
JosMartigan |

JosMartigan wrote:Honestly I'd like to see a menu list of options that are subbed out for standard abilities (That Paizo believes are equivalent exchanges) to allow a player to customize their base class so no two fighters, rogues, wizards, clerics etc. are the same.
Additionally, a perquisite or penalty (such as a reduction in Rogue skill points) can be attached to a particular exchange to make it even out.I believe that archetypes are structured as such in order to avoid "cherry picking". While it certainly can be done as a house rule, the point of an archetype is to show a full specialisation of some kind.
Then again, some archetypes can even be combined, provided that the archetypes don't replace the same class feature(s).
That combination aspect is tricky. To me it's been tough to find more than one archetype that compliments another that doesn't replace the same features. Unless I multi-class two archetypes from two completely different classes of course.

JiCi |

I'm back :P
Kinetic Knight (Psychic Anthology)
You might be saying that there's "nothing wrong with this archetype", but there are a few abilities that might need some work.
Elemental Weapon (renamed from Elemental Blade) (Su): At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
The kinetic knight has to channel her elemental weapon through a melee weapon, be manufactured or natural. This results in the attack being a regular attack instead of a touch attack as per the blast. However, the Elemental Weapon gains any effect or enhancement the weapon can possess.
The kinetic knight can choose to manifest the blast with the kinetic blade infusion without a weapon, if desired.
[...]At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performance, and trip weapon qualities. If the melee weapon does not already have the reach quality, it gains it for the duration of the whip infusion.[...]
NOTE: Ok, my major grip with the Kinetic Blast is that you cannot apply any enhancement to it. You cannot have a Kinetic Blade with the Vicous, Keen and Vorpal enhancements, similar to how a Soulknife could enhance his soul blade. While I do nerf this ability (touch to regular), I do allow a Blast to benefit from enhancements. Furthermore, and please correct if I'm wrong, but I haven't seen a magic item that allows you to channel certain weapon enhancements on Blasts, be for ranged or melee attacks.
Elemental Bastion (Ex): [...]A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd. Furthermore, she treats her class level as half its levels to apply its benefits to a light armor and buckler, her levels - 5 for a medium armor and light shield and her full levels for a heavy armor and wielding an attuned heavy shield. If she ever becomes proficient with a tower shield, it is treated as a heavy shield for the purposes of this ability.[...]
NOTE: You gain proficiency with medium AND heavy armor, but it only benefits from wearing heavy armor... yeah... This needs some scaling if you don't want to wear a full plate. That might not be much, but hey, more options would be welcomed.

JiCi |

I'm back :)
Elemental Annihilator (Occult Adventures)
I understand that this archetype is geared toward wanton destruction... except that there's a little detail that ruins it for several builds.
Devastating Infusion (Su): At 1st level, an elemental annihilator can either shoot her kinetic blast at a target within 30 feet or make a single melee attack as if she were using kinetic blade as an attack action. For this attack, the elemental annihilator’s base attack bonus from her kineticist levels is equal to her full kineticist level. A devastating infusion always deals an amount of damage equal to 1d8 + the elemental annihilator’s Constitution modifier, regardless of the annihilator’s class level or use of composite blasts. When making a melee attack with devastating infusion, the elemental annihilator doesn’t provoke attacks of opportunity, and if she uses two hands, the attack’s damage is equal to 1d8 + 1-1/2 times her Constitution modifier. This is a 1st-level form infusion that costs 0 points of burn and can be used with any physical blast (but not energy blasts). Unlike with kinetic blade, the elemental annihilator can use Vital Strike with devastating infusion. The damage bonus from elemental overf low doesn’t apply to devastating infusion’s damage rolls. This ability replaces the 1st-level infusion and the basic utility wild talent normally granted by selecting an element.
You would think that Fire would be a fitting element for that archetype, but the main ability doesn't work with energy blasts... and Fire doesn't have a physical blast; all other elements have. Also, it states that you "make a single melee attack", which might be confusing, because it doesn't mean a melee touch attack like the Kinetic Blade.
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Dragonblood Shifter (Wilderness Origins)
Greater Wyrmshifter (Su): At 20th level, a dragonblood shifter’s tie to her draconic abilities reaches its peak. She becomes immune to sleep and paralysis effects. She can use wild shape to transform into a dragon for a number of hours each day equal to her shifter level + her Wisdom modifier, and her wild shape ability now functions as form of the dragon III. This duration does not need to be consecutive, but it must be spent in 1-hour increments. For abilities that function based on uses of wild shape, each hour of wild shape counts as a use.
This replaces final aspect.
If you're good/lucky enough to reach that level as a shifter, you deserve to have access to the final version of Form of the Dragon. This is something I've noticed for many archetypes that use that spell: they NEVER reach III. This is getting on my nerves, seriously.
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Draconic Druid (Legacy of Dragons)
Dragon Shape: A draconic druid can’t use wild shape to change into any of the usual forms available to a druid. Instead, at 4th level, she can use wild shape to change into a dragon-scaled version of herself with long fangs, gaining a +1 natural armor bonus to her AC and a bite attack appropriate for her size (1d6 points of damage for a Medium druid) but otherwise retaining her usual form. At 10th level, she can spend two uses of wild shape to transform into a Medium dragon as per form of the dragon I, and at 12th level, she can spend two uses to change into a Large dragon as per form of the dragon II. At 16th level, she can spend four uses to change into a Huge dragon as per form of the dragon III. Each time that a draconic druid uses wild shape counts as a separate casting of the spell for the purpose of refreshing her uses of her breath weapon.
At 20th level, she can use wild shape at will. However, she is still required to spend uses to transform into a Huge dragon.
Speaking of which :P That's how I would fix that other archetype.
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Scrollmaster (Ultimate Magic)
Martial Empowerment (Su): At 5th level, the scrollmaster can expend a spell to treat her base attack bonus as her caster level for 1 round equal to the expended spell's level. at 15th level, the duration increases to 1 minute equal to the expended spell's level.
This ability replaces the 5th-level and the 15th-level wizard bonus feats.
This is related to what I suggested for the Blade Adept earlier back. Spellcasters aren't the best in melee, especially when it comes to manufactured weapons, so it would be betetr if they get at least something to elevate this.

FaerieGodfather |
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Honestly I'd like to see a menu list of options that are subbed out for standard abilities (That Paizo believes are equivalent exchanges) to allow a player to customize their base class so no two fighters, rogues, wizards, clerics etc. are the same.
Rogue Genius Games has done this for the majority of the CRB classes, plus the Cavalier and Witch, in the series Rogue Genius Guide to the Talented $CLASS and Rogue Genius Guide to More $CLASS Talents.
I miiiiight be laying it on a little too thick trying to convince them to finish the APG classes and tackle the ACG and Ultimate classes... and maybe Occult Adventures... and DSP psionics.

Wonderstell |

Exciter (Horror Adventures)
This archetype fuses the Spiritualist with their Phantom, making them unable to manifest their phantom in return for a Rage mechanic. Sounds simple enough. It isn't.
This ability replaces a spiritualist’s ability to manifest his phantom and use emotional focus abilities that require a manifested phantom.
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This ability replaces bonded senses.
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This ability replaces spiritual interference.
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I could go on and on about these abilities in detail, but the main beef I have with them is that they are unnecessarily restricted and goes against the theme of the archetype itself.
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So the obvious first step to fix this archetype is to look at similar archetypes. The Id Rager (bloodrager) and Dreamthief (rogue) are both better at implementing the Emotional Focus, so let's steal what they have.
An exciter gains the ability to enter an ecstatic state in which he’s consumed and overwhelmed by his passions and driven into a fighting fury. This functions as a bloodrager’s bloodrage, and is treated as rage for qualifying for feats and abilities that increase your amount of uses per day. When entering a rapture, the exciter loses all other benefits from having his phantom confined in his consciousness (such as the Skill Focus feats and bonus against mind-affecting effects), but he can choose to exchange the normal +4 morale bonus to his Strength and Constitution scores normally gained from bloodrage for a +4 morale bonus to his Dexterity and Charisma scores or a +2 morale bonus to his Strength, Dexterity, Constitution, and Charisma scores.
While in a rapture the exciter gains emotional focus powers as if he were a phantom with the emotional focus his phantom selected. He is considered to be both a phantom and a spiritualist for the purposes of abilities whose effect references both a phantom and a spiritualist. In addition, once per round when an exciter makes a melee attack they can treat it as if it was a slam attack for the purpose of any emotional focus abilities that apply to a phantom’s slam attacks.
Beginning at level three, bonded manifestation no longer has a limited amount of uses per day but can't be used outside of a rapture. The slam attacks use the exciter's statistics, but otherwise follows the normal damage dice progression.
This ability replaces a spiritualist’s ability to manifest his phantom, replaces bonded senses, and alters bonded manifestation.
At 4th level, an exciter can cast spiritualist spells even while in his rapture. He can cast these spells defensively, make concentration checks, and attempt Charisma- and Intelligence-based skill checks related to psychic spells while in a rapture.
This ability replaces spiritual interference.
And we'll also throw in another Rage Power at lv 6 to replace the 6th level Phantom Recall which previously gave us the phantom's Aura.

JiCi |

Shield Champion (Advanced Class Guide)
Brawler’s Flurry (Ex): A shield champion can use a shield as part of a Brawler's Flurry.
Currently, the champion can throw the shield as many times as the flurry can allow, but cannot bash with it... odd.
Shield Bash Mastery (Ex): At 5th level, a brawler’s damage with shields increases. When wielding a shield, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a heavy shield deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
This replaces close weapon mastery.
Again, it feels like a glaring omittion, considering that shield bashes aren't the most damaging weapons.
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Unarmed Fighter (Ultimate Combat)
Weapon Training (Ex): At 5th level, an unarmed fighter gains a +1 bonus on attack and damage rolls with weapons in the monk and natural weapon groups, improving by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level). Also, he uses half of his fighter levels as monk levels for determining the amount of damage dealt with an unarmed strike. This ability replaces weapon training 1, 2, 3, and 4.
Again with a glaring omittion, as the unarmed strike damage progression is often forgotten for these kinds of archetypes.
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White-Haired Witch (Dragon Empires Primer)
White Hair Combat (Su): The white-haired witch treats her witch level as monk levels for determining the amount of damage dealt with her hair. Also, she can make a flurry of blows as a full-attack action with her hair, using her level. For this ability, the white-haired witch’s base attack bonus from her witch levels is equal to her full witch level.
This ability replaces the witch's familiar and her patron spells.
This is starting to be a trend :P I decided to replace her familiar (which doesn't seem to be a focus) by something related to the witch's main new ability.

CopperWyrm |

Battle Dancer (Martial Arts Handbook)
Rolling Flurry (Ex)
When a battle dancer uses her brawler’s flurry, she can and must move 5 feet before each melee attack or combat maneuver. If she is unable to move 5 feet, she can’t attempt any further attacks or combat maneuvers. She can’t exceed her maximum speed. This movement does not provoke attacks of opportunity if the brawler would be able to take a 5-foot step normally; if she would be unable to (for instance, if she were in difficult terrain), the movement provokes attacks of opportunity as normal unless she succeeds at the appropriate Acrobatics checks.
While using this ability, she can still take her normal 5-foot step before or after making her attacks.
This alters brawler’s flurry.
Now, arguably, this didn't need to be put in place, because the implication is that you CAN do the awesome thing the ability is describing. Arguably, the RAW allows the ability to work as it stands, but this clarification is still needed.

JiCi |

Mutated Defender (People of the Wastes)
Mutant Blast (Su): One of the mutated defender’s extremities becomes elementally warped, and he can discharge a blast of energy from this limb. This functions as the kineticist's kinetic blast and uses his vigilante level as his kineticist level. The mutated defender chooses the damage type (based on aether, air, earth, fire, void, water or wood) of his mutant blast when selecting this talent. The mutated defender must be at least 9th level to select this talent.
OMG, the bloodline powers are worthless because they don't scale that much and they are limited. The kinetic blast is a much better option, especially since no infusion or composite blast is available for this archetype.
Mutant Evolution: The mutated defender gains a 1-point evolution from the eidolon list other than climb, improved natural armor, mount, skilled, or swim. He must meet any prerequisites as normal, using his vigilante level for prerequisites that require a summoner level. He can select an evolution granting a natural attack without fulfilling the subtype requirement, though he must replace one of his hands with the natural weapon. A mutated defender can select this mutant talent multiple times, choosing a different evolution each time. At 5th level he may select a 2-point evolution; at 10th, he may select a 3-point evolution; at 15th level, he may select a 4-point evolution.
It's already a problem that some 1-point evolutions require higher-level evolutions. Furthermore, some 1-point evolutions cannot be taken together, such as claws and pincers (unless you have 4 arms), limiting you even more. Just break that barrier.

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I'd like to take the Hinyasi Brawler and make one adjustment.
In the Improvisation Training (Ex) power, after "She deals damage equal to her unarmed strike damage while fighting with an improvised weapon." I would like to Copy/Paste this section from Warpriest Sacred Weapon "The warpriest Brawler can decide to use the weapon’s base damage instead of the sacred weapon unarmed strike damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon unarmed strike damage, its damage is unchanged.)
This would allow a Hinyasi to gain the full benefit of Improvised Weapon Mastery, or the Shikigami Style line.