1,000,001 Archetypes


Homebrew and House Rules

Liberty's Edge

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Everyone loves more archetypes, and in our current era they're becoming ever more versatile. You might want an archetype for building vehicles, or for taking care of an elderly relative. Some even use archetypes to disable bombs! The fact is, archetypes are as diverse as our collective imaginations. Let's put together some really excellent archetypes and make that 1,001 mark!

The format:
[number]. [Class] ([archetype name])
[List of class features lost and gained]

I'll start us off.

1. Rogue (master striker)
Loses all rogue talents, but now has 1d6 sneak attack damage per level.

2. Fighter (feat master)
Loses bravery and all class skills. Instead of one bonus feat every other level, gains 1 bonus feat per level.

3. Wizard (conjuration master)
Loses arcane bond. Must take the Conjuration school. Gains standard action summoning.

4. Commoner (sneaky peasant)
Replaces 1/2 BAB with 3/4 BAB progression. Gains Good Reflex save progression. Gains d8 HD.
Acquires "sneaky attack" class feature. The sneaky peasant's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the sneaky peasant flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the sneaky peasant score a critical hit with a sneaky attack, this extra damage is not multiplied. Ranged attacks can count as sneaky attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a sneaky peasant can make a sneaky attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneaky attack, not even with the usual –4 penalty.
The sneaky peasant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sneaky peasant cannot sneaky attack while striking a creature with concealment.
Gains "see traps good" class feature. A sneaky peasant adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A sneaky peasant can use Disable Device to disarm magic traps.
Gains "avoid" class feature. At 2nd level and higher, a sneaky peasant can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Avoid can be used only if the sneaky peasant is wearing light armor or no armor. A helpless sneaky peasant does not gain the benefit of avoid.
sneaky peasant Talents: As a sneaky peasant gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a sneaky peasant gains one sneaky peasant talent. She gains an additional sneaky peasant talent for every 2 levels of sneaky peasant attained after 2nd level. A sneaky peasant cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a sneaky peasant's sneaky attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Bleeding Attack* (Ex): A sneaky peasant with this ability can cause living opponents to bleed by hitting them with a sneaky attack. This attack causes the target to take 1 additional point of damage each round for each die of the sneaky peasant's sneaky attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Combat Trick: A sneaky peasant that selects this talent gains a bonus combat feat (see Feats).
Fast Stealth (Ex): This ability allows a sneaky peasant to move at full speed using the Stealth skill without penalty.
Finesse sneaky peasant: A sneaky peasant that selects this talent gains Weapon Finesse as a bonus feat.
Ledge Walker (Ex): This ability allows a sneaky peasant to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a sneaky peasant with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Major Magic (Sp): A sneaky peasant with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the sneaky peasant's level. The save DC for this spell is 11 + the sneaky peasant's Intelligence modifier. The sneaky peasant must have an Intelligence of at least 11 to select this talent. A sneaky peasant must have the minor magic sneaky peasant talent before choosing this talent.
Minor Magic (Sp): A sneaky peasant with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the sneaky peasant's level. The save DC for this spell is 10 + the sneaky peasant's Intelligence modifier. The sneaky peasant must have an Intelligence of at least 10 to select this talent.
Quick Disable (Ex): It takes a sneaky peasant with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Resiliency (Ex): Once per day, a sneaky peasant with this ability can gain a number of temporary hit points equal to the sneaky peasant's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the sneaky peasant's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
sneaky peasant Crawl (Ex): While prone, a sneaky peasant with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A sneaky peasant with this talent can take a 5-foot step while crawling.
Slow Reactions* (Ex): Opponents damaged by the sneaky peasant's sneaky attack can't make attacks of opportunity for 1 round.
Stand Up (Ex): A sneaky peasant with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a sneaky peasant with this ability, even if they have already acted.
Trap Spotter (Ex): Whenever a sneaky peasant with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon Training: A sneaky peasant that selects this talent gains Weapon Focus as a bonus feat.
Gains "see traps better" class feature. At 3rd level, a sneaky peasant gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the sneaky peasant reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
See traps better bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a sneaky peasant can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A sneaky peasant with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a sneaky peasant already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A sneaky peasant of 8th level or higher can no longer be flanked.
This defense denies another sneaky peasant the ability to sneaky attack the character by flanking her, unless the attacker has at least four more sneaky peasant levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum sneaky peasant level required to flank the character.
Advanced Talents: At 10th level, and every two levels thereafter, a sneaky peasant can choose one of the following advanced talents in place of a sneaky peasant talent.
Crippling Strike* (Ex): A sneaky peasant with this ability can sneaky attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneaky attacks also takes 2 points of Strength damage.
Defensive Roll (Ex): With this advanced talent, the sneaky peasant can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the sneaky peasant can attempt to roll with the damage. To use this ability, the sneaky peasant must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the sneaky peasant's evasion ability does not apply to the defensive roll.
Dispelling Attack* (Su): Opponents that are dealt sneaky attack damage by a sneaky peasant with this ability are affected by a targeted dispel magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the sneaky peasant's level. A sneaky peasant must have the major magic sneaky peasant talent before choosing dispelling attack.
Improved Avoid (Ex): This works like avoid, except that while the sneaky peasant still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless sneaky peasant does not gain the benefit of improved avoid.
Opportunist (Ex): Once per round, the sneaky peasant can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a sneaky peasant with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Skill Mastery: The sneaky peasant becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A sneaky peasant may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex): This ability represents the sneaky peasant's ability to wriggle free from magical effects that would otherwise control or compel her. If a sneaky peasant with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A sneaky peasant may gain any feat that she qualifies for in place of a sneaky peasant talent.
Gains "super sneaky attack" class feature. Upon reaching 20th level, a sneaky peasant becomes incredibly deadly when dealing sneaky attack damage. Each time the sneaky peasant deals sneaky attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the sneaky peasant's level + the sneaky peasant's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that sneaky peasant's master strike for 24 hours. Creatures that are immune to sneaky attack damage are also immune to this ability.
Commoner class skills replaced with the following: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Gains 8+Int skill points per level.


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I'm so gonna have to ban that commoner archetype it's like way to good,it's almost like that one class from 3.5 the rogue

This was entirely satirical

On a more serious note
5. Gunslinger (ghost buster)
Loses nimble for "ghost bust" his attacks are treated as ghost touch
Also gains "I ain't afraid of no ghost" at 3rd level works like bravery


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Ooh I got one

6. Bard (True Bard)
Loses Inspire Courage but gains bonus to Perform (string) equal to level
Loses spells but gains additional bonus to Perform (string) equal to level
Loses Versatile Performance but gains bonus to Perform (string) equal to level
Is not proficient with any weapons but gets to begin play with a masterwork lute


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7. Paladin (Qlippothi Champion)
Sacred bonuses become profane.
Code: A qlippothi champion must be of chaotic alignment and loses all class features except proficiencies if he becomes Chaotic Evil. This does not mean a qlippothi champion cannot commit evil acts, only that they must be in service to his masters and be balanced out by good deeds; murdering innocents is often encouraged. A qlippothi champion requires that she place the interests of the qlippoth above her own, namely through opposing sin.


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8. Dickmonger (Wizard Archetype)

You gain a cohort named Dick. He is the worst.

Massive Tool

You gain a cohort, as though you had Leadership, but do not gain any followers, and your cohort's level always matches your wizard level.

Your cohort is named Dick. Dick must be either a human or a gnome, and must take all levels in the commoner class. Dick is Chaotic Evil, and has an aura of evil like that of a cleric equal to his commoner level. Rather than use the standard Hit Dice and Save progression, he instead gains d12 hit dice each level, and 1/2+2 his level in each save. However, his Base Attack Bonus does not increase above 0. Dick gains a bonus to his CMD equal to three times his level.

Dick's attributes are 10 in each ability score, and he does not increase these values as he gains levels.

Dick has spell resistance equal to 15+his level. Dick will not willingly lower this spell resistance unless he is being healed. If he lowers his spell resistance and a spell that is not healing is cast on him, he refuses there after to lower his spell resistance. Dick also has an AC of 25+ his level, including his touch AC and AC when flat-footed, and refuses to allow any creature to touch him, even with harmless effects, forcing a creature to make a touch attack to apply an effect. Dick always saves against any effect, even harmless effects.

If Dick's hit points are below his maximum hit points, he loudly complains about not receiving any magical help, and will intentionally start hitting any creature he is aware possesses magical healing until they agree to heal him. He only deals non-lethal damage with these attacks.

Dick accepts magic items, but cannot use them. Once a magic item has been bound to Dick, he refuses to remove it, and it requires a CMB check, using your BaB + your Strength modifier, to remove the item from him after he has bonded with it. Dick frequently attempts to find and put on magic items belonging either to your party or found within a horde of treasure.

As Dick gains levels along side you, he is only able to choose feats from a small list from the bonus feats he gets every other level. Dick does not need to qualify for the prerequisites for any feat he chooses:
Diehard, Elephant Stomp, Endurance, Fast Drinker (only for alcoholic beverages), Fleet, Focused Shot, Greater Vital Strike, Improved Vital Strike, Ironguts, Monkey Lunge, Shield Focus, Prone Shooter, Rapid Reload (heavy crossbow), Simple Weapon Proficiency (heavy crossbow), Skill Focus (profession: underwater basket weaving), Vital Strike.

Dick gains the feat Caustic Slur. He can only ever use this feat on your allies, and gains a bonus to his Bluff check equal to his level + 3. Dick uses this feat specifically on anyone who successfully used a non-healing spell on him in every subsequent encounter in which he is present. He also uses this feat on any round he fails a DC 20+ his level Will save, targeting the closest ally other than you.

Dick will intentionally move in direct sight line and charge line of your allies when possible, even preparing actions to specifically move in the way of spell areas, ranged attacks and charging allies. He allows enemies to pass through his space, but your allies are never allowed to pass through his space and he refuses to move from a space if inconvient.

Dick never gains ranks in any skill other than Profession: Underwater Basket Weaving and Craft: Traps, which he utilises to fully trap any location normally considered safe for you and your allies. He steals money from you and your allies in order to pay for these traps and basket weaving materials. While attempting to steal funds, Dick gains the effect of pass without trace, nondetection and invisibility , and gains a bonus on his Stealth and Sleight of Hand checks equal to his level + 10. He also steals enough money to keep the total amount of alcohol on his person per day equal to his level X 10gp. He will drink all such alcohol by the end of the day. If he is unable to steal enough money to maintain this amount, he begins demanding that you and your allies sell equipment to purchase alcohol. If refused, he will attempt to steal equipment the next night, and will viciously attack anyone until death should they confront him about his theft.

While Dick is within sight of any creature, that creature is considered to be too distracted to Take 10 or Take 20.

Dick will always announce your presence whenever entering a new area, room, dungeon or structure, and will inform monsters of the locations of your allies, allowing them to automatically notice them. Dick refuses to provide watch, and frequently attempts to wake up allies and yourself while sleeping to prevent spells and abilities refreshing from rest.

Should Dick be killed, you lose the ability to cast spells forever. Your levels change into commoner levels, and your name changes to Dick. You are teleported elsewhere, becoming an NPC under the DM's control. Nothing short of divine intervention can restore you. But should you be restored, this also brings back to life Dick as though he was affected by a simultaneous greater restoration and true resurrection spell.

This ability replaces arcane bond, arcane school, cantrips, scribe scroll, and the bonus feats gained at 5th, 10th, 15th and 20th. When you choose opposition schools, you must choose 5 schools of magic to forsake. Doing so prevents you from learning or accessing any spell from that school, and you cannot activate spell trigger or spell completion magic items or craft magic items that utilize these schools.

I think everyone should take this archetype, it is good and worth it. Hahahahaha!

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