Weakest Archtypes (but most fun)


Pathfinder First Edition General Discussion

51 to 62 of 62 << first < prev | 1 | 2 | next > last >>

Currently play a Feral Hunter, liked the Hunter class but didn't want an animal companion. It's been a blast to play but the archetype is quite weak. The stat bonus are nice and carry you for bit but they give you an enhancement bonus so no belts. Since saves you on gold early on that's how it carries well. The next spot is summon natures ally, pretty useless by 7th level. I'm summoning leopard with tiger aspect, even with 2 of they just die and can't things. By the time I can tiger at 10th level the same problem. The only time they useful is on easy encounters where you don't need to summon in the first place. It wouldn't be so bad but you give up almost all you team work feats in place of that summon. I the archetype would be better with out Summon Pack. You still can summon but you can at least use teamwork feats. Still I'm having a blast with the class role playing a cranky hunter and making use of wild shape. Wild shape is the thing that makes it fun I think.


First World Summoner. Your eidolon is heavily nerfed, your Summon Monster is downgraded to Summon Nature's Ally; being able to use both without casting a spell to summon your eidolon is nice but not sufficient to bring it back up to the base Summoner. On the plus side the flavour of fey is fun and easier to work with than the wide-open base summoner.

If you consider the Unchained summoner an archetype it comes with similar features.


Metamorph Alchemist seems so very cool, but no matter how much I brainstorm and write out character plans, I just cannot figure how to make them more than mediocre at anything.


avr wrote:

First World Summoner. Your eidolon is heavily nerfed, your Summon Monster is downgraded to Summon Nature's Ally; being able to use both without casting a spell to summon your eidolon is nice but not sufficient to bring it back up to the base Summoner. On the plus side the flavour of fey is fun and easier to work with than the wide-open base summoner.

If you consider the Unchained summoner an archetype it comes with similar features.

I view the firstworld summoner's main advantage is based on its summoning SLA. And it is a one trick pony...with a very good trick.

In summary: Pugwampis, or "nodes for a 20' radius, no save misfortune hex".

The unluck aura forces a 'roll twice and take the worse roll' for pretty much any d20 roll. Attacks are worse, skills are worse, saves are worse. And it has a perfect little loophole that you can exploit so it doesn't affect your party- luck bonuses cancel it out. So make a party with a half orc druid with tattoos (I say druid since their animal companion has their own loophole), an archaeologist bard, a warpriest, adn a save or suck wizard (that last one doesn't have the luck bonus...doesn't need it. He makes others roll, he doesn't roll himself).

You can get enough pugwampis to cove the entire battlefield in their aura.

The pugwampis are weak little buggers... but that is an advantage, in a way. The massive debuff they do passively makes it much more appealing to get rid of them. So enemies ahve to waste their time chasing down doggos. That is time when the enemies are NOT attacking you, or staying close enough together to flank and such.

So overall, you are limited in what you can do... but you do it VERY well.


And don't forget that Stirges are on Summon Nature's Ally 1. They can be worth using SNA II or III to get more of them.


1 person marked this as a favorite.
Imbicatus wrote:
I love the metamorph alchemist. It's the perfect martial shapeshifter, but giving up all spells and bombs makes it mechanically weaker than the base class.

Seconded, although the biggest problem is the severe lack of mechanically good monsters to shift into. If only some flying monstrous humanoids with pounce would exist, the archetype would actually be pretty good for a martial (still a downgrade, but hey, .

On topic:
Wyrmwitch from Lagecy of Dragons is ridiculously cool (instead of having a familiar, you have to sleep on a hoard!), and you even gain a free bonded item-effect. Sadly, you have to pick one of 6 special patrons that all utterly suck!

I'm not sure how strong (or in this case, weak) Living Grimoire Inquisitor from Horror Adventures is, but I think that one's hilarious. Basically, you walk around telling your enemies "the words of <insert god> will punish you!", and then you whack them with your holy book!


The Sideromancer wrote:
Empyreal knight paladin. Trades out most important pally stuff, but your horse gets wings.

I don't know, getting near-full power summons strikes me as good as well. You do give out a lot, but get some handy stuff. Sure beats the Dusk Knight, though. I would also say that the geisha bard may be cool and fun in an oriental intrigue campaign, I think it lost a bit too much to be worth it.

Oh, and everything that trades a ton of useful features for a drake is right up here.


Derklord wrote:


I'm not sure how strong (or in this case, weak) Living Grimoire Inquisitor from Horror Adventures is, but I think that one's hilarious. Basically, you walk around telling your enemies "the words of <insert god> will punish you!", and then you whack them with your holy book!

I love the idea of this archetype! I'm honestly not sure if it is good or terrible, but I think it is an inspired idea.

Dark Archive

Derklord wrote:
I'm not sure how strong (or in this case, weak) Living Grimoire Inquisitor from Horror Adventures is, but I think that one's hilarious. Basically, you walk around telling your enemies "the words of <insert god> will punish you!", and then you whack them with your holy book!

Ha, ha okay that is amusing. I chuckled at the thought.


Gerald wrote:
Derklord wrote:


I'm not sure how strong (or in this case, weak) Living Grimoire Inquisitor from Horror Adventures is, but I think that one's hilarious. Basically, you walk around telling your enemies "the words of <insert god> will punish you!", and then you whack them with your holy book!
I love the idea of this archetype! I'm honestly not sure if it is good or terrible, but I think it is an inspired idea.

It's an Int-based prepared caster (the only Int-based divine caster so far), so it's probably not that weak.


Ventnor wrote:
Gerald wrote:
Derklord wrote:


I'm not sure how strong (or in this case, weak) Living Grimoire Inquisitor from Horror Adventures is, but I think that one's hilarious. Basically, you walk around telling your enemies "the words of <insert god> will punish you!", and then you whack them with your holy book!
I love the idea of this archetype! I'm honestly not sure if it is good or terrible, but I think it is an inspired idea.
It's an Int-based prepared caster (the only Int-based divine caster so far), so it's probably not that weak.

It's a bit of a side-grade, from what I can tell. You trade out a lot, but what you get more or less equates in power.


I have been looking into the Ectoplasmatist Spiritualist lately and "weak but fun" feels like it should be in the official description somewhere. Basically chuck out everything about regular Spiritualists aside from their spell casting and bolt on Blackblade/Magus parts. you get a unique self enchanting weapon that gains reach and can act as hands, you can spell combat and spell strike through your reach hands and grab some free ghost armor out of it. kind of like that old Elfen Lied anime now that i think about it. but the progression on the weapons and armor arent competitive with just buying gear and after giving up so many abilities they dont get anything to support being more magus-y (no spell recall or arcana pools :( ) One day i may sit down with a GM and see if i can play one just to mess around with 15' ectoplasmic arms.

51 to 62 of 62 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Weakest Archtypes (but most fun) All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion