iron Priest
Power 0
Versatility 0

Merciful Healer
Power -1
Versatility -1

Roaming Exorcist
Power 0
Versatility -1

Scroll Scholar
Power 0
Versatility 0

Differing opinion: While the benefits are sparse, the penalties can be worked around rather easily. It's not a great archetype, but it's workable.

Separatist
Power 0
Versatility 0

Differing Opinion: This archetype is difficult to rank due to the fact that its usefulness is setting-specific. In a setting with a small number of deities and a ban on non-theistic clerics, it could easily be +1/+2 for allowing normally-illegal domain combinations. In settings with non-theistic Clerics allowed, or in a setting like Golarion where there's a huge pantheon to pick from, it's a lot less appealing.

Theologian
Power +1
Versatility 0

Undead Lord
Power -1
Versatility -1

Differing Opinion: This archetype has severe issues. The corpse companion is laughably weak and not even worth the downtime to replace when it dies. While unlife healer is a useful ability, it's not worth the draconian domain restrictions and was made obsolete in the same book it was published in by the variant channeling options that essentially duplicate its only redeeming class feature.

And since they were never done, racial archetypes:

Fiendish Vessel (Tiefling)
Power +1
Versatility +1
While this archetype is only useful for capital-E Evil clerics, it basically has no downsides. The deity and domain lock-in is basically the only tradeoff, and if that doesn't bother you then there's really no downside to be had.

Demonic Apostle (Drow)
Power 0
Versatility -1
There's a nasty lock-in here on domain, but otherwise the benefits are fairly reasonable and a familiar is always nice.

Forgemaster (Dwarf)
Power -1
Versatility -1
This archetype is awesome for crafting weapons and armor and not much else. This is the archetype is wonderful for NPC's but simply ill suited for a PC.


While redoing my rating of the Weapon Master archetype of Fighter, I noticed that www.d20pfsrd.com is still missing some relevant information -- notably Weapon Mastery feats and the Martial Focus feat. Text in the last paragraph of the Advanced Weapon Training feat references these, but they are not available on the site (and as noted in my previous post, Archives of Nethys has not gotten around to the Weapon Master's Handbook yet). Anyway, here's my re-rating of this archetype, based upon the information that is available:

Weapon Master (Dip vers +0, power -1; Full vers -1, power +0 to +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, by default (but see below) 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. 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). Therefore, this archetype could be great for a Critical Fisher (upgrades to vers -1, power +1 to +2). The thing that saves this archetype from being obsoleted by the Weapon Master's Handbook is the Advanced Weapon Training feat that most Fighters can take every 5 levels starting at 5th level, but that Weapon Master Fighters can take in place of regular Bonus Combat Feats starting at 4th level, without counting against the limit of taking it no more than once every 5 Fighter levels, although as a Weapon Master, you only get to apply the benefits of these Advanced Weapon Training options to your one weapon of choice, rather than to all weapons in its Weapon Group (even when the text of the Advanced Weapon Training option would appear at a glance to be weapon-independent, such as Armed Bravery). This will eat even further into your versatility by eating up a significant fraction of your feats, but you can get REALLY GOOD with your one weapon, replacing those feats with more Advanced Weapon Training options than normal Fighters would be able to get -- hence the somewhat smeared ratings for both versatility and power for Full progression, depending upon just how much of this tradeoff you make, and how much you are into Critical Fishing; the ability to adjust this tradeoff keeps this archetype from going to -2 versatility, despite the lock-in to one weapon and the decrease in the sum of Bonus Combat Feats and Advanced Weapon Training options (even though the latter number can be higher than for a standard Fighter).


I think if you want to be an archer weapon master is the best archetype? giving up armor training is whatever but super fast weapon training is awesome for damage


Pathfinder Lost Omens, Rulebook Subscriber

Okay, here is the first part of my second pass at the Monk.

There is a specific philosophy that powers this guide. The Monk is considered one of the worst classes in the game, and is happy that Commoner is there to ensure it never takes the last spot. It is the most MAD class in the game. The majority of it's key abilities have hard drawbacks: Flurry of Blows is often known as Flurry of Misses, Stunning Fist attacks the save that is probably going to be the best save for the enemy, Wholeness of Body is laughable in terms of healing:cost ratio, there are perhaps two Bonus Feats per level that are worth it, etc.. Many of its other abilities are passive and boring: you're happy when Purity of Body or Still Mind come into play to save you, but no one is going to build a character around that. The Monk has at least one ability, Diamond Soul, that can actually be an active detriment to you. I's hard for people to love the Monk.

The grand exception, of course, is the Zen Archer Monk. The Zen Archer can compete with any other class' Bow experts in terms of abilities. It is less MAD than a normal Monk. It's Feats and abilities synchronize; you don't have to have Rapid Shot or Manyshot with Bow Flurries, so you can invest in other areas at little penalty. It provides fairly unique abilities, like the ability to make an attack of opportunity with the bow. It single handedly raises the Monk to a new tier of power.

Out of the 19 class abilities a Monk gets by Level 15 (a practical limit to most campaigns), Zen Archer modifies or simply upgrades at no penalty ten of them. I believe this has a lot to do with where the new tier of power comes from.

So, ultimately, in looking at the Monk, we should't think about how to apply /A/ archetype to enhance the class, unless that archetype is Zen Archer. Instead, we should look at the class as a blank slate, where we plug in abilities to effectively cover a concept. This is enhanced by Paizo's Gift To The Monk, Qinggong Monk. With this, we can substitute out class abilities a la carte. This both lets us remove some unwanted/boring abilities but, more importantly, allows Between this and a couple of solid archetypes, you can create a much, much more effective Monk. The only class abilities that we will really take note of subbing out are High Jump and Abundant Step, and only the latter should really give one pause when subbing out or replacing with an archetype ability.

The ratings were written with this in mind. With the exception of Zen Archer, this assumes that you'll end up combining at least two archetypes together and using Qinggong to flesh out the other abilities as desired. Italicized archetypes are considered to be either the best "building block" archetypes to consider in combining archetypes. Some good examples of combinations will comes after this section.

Monk

Spoiler:

Drunken Master Power +2, Versatility 0: The ability to regain ki is incredibly, INCREDIBLY important, and Still Mind is NOTHING to lose in exchange for the ability to regain ki. The other replacements are side grades. but this one makes the archetype.

Far Strike Monk Dip Power +1, Dip Versatility -1, Power +1, Versatility -2: Congratulations! You are now a one trick distance pony without even getting the best distance trick (bows). The ability to get a lot of the distance attack Feats is nice, and the thought of throwing a flurry of pellet grenades is cool, but it's nowhere near worth it as a whole.

Hamatulasu Master Dip Power +2, Dip Versatility 0, Power +2, Versatility +1: This is a huge upgrade to the weak Bonus Feats (Exotic Weapon Proficiency, Weapon Focus, Power Attack, Impaling Critical, and Improved Impaling Critical), plus having the option of trading out Feats for additional Stunning Fists can be useful depending on the build. You're given more options with your Stunning Fists and Ki usage with zero tradeoff. Finally, Infernal Resilience will undoubtedly come up more than Purity of Body. An almost pure upgrade to the Monk. Note that Hamatulasu is added to the list of potential bonus feats for ANY Monk, which is why it is not listed above.

Harrow Warden Dip Power 0, Dip Versatility +1, Power 0, Versatility +2: Idiot Strike's debuff is a huge increase in the versatility of a Stunning Fist, and Mute Hag Stance is a great debuff that not only does not allow a Will Save, but doesn't even require an action. Eclipse Strike will probably not come into play, but anything that lets a Monk make his enemies a bunny is a good thing. This is another "Pure Buff To The Monk" archetype.

Hungry Ghost Monk Dip Power 0, Dip Versatility +1, Power +1, Versatility +2: Punishing Kick is something of a sidegrade from Stunning Fist, but it does allow more options at first level. The real bonus is the ability to replenish your ki by stealing it from others. You trade the difficulties of regaining ki with the difficulties of being a bad person for stealing life force... which for some makes no difference.

Karmic Monk Dip Power 1, Dip Versatility 0, Power 1, Versatility 2: Karmic Strike is a nice way of getting a small buff every time someone attacks you the first time. The real strength, though, is the ability to switch damage alignments to ignore DR, and to temporarily modify your character's alignment. The latter can be a huge bonus in the right build.

Kata Master Dip Power -1, Dip Versatility 1, Power -2, Versatility 0: RIP Opportune Parry and Riposte. That said, the combination of the available Swashbucker leaves some nice flavor. Unfortunately, this involves taking the most MAD character class and adding another important attribute(CHA). Good luck with that.

Ki Mystic Power 0, Versatility 2: Ahhh... THAT'S the stuff. Free ki (and a level earlier), the ability to give allies re-rolls, a bonus to all knowledge skills, divination, AND it stacks with a number of other helpful archetypes. The latter is huge, as a combo of this with Sensei, Monk of the Four Winds, or Master of Many Styles ends up being pretty sweet.

Manuever Master Dip Power 0, Dip Versatility 1: Another pure buff to the Bonus Feats. The extra manuever is actually somewhat underwhelming, as you can already substitute most of the more useful attacks for a manuever except for Grappling, and there are other ways to become good at that (see Tetori, below).

Martial Artist Power 1, Versatility -2: There aren't a lot of ways to make a Monk worse. Dropping ki to eliminate DR and give SLIGHT bonuses is one of those ways.

Master of Many Styles Power 0, Versatility 2: The former Must-Have monk archetype is still decent post-buff, but requires a level of system mastery to get anything out of it. Your bonus feats are buffed to accept any first-level Combat Style Feat, and instead of Flurrying, you can have two styles going at once. Again, depending on the styles chosen, this is nice, but it is far from easy to make this work.

Monk of the Empty Hand Power 0, Versatility -2: Congratulations! You have now reduced your Monk to a one-trick pony, with that one trick being improvised weapons. This is similar to Far Strike Monk, except even less useful on a practical level.

Monk of the Four Winds Dip Power 0, Dip Versatility 0, Power 2, Versatility 1: Stunning Fist gets replaced with a scalable damage bonus in a sidegrade. Slow Time's extra actions are nice, but are a severe downgrade from Abundant Step. The Aspects are nice, and replace an ability that isn't stellar.

Monk of the Healing Hand Power 0, Versatility 1: Instead of healing yourself you can heal others. However, if you have to use this your party has done something terribly wrong. Ki Sacifice lets you bring people back from the dead, which is definitely a worthy trade off from Diamond Body and Quivering Palm. This is far from as helpful as Ki Mystic, but it stacks with a few other, stronger archetypes.

Monk of the Iron Mountain Power 1, Versatility 0: Evasion, Improved Evasion, Slow Fall, and High Jump get replaced with passive defenses preventing tripping and undesired movement, damage resistance, and an AC bonus. Not bad.

Monk of the Lotus Dip Power 2 Versatility 0 Power 2 Versatility 2: If the Monk is on the front line, the thing s/he will want to Stunning Fist probably has a high Fort save. It also probably has a low Will Save, which makes Touch of Serenity a huge upgrade. An extended duration as you level up is gravy. As well, between Touch of Peace and Touch of Serenity, you can make your enemies into pets for almost weeks at a time with no save. Let's repeat that: you can make your enemies into pets for almost weeks at a time with no save. There is only one archetype option that is an upgrade to Abundant Step; this is it.

Monk of the Mantis Power 2 Versatility -2: Trade away those Bonus Feats for the ability to Sneak Attack with your Flurry. Yes please! The problem is that everything afterwards is a downgrade. Stunning Fist becomes less dependable as you level, so you are trading passive defense for additional effects on an iffy attack. It's simply not worth it.

Monk of the Seven WindsDip Power 2, Dip Versatility 0, Power 1 Versatility -1: Trading Stunning Fist for an additional attack with a blade is nice, if you have a dip build that is dependent on unarmed strikes while not being a Monk or Brawler. The bonuses to attack, damage, and AC from Sirocco Fury are in no way, shape, or form worth losing Abundant Step over.

Monk Vows As a whole, I can't recommend Monk Vows, as the reward:cost ratio is just too low. As well, remember that we want to sub out as many abilities as possible, and replacing Still Mind cuts you out of useful archetypes. With that said, if one were to consider taking a Monk Vow, Cleanliness, Peace, Poverty, and Truth seem to be the most bang for one's buck.

Qinggong Monk Power 2 Versatility 2 to the fourth power: Let's be clear:

Every Monk is a Qinggong Monk.

If you don't like a class feature, you sub it out with one you do like. Here are some recommendations.

Qinggong Recommendations:


  • Slow Fall and High Jump: Barkskin, Truestrike, Scorching Ray
  • Wholeness of Body: Gaseous Form, Heroic Recovery, High Jump (if subbed out earlier), Remove Disease
  • Diamond Body: Dragon's Breath (Note that nothing says you can't change the type of dragon with each usage, which does provide versatility), Discordant Blast (very few things are resistant to sound), Restoration, Ki Leech, Shadow Step
  • Abundant Step: Shadow Walk
  • Diamond Soul: Abundant Step (if subbed before or taken out of the archetype), Shadow Walk, Battlefield Mindlink, Diamond Body (if subbed or taken out of the archetype)(NOTE: You probably want to sub out Diamond Soul no matter what, depending on how strict your GM is in enforcing the Spell Resistance when you are willing. Anything from the Diamond Body list on up is probably sufficient for this substitution)
  • Quivering Palm: Blood Crow Strike, Cloud Step (don't forget that you need a Slow Fall speed), Cold Ice Strike, Ki Shout, Sonic Thrust
  • Timeless Body: Any of the Quivering Palm choices are appropriate, plus Strangling Hair
  • Empty Body and Perfect Self: Nothing is really worth subbing out.

Sensei Power 1 Versatility 2: Wanna be Mr. Miyagi? You lose Fast Movement, Flurrying, and most of your bonus feats, but you gain bardic performance and the ability to confer other abilities onto your friends. The cherry on top is Wisdom to Hit, which makes this one of only two archetypes that successfully makes the Monk less MAD.

Serpent-Fire Adept Power 1 Versatility 2: You lose your Stunning Fist, Bonus Feats, High Jump, Slow Fall, and Wholeness of Body in order to gain Chakras giving scaling damage resistance, flight, a breath weapon that bypasses energy resistance, healing/condition removal, staggering opponents, and true seeing. Yes, this is worth it.

Sohei Power 2 Versatility -1: You gain the ability to use all martial weapons and armor, can give a mount your monk abilities, and can use your ki to enhance your weapon. Why the negative Versatility? It costs eleven class abilities. If there is a second standalone archetype for a Monk besides Zen Archer, this is it.

Spirit MasterPower -1 Versatility -1: You gain a wide variety of abilities dealing with the incorpeal and minor manipulation of positive/negative energy. Nowhere near worth the sacrifice.

Terra Cotta Monk Just... no.

Tetori Power 2 Versatility -1: Congratulations! You are now a one-trick pony... except Grappling is a good trick (and the second best one-trick pony Monk). Your feats are chosen for you, but all useful, and your abilities all sync well with grappling, with the grab ability, constrict ability, and the cancellation of magical methods of escape. Losing High Jump and Abundant Step are the only real negatives. This is another high-level archetype.

Weapon Adept Dip Power: 2 Dip Versatility 0 Power 2 Versatility -1: Perfect Strike is a pure upgrade, trading a questionably useful ability for a useful one. Free Weapon Focus and Specialization is worth delaying Evasion and losing improved evasion. Uncanny Initiative is worth it and... well, no one ever makes it to the capstone anyway.

Wildcat Power -2 Versatility -2: No amount of combat manuever bonuses are worth totally losing your ki pool. That is all.

Zen Archer Power 2 Versatility 0: Congratulations! You are a one trick pony with the single best trick available. It is a great trick and a lightning-fast Pony. Take the great stuff from Weapon Adept, tack on Feats all designed for your bow, add Wisdom to hit (making this the other less-MAD archetype), the ability to make attacks of opportunity, and a bunch of other goodies. This is the only archetype that raises the Monk up a Tier in power, and is the template for any other combinations of archetypes.


My Self wrote:
I'd say versatility is a -1, not a -2. You lose a spell slot a day, but it gives you the option to play musical chairs with your domains and spontaneously cast from them, which is nice. It'll hurt the most with a dip, but at later levels, when you can use it multiple times a day and heal the charisma damage, you'll do better. Also, channeling positive, even at a reduced amount, is nice to have and lets you pick up certain positive energy feats (Turn undead has no HD cap) or heal the party at the end of the adventuring day.

Disagree..... the channel ability is so minor as to be useless. Bear in mind:

1) Channeling is a sub-par ability anyway
2) The Appeaser ability is a full round action.... poor economy
3) It operates at 2D6 less... so realistically the small amount of use will only come online at 10th level anyway

Also:

1) Appeaser cannot cast any good or evil spells.... HORRENDOUS!

2)Modified domain - leaving aside the CHA damage, its a minutes per use ability and any domain abilities can only be used once per time, irrespective of how many times you would ordinarily be able to use them!

Yes you can spontaneously cast the spells but all things considered the standard domain options are far simpler and more effective.

I stand by my original assessment -2,-2... its almost as bad as the Cloistered Cleric!!

The Exchange

Only just started looking at this document but was surprised when I saw Pact Wizard listed as bad. At the very least you get a free Improved Familiar feat (+1 power) but you must select a familiar (-1 versatility). It is also one of the very few ways to get the aura class feature which can be interesting.


Pathfinder Lost Omens, Rulebook Subscriber

Monk continued

As mentioned, combining archetypes may be the key to the Monk. You are really putting together your own classes by combining these new abilities and using Qinggong to fill in the blanks. Of the fifteen recommended building block archetypes listed above, 12 are in Revel's Monk Guide. I will defer to that listing. Here are the combinable archetypes for the three remaining:

  • Hamatulatsu Master: Monk of the Healing Hand, Monk of the Iron Mountain
  • Harrow Warden: Master of Many Styles
  • Serpent-Fire Adept: Drunken Master, Ki Mystic

Here are a few examples of more thematically-linked combinations of archetypes. Abilities with a strikethrough are Qinggong substitutable; these should be personalized to abilities you think work best. Think of these as Wild Card slots. The only ones I would recommend keeping are High Jump and Abundant Step.

Ki Mystic/Monk of the Lotus/SenseiAKA Mr. Miyagi

Spoiler:

  • Class Skills as Monk plus Diplomacy, Linguistics, and all Knowledge
  • Weapon Proficiencies as Monk
  • Lvl 1: Bonus Feat, Advice (Inspire Courage), Touch of Serenity (Prevents attacking), Unarmed Strike
  • Lvl 2: Insighful Strike (Wisdom to attack)
  • Lvl 3: Advice (Inspire Competence), Ki Mystic (Increased ki and ki for skills), Manuever Training
  • Lvl 4: Slow Fall
  • Lvl 5: Mystic Insight (allow allies to re-roll), High Jump
  • Lvl 6: Mystic Wisdom (Use ki pool class abilities on others)
  • Lvl 7: Wholeness of Body
  • Lvl 8:
  • Lvl 9: Advice (Inspire Greatness)
  • Lvl 10: Bonus Feat, Mystic Wisdom (Share non-ki-pool class abilities)
  • Lvl 11: Mystic Visions (Divination)
  • Lvl 12: Touch of Surrender (Charms defeated foe no save)
  • Lvl 13: Mystic Prescience (increased AC)
  • Lvl 14: Bonus Feat, Mystic Wisdom (Share Diamond Abilities)
  • Lvl 15: Touch of Peace (Charms struck foe no save)
  • Other Notes: Keeps AC Bonus and Unarmed Damage, Loses Fast Movement

Drunken Master/Serpent-Fire Adept AKA Mr. "You know what helps me center myself? A good tankard of ale!" AKA Mr. "Is it safe to fly while drunk?"

Spoiler:

  • Class Skills lose useless skills and Intimidate to gain Diplomacy and useful skills
  • Weapon Proficiencies as Monk
  • Lvl 1: Chakra Training (Psychic Sensitive and DR chakra), Flurry of Blows, Unarmed Strike
  • Lvl 2: Chrakra Expertise (Bonus to keep open chakra), Evasion
  • Lvl 3: Drunken ki (gain ki from drinking), Manuever Training
  • Lvl 4: Chakra Training (Flight), Light Spirit (Fly at fast movement & for longer), Ki Pool
  • Lvl 5: Drunken Strength (+1d6 after attack roll)
  • Lvl 6: Chakra Training (SerpentFire blast), Chakra Adept (last chance use before ki runs out)
  • Lvl 7: Linked Chakras (use two chakras simultaneously 1/day)
  • Lvl 8: Chakra Training (Healing/condition removal), Chakra Expertise (Maintain a chakra a rd for free)
  • Lvl 9: Improved Evasion
  • Lvl 10: Chakra Training (Free staggering enemies), Chakra Master (ki to use multiple chakras)
  • Lvl 11: Drunken Courage (Immune to fear)
  • Lvl 12: Chakra Training (true seeing), Abundant Step
  • Lvl 13: Drunken Resistance (DR)
  • Lvl 14: Chakra Training (Multiple chakras), Chakra Master (7 SerpentFire Ki)
  • Lvl 15: Quivering Palm
  • Other Notes: Keeps AC Bonus, Unarmed Strike and Fast Movement


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JAMRenaissance wrote:

Okay, here is the first part of my second pass at the Monk.

You seem to be very keen to hand out +2 power ratings.

By definition +2 indicates archetypes that are strictly superior to alternatives. But we have 10 Archetype with a +2 power rating so maybe you should tone some of those down a bit.


It really seems like the only Monk Archetype that deserves a +2 in Power (other than maybe the Qinggong if that actually counts as an archetype when it's something every monk should take always) is the Zen Archer Monk.

Like the Tetori can be really good, but let's calibrate our scale for the monk by putting the high end at the one thing we know is really powerful. Unless it's a monk archetype that is as powerful or nearly as powerful as the ZAM, it probably only deserves a +1.

Like Tetori: +1 Power/-1 Versatility seems just right to me- you're limited to one trick, you're very good at it, and it's a very good trick, but it's not the best trick (there may well be things that you cannot or do not want to grapple.)


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To be honest I really dont like how "power" and "versatility" are used in the definitions of the archetypes....


https://docs.google.com/document/d/1hiQ4naLEsyVU81YRDJIP6yjAcFMIjMfpFZ6O_Cr bJC0/pub#id.5v4akp5gzc28
I believe Feral Hunter over a 20 level class is a -3/-3. After level 8, they don't get another class feature until level 17. However, a 2 level dip into Feral Hunter is a +1/+1. Feral Focus + Precise Shot + Wild Empathy + Divine Spellcasting = nice for archer builds.

(Feral Focus is a buff with an infinite duration that can be switched as a swift action, the options are : +2 dex, +2 str, +2 con, darkvision, scent, +4 perception, +4 swim/acrobatics (jump), +4 climb, evasion, +5 speed, +2 attack to aoos/+2 AC against aoos.)


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Alex Mack wrote:
By definition +2 indicates archetypes that are strictly superior to alternatives. But we have 10 Archetype with a +2 power rating so maybe you should tone some of those down a bit.

Or maybe core monk is just sort of awful.


Perhaps the solution would be to rate every base class on (say) a 10 point scale and then consider how the archetypes would change their rating on that 10 point scale?

That way, the 3/10 monk getting a lot of +2 archetypes and the 8/10 Wizard getting few +2 archetypes wouldn't seem like we're saying the Monk is better than the Wizard in any shape, way, or form.

But I imagine that might be acrimonious.


Pathfinder Lost Omens, Rulebook Subscriber
Avoron wrote:
Alex Mack wrote:
By definition +2 indicates archetypes that are strictly superior to alternatives. But we have 10 Archetype with a +2 power rating so maybe you should tone some of those down a bit.
Or maybe core monk is just sort of awful.

I really hate to say it in this manner but... yes, I was comparing to the Core Monk. As I mentioned in my opening the second go round, the Core Monk abilities are AWFUL. It's not hard to be "superior" to them. You'll also notice that only a quarter or so receive negative ratings. Same reasoning.


JAMRenaissance wrote:
Avoron wrote:
Alex Mack wrote:
By definition +2 indicates archetypes that are strictly superior to alternatives. But we have 10 Archetype with a +2 power rating so maybe you should tone some of those down a bit.
Or maybe core monk is just sort of awful.
I really hate to say it in this manner but... yes, I was comparing to the Core Monk. As I mentioned in my opening the second go round, the Core Monk abilities are AWFUL. It's not hard to be "superior" to them. You'll also notice that only a quarter or so receive negative ratings. Same reasoning.

How do you code the spoiler and the drop down list into a post?


JAMRenaissance wrote:
Avoron wrote:
Alex Mack wrote:
By definition +2 indicates archetypes that are strictly superior to alternatives. But we have 10 Archetype with a +2 power rating so maybe you should tone some of those down a bit.
Or maybe core monk is just sort of awful.
I really hate to say it in this manner but... yes, I was comparing to the Core Monk. As I mentioned in my opening the second go round, the Core Monk abilities are AWFUL. It's not hard to be "superior" to them. You'll also notice that only a quarter or so receive negative ratings. Same reasoning.

This is where our disagreement stems from... I|d side with possible Cabbage here...

And seriously you assigned a plus 2 to monk of the lotus because stunning fist is soo bad but touch of serenity is way better cause it has the same crappy DC but doesnt deal any damage...

Sovereign Court RPG Superstar 2009 Top 32

If the core monk is that bad, then any archetype that is clearly better but still not very good should be a +1 rather than a +2. This is because this guide is comparing archetypes between classes, not just archetypes of a single base class.


Pathfinder Lost Omens, Rulebook Subscriber
Sarrah wrote:


How do you code the spoiler and the drop down list into a post?

At the bottom of the screen there is a section labelled "How to format your text". Hit the "Show" button for all of the codes.

Alex Mack wrote:
And seriously you assigned a plus 2 to monk of the lotus because stunning fist is soo bad but touch of serenity is way better cause it has the same crappy DC but doesnt deal any damage...

Will Save vs Fort save makes a huge difference on the front line. As well, ToS extends beyond a single round for MotL. It's a clear upgrade.

Kurald Galain wrote:
If the core monk is that bad, then any archetype that is clearly better but still not very good should be a +1 rather than a +2. This is because this guide is comparing archetypes between classes, not just archetypes of a single base class.

Then we should stop now. Are we really going to compare Zen Archer to Razmiran Priest? And if we wanted to, we certainly need a finer scale than +-2.

PossibleCabbage wrote:
That way, the 3/10 monk getting a lot of +2 archetypes and the 8/10 Wizard getting few +2 archetypes wouldn't seem like we're saying the Monk is better than the Wizard in any shape, way, or form.

I think it's safer to say that there is considerably more space for improvement for the Monk than there is for the Wizard...

... which is true.

I am just one guy in a crowdsourcing project. Anybody wanna do a run-through of the archetypes and re-rate?

To be honest, though... I think we really get more bang for finding combinations of archetypes that bring us to a Zen Archer style upgrade than going back and forth on what should get a +1 and what should get a +2. Zen Archer is The One True Monk Archetype, and I thought I'd made that clear. We need to find ways to help people make other Monks that Am Barbarian may call "Am Not Totally Crappy And Useless Monk".

I think the Sensei/Ki Mystic/MotL can keep up with the Zen Archer is terms of being Cool To Play and Worth Playing. Can we come up with anything else?


Ragoz wrote:
Only just started looking at this document but was surprised when I saw Pact Wizard listed as bad. At the very least you get a free Improved Familiar feat (+1 power) but you must select a familiar (-1 versatility). It is also one of the very few ways to get the aura class feature which can be interesting.

A bonus feat isn't worth +1 power, at least not on its own. There just isn't enough here to merit any plus ranking, and having to take an extra opposition school costs it on the versatility side. Maybe if there was more you could do with the aura class feature it might salvage the archetype, but there's precious little aside from qualify from sacred summons.

Alex Mack wrote:

You seem to be very keen to hand out +2 power ratings.

By definition +2 indicates archetypes that are strictly superior to alternatives. But we have 10 Archetype with a +2 power rating so maybe you should tone some of those down a bit.

Agreed, both +2 and -2 are extremes. That should be used sparingly.

Sarrah wrote:
I believe Feral Hunter over a 20 level class is a -3/-3

There's no need for a ranking lower than -2, which basically says "this archetype doesn't even function". Getting -2 on both sides in general is a stern warning to steer clear.

Quote:
How do you code the spoiler and the drop down list into a post?

The tags are called "spoiler" and "list" respectively. You can just quote someone's post and look at the formatting.

PossibleCabbage wrote:

Perhaps the solution would be to rate every base class on (say) a 10 point scale and then consider how the archetypes would change their rating on that 10 point scale?

That way, the 3/10 monk getting a lot of +2 archetypes and the 8/10 Wizard getting few +2 archetypes wouldn't seem like we're saying the Monk is better than the Wizard in any shape, way, or form.

But I imagine that might be acrimonious.

I strongly disagree; this brings up a whole new layer of subjectivity and would be incredibly clunky for little gain. I think there's broad agreement over the general Pathfinder tier list, and that archetypes in general do not change a class's position on that list. To me, this is an acknowledgement that comparing wizard to monk is like comparing the golden Apples of the Hesperides or oranges. I don't feel that's within the scope of this guide, and that archetypes should be ranked based on a comparison with the vanilla class.


JAMRenaissance wrote:


Will Save vs Fort save makes a huge difference on the front line. As well, ToS extends beyond a single round for MotL. It's a clear upgrade.

Sure high Fort saves are more common than high WIL saves.

However your logic: if the monk fights on the front lines all he cares about is the opponents Wil save is highly flawed.

Stunning Fist actually makes you good at going after soft targets (against which you are generally better due to your awesome saves and mobility and your crappy AC and HPs). If a monk gets adjacent to a caster he can easily lock him out of an entire combat (and likely kill him in short order). That's not gonna work so well with Touch of Serenity.

Additionally Touch of Serenity has a few other disadvantages compared to stunning fist. a) it deals no damage b) targets can still move (or use spell like abilities) ergo you can't lock them up as you could with stunning fist. c) Targets of Stunning fist take a massive penalty to AC d) targets of stunning fist drop all items held.

Ergo Touch of Serenity is not a clear upgrade as there exist situations in which stunning fist is superior to Touch of Serenity and the base effect of stunning fist (prior to level 6) is superior as well.

Also another argument on removing the amount of +2 in your ratings is Archetype stacking. Picking an archetype means you have way less possibility of selecting other Archetypes, thus every Archetype has an opportunity cost and thus logically not every second archetype can have a +2 rating as some are better than others.


Dasrak wrote:
I strongly disagree; this brings up a whole new layer of subjectivity and would be incredibly clunky...

I think the issue is here that when I see an archetype bump a class up to a higher tier, that's worth a +1. When an archetype bumps a class up multiple tiers, I can't help but see that as a +2.

So a vanilla Monk is a tier 6 class, but a Zen Archer monk is roughly on the same level as a Ranger, so that's tier 4. So that's an easy +2.

By this standard you're going to get a lot fewer +2 archetypes for Oracles and Sorcerers since they're already way up there.


PossibleCabbage wrote:

Perhaps the solution would be to rate every base class on (say) a 10 point scale and then consider how the archetypes would change their rating on that 10 point scale?

That way, the 3/10 monk getting a lot of +2 archetypes and the 8/10 Wizard getting few +2 archetypes wouldn't seem like we're saying the Monk is better than the Wizard in any shape, way, or form.

But I imagine that might be acrimonious.

You dont need to rate the base class - but every base class has to provide the benchmark against which an archetype is rated.

If an archetype has one thing that it can do really well that shouldnt by default mean they get a +1 "power" rating.

Most archetypes by their definition should be -1 or -2 in terms of versatility since most focus on becoming significantly better at a specific aspect of the original base class at the expense of other aspects.

I think 1 overall figure is better based purely on the concept of:

What it gains vs What is loses

Sovereign Court RPG Superstar 2009 Top 32

PossibleCabbage wrote:
I think the issue is here that when I see an archetype bump a class up to a higher tier, that's worth a +1. When an archetype bumps a class up multiple tiers, I can't help but see that as a +2.

I don't agree. By that logic, a tier-1 class couldn't have archetypes worth +1 or +2, since it's already in the highest tier.

Just because the monk sucks doesn't mean most of its archetypes are great. The +2 to -2 ratings have clear definitions given in this thread, that are unrelated to the tier rating.


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JAM, i just wanna tell you. That Mr. Miyagi build is awesome, both in flavor and mechanics. Really great stuff. I've almost never seen a Monk of the Lotus, but it's got a cool Stunning Fist replacement.


PossibleCabbage wrote:
Dasrak wrote:
I strongly disagree; this brings up a whole new layer of subjectivity and would be incredibly clunky...

I think the issue is here that when I see an archetype bump a class up to a higher tier, that's worth a +1. When an archetype bumps a class up multiple tiers, I can't help but see that as a +2.

There are very few archetypes that I would consider good/bad enough to actually cause a class to move even a single tier, and none that I would consider good enough to move two tiers. Of the ones I've ranked, Razmiran Priest is the only one significant enough that I would consider it to actually change its class's tier (T2->T1).


Pathfinder Lost Omens, Rulebook Subscriber
Alex Mack wrote:


Sure high Fort saves are more common than high WIL saves.

However your logic: if the monk fights on the front lines all he cares about is the opponents Wil save is highly flawed.

Stunning Fist actually makes you good at going after soft targets (against which you are generally better due to your awesome saves and mobility and your crappy AC and HPs). If a monk gets adjacent to a caster he can easily lock him out of an entire combat (and likely kill him in short order). That's not gonna work so well with Touch of Serenity.

Additionally Touch of Serenity has a few other disadvantages compared to stunning fist. a) it deals no damage b) targets can still move (or use spell like abilities) ergo you can't lock them up as you could with stunning fist. c) Targets of Stunning fist take a massive penalty to AC d) targets of stunning fist drop all items held.

Ergo Touch of Serenity is not a clear upgrade as there exist situations in which stunning fist is superior to Touch of Serenity and the base effect of stunning fist (prior to level 6) is superior as well.

Also another argument on removing the amount of +2 in your ratings is Archetype stacking. Picking an archetype means you have way less possibility of selecting other Archetypes, thus every Archetype has an opportunity cost and thus logically not every second archetype can have a +2 rating as some are better than others.

Allow me to rephrase:

"Stunning Fist is really great for beating up something you should already be able to beat up!"

So... sorry. I would say that the ability to better deal with a front line opponent is more important for what is ostensibly a melee class.

I do agree with the thought that combining archetypes is of most import... which is where my second thread comes in. What do you think are some solid combinations that we can put forward for others?


Silver Surfer wrote:
To be honest I really dont like how "power" and "versatility" are used in the definitions of the archetypes....

I agree. I like the blue/green/orange/red color scheme that is pretty much the standard for grading out classes or archetypes.

Sovereign Court RPG Superstar 2009 Top 32

Grond wrote:
I like the blue/green/orange/red color scheme that is pretty much the standard for grading out classes or archetypes.

Basically,

pow + vrs >= 3 means blue
pow + vrs >= 1 means green
pow + vrs >= -2 means orange
pow + vrs <= -3 means red

(and yes, it may be useful to colorcode it that way).


Grond wrote:
I agree. I like the blue/green/orange/red color scheme that is pretty much the standard for grading out classes or archetypes.

Well, Purple/Blue/Green/Orange/Red or Blue/Green/Black/Orange/Red are five bins, and +2/+1/0/-1/-2 is five bins so they're really the same thing, you're just assigning a number to a color.

The problem I think is that unlike power, "versatility" is kind of ambiguous. An archetype being called versatile could potentially mean:
- This archetype enables a new strategy that was not previously available to this class.
- This archetype allows for a greater variety of strategies than would otherwise be available to this class.
- This archetype enables you to build a character that can do a lot of different things.

But those aren't all the same. Most archetypes should be a - in versatility, since they're generally of the form "you're giving up general abilities, to be better at one specific thing" (e.g. a gunslinger can use both pistols and muskets, but a pistolero and a musketeer can use only one or the other effectively, but is better at this thing than the base class), and we shouldn't see this as a bad thing because "this archetype enables me to do what I want my character to be able to do" vastly outweighs "this archetype is narrow". A Tetori is never going to be a decent archer, but if you wanted a monk who uses a bow you should have chosen a Sohei or a Zen Archer instead (or really any other archetype that gives you proficiency with a bow.) So I'm really sort of questioning the value of rating versatility at all- is there any situation where "this archetype is versatile" or "this archetype is not versatile" would influence your decision about an archetype?

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