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flying_anvil |
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![Imrijka](http://cdn.paizo.com/image/avatar/PZO9071-Imrijka_500.jpeg)
Long time reader, first time poster. Sorry if there's any errors in format!
1. The Ragechemist Alchemist: I absolutely love this in concept, and if Prestige Classes are going the way of the dinosaur, the reintroduction of this Amazing Bulk would be a good way to borrow things from the Master Chemyst too! Alchemist's are already monstrously versatile, but this lets them retain a fair measure of that versatility while allowing them to be even more of a melee monster. The Will save penalty is nice and thematic, though I suppose I do wish the STR bonus given by the archetype scaled a little bit higher than just +2.
2. The Tower Shield Specialist Fighter: I'm a big fan of playing turtle-type character, and while tower shields might not be 100% optimal for everyone, this archetype makes them pretty particularly meaty, and I've had a blast with it in the past. It felt like playing a brick wall, which, given the squishy nature of the rest of my party at the time, was both enjoyable and fairly useful.
3. The Witchguard Ranger: I first played this archetype when a buddy of mine was playing a Sorcerer or something, and it's what lead me to love the Bodyguard/In Harm's Way feats. Also, being able to retain some relevance as a martial in a world of casters was nifty. I played him a little bit like a Mafioso-type bodyguard, it was fun.
4. The Underground Chemist: I know that The Alchemist is already a core class, so borrowing class features from something from the same book might be a bit silly, but boy howdy did I love the character I made using this archetype. It gives things like Alchemist's Fire usefulness all the way to the endgame, it lets a Rogue potentially have all sorts of useful things up their sleeves (aside from seeking traps and waiting to plunk away sneak attacks), and in terms of flavor? It's nothing but wonderful. One of my favorite single archetypes I've ever come upon.
5. The Archaeologist Bard: I'm pretty sure I've seen this mentioned a few times here already, so I won't add anything more, except: I really enjoy this archetype, it's fun and flavorful without being mechanically overpowered or complicated.
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Aishama |
1 person marked this as a favorite. |
![Newt](http://cdn.paizo.com/image/avatar/PZO1124-Newt_90.jpeg)
I don't know that I have a full five favorite, archetypes, but:
1. Silksworn (Occultist) - So far, my favorite archetype, and the character who had it was my favorite one to play in PF so far. While I understand that there were some balance issues regarding it being stronger than the base class, overall I loved the theme of wearing fancy clothes being core to your abilities. RPG characters already rely on their magic items to survive their adventures - having a character who literally draws their personal power from magic items is a really cool take on something most people overlook as part and parcel for RPGs. Definitely a strong vote from me for this one.
2. Chosen One (Paladin) - This one is also great thematically. I've always loved the idea of a hero being called to his or her destiny by something greater than themselves. This archetype allows for a character to arise from simple origins, unaware that they had the potential to be a hero within them all along. Notably, I feel this archetype could be universally applied to any class - a familiar could appear to teach spells to a wizard or sorcerer, or to teach music to a bard, or be a conscience to a monk or paladin who is just learning justice. All in all, a cool archetype story-wise without being too powerful or weak gamewise.
3. Courser (Swashbuckler) - This archetype gives the swashbuckler the movement-based abilities it always wanted: running on walls, leaping huge distances, even jumping in midair. I like it mostly because it adapts the base class in ways that make it feel even MORE "swashbucklery," rather than being an archetype that makes major changes to the feel of the base class.
4. Fiend Keeper (Medium) - Haven't gotten to play this one, but thematically I like the idea of a character having something Evil inside that fuels their powers, with the PC having to balance using its powers vs. risking letting the Evil Thing take over. (It's a common trope in fiction, but rarely sees use in tabletop in my experience.)
...That's all for me.
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rungekutta13 |
![Talgoren](http://cdn.paizo.com/image/avatar/A8-Azlanti-Noble.jpg)
Razmiran Priest (Sorcerer) - So much fun for roleplay. I'd love to see this in 2E, with a slightly lower power level for balance but also not flavored specifically for Razmir.
Urban Ranger (Ranger) - Great combination of flavor and mechanics; a ranger/rogue.
Archaeologist (Bard) - Definitely the "Indiana Jones' of Pathfinder. Great option for those who want the Bard flavor without the "I exist to help everyone else do their job well" obligations.
Bladebound (Magus) - A classic fantasy trope, and it does Eldritch Knight so much better than the prestige class ever did.
Sorcerer (Sylvan) - Powerful but not over the top with so many roleplay opportunities.
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Tarondor |
![Gold Dragon](http://cdn.paizo.com/image/avatar/gold.jpg)
Archeologist Bard - It's fun and it shows how to use the bard chassis for something very different.
Arcane Duelist Bard - Gives the bard a chance to mix it up in combat and be more than merely a jack-of-all-trades.
Zen Archer Monk - I love the concept. In practice, Zen Archers are skill-starved perfect death machines. So, toning down just a few notches might not be bad. Still, love the concept.
Freebooter Ranger - I love that it trades out the very situational favored enemy ability and acquires an ability useful most of the time and which can help your allies. I'd lose the name, though.
Chosen One Paladin - Terrific flavor and good execution. It practically screams "hero's journey".
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Non-Core - The bladebound magus and the empiricist investigator. Love 'em!
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An Archetype I can't Stand: Cross-blooded sorcerers. The concept is gamey and the execution is awful. Every blaster wants a one-level dip of this. One-level dips ought to cost a lot more when they give this much. Especially when "this much" is all cheese.
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1of1 |
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![Changeling](http://cdn.paizo.com/image/avatar/PZO9442-Changeling.jpg)
1. Promethean Alchemist, Alchemist.
This is my absolute favorite. I know it wasn't considered the most optimized thing in the world, but the stories I told with it are some of my best. From a family man who slowly became a construct, to a construct who slowly became a family, man. Having another sapient set of hands on the field is quite handy when you're running potions and rockets everywhere. Funny story, I actually homebrewed something like this just before it came out (An occurrence that happens with disturbing regularity.), and switched to it four sessions into a game that started with Crypt of the Everflame. As an added bonus, if you do include it at some point, I will scream, "IT'S ALIVE!" at the top of my lungs when I read it. I kind of need it to reinstate the throne of the Homunculord of Homunculopolis.
2. Siegebreaker, Fighter.
Gotta love a guy that can throw his weight around. Sorry, it's called bulk now. Buff bulky boys bounding into battle, bellowing as they brashly bash baddies back. It's kind of fun to toss enemies around, especially on top of walls.
3. Scrollmaster, Wizard.
This lovely little thing lets a seemingly unarmed wizard do fun things when the enemy closes in. Might help pad out the missing magus niche until it shows up again, and I have to admit that playing The Paper is fun.
4. Trapper, Ranger.
I love it when a plan comes together. Traps are always a fun way to make a place feel more like home, and if you get your animal companion involved, you might actually be able to make a Rube Goldberg machine. Should the plan go out the window, you can always pie toss beartraps.
5. Court Fool, Bard.
Irreverence is respect in some respects, because when one expects wisdom from a fool, respect is irrelevant. To laugh at one's self, one needs to be reminded that they are laughable, for the best laid plans of mice and men are often at odds with each other, but it should all even out the window, so toss a pie, and hope it doesn't bite.
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1 person marked this as a favorite. |
![Pathfinder Field Agent](http://cdn.paizo.com/image/avatar/PZO9435-FieldAgent_500.jpeg)
1. Archaeologist Bard - All my favorite things about playing a bard and a rogue, in one delicious package. i do love me a skill monkey!
2. Ninja Rogue - So much lore, flavor, and fantasy, death in the shadows.
3. Tattooed Sorcerer - Wonderful Varisian flavor. It makes the magic feel a PART of you, more than the average sorcerer. And that image of a tattoo slithering off your body to take form as your familiar - fantastic.
4. Virtuous Bravo Paladin - I enjoy a lighter-armored, more mobile and dashing version of a paladin.
5. Far-Strike Monk - Actually being able to pull off a throwing build is fun, although it might not be so crazy difficult in 2e.
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Quandary |
![Ardeth](http://cdn.paizo.com/image/avatar/ardeth.jpg)
The Underground Chemist: I know that The Alchemist is already a core class, so borrowing class features from something from the same book might be a bit silly
AFAIK, borrowing class features into an Archetype in same book is pretty much standard practice. Did it with Occult, did it with ACG, did it with Ult Combat. I mean, it means more players/groups can immediately make use of that sub-system, so why would Paizo avoid that?
Not that these type of archetypes can't be perceived as slightly more boring, and the intent with this thread is primarily focused on FLAVOR more than specific mechanics after all (which may be different when implemented in P2E). Although I think it's legitimate to use "fusing flavor of X and Y classes" solely on flavor basis.
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Quandary |
![Ardeth](http://cdn.paizo.com/image/avatar/ardeth.jpg)
Just a quick reminder to everyone that Eric didn't ask for your favorites. He asked which archetypes you would ensure were in the CRB if you were in charge. To me, that means fewer fringe archetypes and more "core" archetypes.
Agree with your over-all message, but technically, he asked
"what FIVE archetypes would you make sure to include in the first year of Pathfinder Second Edition?"which doesn't imply inclusion in P2E Core Rule Book in any way. "in the first year of P2E" sounds more like the next APG or other character options product* IMHO.
"what five in first year" also doesn't need to mean personal favorite as much as priority for system expansion in 1st year.
People can very well have personal favorites that they recognize are extremely niche and not 1st year priority.
* could also be Setting product including new P2E material, we know they are more Golarion-centric with this version.
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Hugolinus |
![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
Off the top of my head, my top 5 archetypes would be:
1. LORE WARDEN (fighter): Perhaps my favorite fighter ever. I've never wanted to play a dumb character, though I've done so occasionally. It just isn't my preference, and it is nice to put that intelligence to work as a fighter.
2. CHOSEN ONE (paladin): An ordinary person chosen by a higher power for a higher calling is so archetypical in myth and fantasy, as is having a personal mentor or divine emissary to guide the common person to become a true hero. This should be an option for all classes with divine spells. This archetype is also great to provide training wheels for a new player or someone trying a more complex class for the first time. My wife, who is new to roleplaying games, loves playing a paladin with this archetype
As a sidenote, being able to have a familiar as a non-wizard or sorcerer can be quite fun, even without much of the spell-casting usages for a familiar
3. URBAN druid/ranger/barbarian: Allows the use of a wilderness type in an urban campaign without completely losing the wildness of the class. So much fun
4. ARCHAEOLOGIST (bard): So useful and fun. Indiana Jones as a bard. On a related sidenote, I think it's handy for all teamwork-focused classes to have an archetype option that allows them to be more self-centered without gutting the nature of their class, and all self-centered classes should likewise have a particularly teamwork-oriented variant. (Speaking for myself, I generally prefer teamwork-oriented archetypes, but others like the reverse)
5. FEYSPEAKER (druid): A trickster druid can be great fun, and the fey-druid connection makes sense, but this could have been done much better. I've had to double archetype my character to make it work adequately in play as it is lacking otherwise, but having combined it with the "Elemental Ally" archetype for better defense it is great fun. It would be nice if all nature-themed classes, and possibly the roguish ones, could have a fey trickster variant
HONORABLE MENTIONS
Master Chymist (alchemist): Dual personalities for the win. It has so much role-play potential and is also effective in play. This is a prestige class, but it should be an archetype
Gray Paladin (paladin): I love paladins, personally, but this is the only archetype that gets some of my friends interested in playing one themselves.
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UnArcaneElection |
![Magnifying glass](http://cdn.paizo.com/image/avatar/Plot-glass.jpg)
I'd like to see many of the archetypes compressed into fewer and when possible incorporated into the base classes by way of talents, so that you can often build what you want without needing an archetype. This would help a lot with archetype clash when you do end up needing an archetype anyway. I'd also like to see some classes combined that way.
That said:
Cleric/Druid: What I REALLY want to see is the divine casters redone as a remix of Cleric, Druid, Inquisitor, Paladin, and Warpriest, resulting in a 1/2 BAB, d6, 9/9 (10/10?) casting class, a 3/4 BAB, d8, 6/9 (7/10?) battle-caster class, and a Full BAB, d10, 4/9 (5/10?) Holy Warrior class, with supernatural-oriented and nature-oriented specializations of each. But since Cleric and Druid are already confirmed to be in Pathfinder 2nd Edition, I guess that will have to wait another 12 years for Pathfinder 3rd Edition. In the meantime, doing a remix of Cardinal, Cloistered Cleric, and Ecclesitheurge might help.
Ranger: Actually, I want an archetype that hasn't been done before in Pathfinder, but hearkens back to 1st Edition AD&D: Dabbles a bit in both arcane and divine spellcasting.
Rogue: Convert Ninja and Slayer into Rogue archetypes, with Ninja being the archetype that trades out Rogue's Finesse in favor getting a Ki Pool and some other Monk-like abilities, and Slayer becoming the archetype that trades out Rogue's Finesse in favor of being tougher and generally better if stuck in a straight-up fight.
Sorcerer/Wizard/other arcane full caster (cross-class archetype): Arcane Trickster (convert the prestige class into an archetype that can be applied to any 9/9 (10/10?) arcane spellcaster (including Arcanist and Witch when these come out) without completely hosing their class features.
Sorcerer/Wizard (cross-class archetype): Thassilonian Sin Magic Specialist -- the concept is great, but needs to be more fleshed out. Hybridizing with Psychic (for School/Sin-specific Disciplines) sounds like it might be part of the ticket.
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DeathQuaker RPG Superstar 2015 Top 8 |
4 people marked this as a favorite. |
![Old Marm](http://cdn.paizo.com/image/avatar/LuckyMarm.jpg)
Just a quick reminder to everyone that Eric didn't ask for your favorites. He asked which archetypes you would ensure were in the CRB if you were in charge. To me, that means fewer fringe archetypes and more "core" archetypes.
I expect to some, their favorites ARE what they'd want to see included in the game's first year, so they are answering the question. I appreciate your intent, but given the thread has otherwise remained fairly focused, I'm not sure the pedantry is necessary, IMO.
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Knaim Valdred |
![Aasimar](http://cdn.paizo.com/image/avatar/PZO1112-Aasimar_90.jpeg)
I’m very excited for the new edition, regardless of what decisions are made, but if I had the choice, in no particular order:
-Grey Paladin (Paladin): Anything that gives paladins more morality choices is always interesting to me, since it challenges the role of “the perfect crusader” and makes characters and motives feel more relatable and real. The cost of entry is a bit steep at the moment though.
-Razmiran Priest (Sorcerer): I always love the idea of a fraudulent priest who could actually get away with being fake for a long time. Overall they were a bit too powerful in pathfinder 1, but having the ability to be a “fake” priest in a way that can viably fill the "off-cleric" role would be sweet.
-Eldritch Scoundrel (Rogue): A scouty person who has their own ability to go invisible, fly, turn into clouds of gas to escape, and also gives minor party buffs, but isn’t necessarily the boisterous bard, is a type of character I love playing.
-GunChemist / Grenadier (Alchemist): Being able to shoot bombs out of your gun is awesome. Although I don’t know how firearms will work in pathfinder 2, having the ability to target people with bombs at higher ranges without AOE is very useful.
-Vivisectionist (Alchemist): I like the idea of anything that swaps certain class features for sneak attack. Sneak attack is fun because it is very strictly a positioning advantage, which provides interesting choices in combat and makes where you’re standing matter much more (as the user OR the target), and archetypes like this, the snakestrike biter (brawler), and the cult leader (warpriest) provide that added depth in thematic ways.
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Oddman80 |
![Initiate of Flame](http://cdn.paizo.com/image/avatar/PZO1124-Flame_90.jpeg)
Scout (Rogue): encourages movement on the battlefield while also giving a reliable source of sneak attack when fighting solo
Master of Many Styles (Monk): There were so many cools combat styles and there were quite a few interesting opportunities that popped up when you started combined the Styles - but MoMS Monk was THE ONLY way you could do it - truly unique.
Sacred Shield (Paladin): I simply love the flavor of this one. It flips the Paladin from "Destroyer of all Things Evil" to "Protector of All Things Good"
Ley Line Guardian (Witch): I love Hexes, but I get stressed out by preparing spells. This archetype makes me So Happy!
Dirty Fighter (Fighter, Orc): Speedy Tricks and Double Tricks, Oh My! The problem with Dirty Tricks was always how quickly your efforts could be negated. Even with Greater Dirty Trick, your debuffs can be cleared out after just 1 standard action. But when you start being able to apply 2, 3, 4, even 5 conditions on an opponent each round - you become something quite unique and feared.
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Wild Spirit |
![Ulfen](http://cdn.paizo.com/image/avatar/PZO9280-Ulfen_500.jpeg)
Alchemist: Clone Master - immortality
Wizard: Spell Sage - increased spell variety
Druid: Reincarnated Druid - immortality
Druid: Supernaturalist - increased spell variety
Monk: Monk of the Four Winds - immortalityThere might be a pattern to characters I like to play :D
Oups, I forgot Magus: Magic Warrior - Majora's Mask edition!
Oh well, Magus isn't going to be in the Basic Rulebook anyway.
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Alaryth |
![Safan Domvesia](http://cdn.paizo.com/image/avatar/A12-pravora_final.jpg)
From Core Classes...
- Eldritch Scoundrel (Rogue): Rogue/wizard done right
- Scaled Fist (Monk): I like monks, but like more Charisma than Wisdom.
- Insinuator ((Anti)Paladin: At last, a playable antipaladin. I consider Antipaladin a variant of Paladin.
- Dandy (Ranger): It shows the versatility of archetypes. The same old ranger, but really different. Also, Charisma.
- Lore Warden (Fighter): I hate 2 skill points classes. Is the reason have made no cleric since APG, but lots of Oracles and Inquisitors. Lore Warden makes Fighter an option to my tastes.
I'm not particularly fond of many of the core classes; to my tastes, Oracle and Inquisitor > Cleric, Slayer > Rogue, Witch > Wizard. I know is not a new core class, but I can't talk about favorite archetypes without my favorites;
Hedge Witch and Herb Witch (Witch). I love witch, and specially I love the healer witch, something totally possible with those archetypes
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Chess Pwn |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
I love the selfish versions of classes like the archeologist bard
I also like when you can trade out a main feature for a different main feature like archeologist bard trading all bardic performance for new stuff. I really want one for cleric and channel, yes it's a defining feature, but I'd love to trade it out and not touch the domains and other stuff.
I like when you can change up the main class stat like the scaled fist monk
I like the non-AC penalizing rages / Raging boosting dex found in Urban barbarian
I like archetypes that trade niche power for general or on demand power like the Guide Ranger or freebooter ranger mostly cause I dislike FE and these lets me get something cool that is still similar.
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Tarondor |
1 person marked this as a favorite. |
![Gold Dragon](http://cdn.paizo.com/image/avatar/gold.jpg)
Tarondor wrote:Just a quick reminder to everyone that Eric didn't ask for your favorites. He asked which archetypes you would ensure were in the CRB if you were in charge. To me, that means fewer fringe archetypes and more "core" archetypes.I expect to some, their favorites ARE what they'd want to see included in the game's first year, so they are answering the question. I appreciate your intent, but given the thread has otherwise remained fairly focused, I'm not sure the pedantry is necessary, IMO.
Pedantry, like punning, is its own reward. :-)
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![Magic](http://cdn.paizo.com/image/avatar/PZO90106-Magic_500.jpeg)
Honorable mention since he's not core: Bladebound Magus, or really magus in general. I'm really hoping we get some mixed martial/magic support in the core book, and hopefully it's less penalizing than Eldritch Knight (you suck as a martial at low levels, then you fall behind in magic for minimal gain, then you get one cool trick at level 16+, but are overall weaker than an equivalent character).
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Tristram |
![King of Roses](http://cdn.paizo.com/image/avatar/PPM_KingofRoses.png)
Here are the Top 5, by class:
[Stuff]
RANGER
-----------
Skirmisher 12
Freeboter 7
Sword-Devil 5
Trapper 5
Dandy 3 (Tie)
Guide 3 (Tie)
Urban Ranger 3 (Tie)[More Stuff]
I find it rather amusing how many people want their rangers to have options that don't involve spellcasting (I am among those people). Isn't that 3 out of top 4?
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Childeric, The Shatterer |
1 person marked this as a favorite. |
![Gathuspia](http://cdn.paizo.com/image/avatar/PZO9064-Gathuspia_90.jpeg)
(1) Warrior of Holy Light [Paladin]: To me, 4 level casters are kind of pointless. This archetype removes the spellcasting and provides other cool abilities that are better themed to the base character. I've made this archetype the new core paladin in my games.
(2) Skirmisher [Ranger]: For the exact same reasons as listed above.
(3) Monk of the Empty Hand [Monk]: Improvised weapons are cool thematically, but totally suck mechanically. This archetype changes that.
(4) Scrollmaster [Wizard]: "I attack with my rolled up piece of parchment, have at you". This ones just too weird to not consider.
(5) Dervish Dancer [Bard]: I like that this turns the bard into a self-buffer instead of the standard party buffer for a nice change of pace (The same reason alchemists are so cool).
(Honorable Mention 1) Bladebound [Magus]: This archetype is a true roleplayers dream...and possibly nightmare.
(Honorable Mention 2) Altho not archetypes, I'd like to see Bardic Masterpieces and Variant Channeling become a core part of Bards and Clerics respectively.
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worldhopper |
2 people marked this as a favorite. |
![Android](http://cdn.paizo.com/image/avatar/PZO9085-Android2.jpg)
Frankly I'd rather have oracles as a core class than any specific archetype, but that's neither here nor there, so...
1) Flowing Monk (Monk): This was my first PFS character and I still adore the idea of someone who controls the battlefield, not by being a pile of muscle, but by simply redirecting people's attacks and moving enemies around into disadvantageous positions. I have no idea how it would work with the reaction system, but I want it.
2) Titan Mauler (Barbarian): Yeah, it sucked as implemented, but it's iconic - literally, given Amiri's backstory. I was incredibly frustrated that the TM never got fixed and instead fighters got given a nearly identical (but actually functional) archetype. This could make up for that.
3) Warrior of the Holy Light (Paladin): Like Childeric I am not a fan of 4 level casters (and prepared casting honestly), and I'm all for giving those classes the option to not have spells. Also, it's just thematically REALLY COOL.
4) Skirmisher (Ranger): See above. Also, like the Titan Mauler, this one was a fun concept weakly executed, and it deserves a second chance.
5) Exploiter (Wizard): Just roll arcanists and wizards into one class. Makes wizards a lot more interesting, IMO - like, I'd actually maybe consider playing one. Heck, I'd be really happy if you announced you were doing arcanist/5E style spell preparation for all prepared classes.
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Elizabeth Zeigler |
1 person marked this as a favorite. |
![Vampire Seducer](http://cdn.paizo.com/image/avatar/PZO1130-Vampire.jpg)
I don't really play the Core 11+Alchemist, but my favorite Archetype of that group would be the Gray Paladin.
Barring those, I'd be rather upset if PF2 doesn't have a version of Traceless Operative Inquisitor and Magical Child Vigilante, as those are my favorite Archetypes in general.
In fact, I'd be very happy if you slapped a 2E sticker on Ultimate Intrigue as a whole and call it a day. Easily my favorite book - and first PF book I've bought.
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![Ogre Brute](http://cdn.paizo.com/image/avatar/PZO1130-Ogre_90.jpeg)
I don't really play the Core 11+Alchemist, but my favorite Archetype of that group would be the Gray Paladin.
Barring those, I'd be rather upset if PF2 doesn't have a version of Traceless Operative Inquisitor and Magical Child Vigilante, as those are my favorite Archetypes in general.
In fact, I'd be very happy if you slapped a 2E sticker on Ultimate Intrigue as a whole and call it a day. Easily my favorite book - and first PF book I've bought.
The Magical Child is great, but I'd like it to be a little more blasty like the Warlock.
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Naal |
1 person marked this as a favorite. |
![Gnoll Warden](http://cdn.paizo.com/image/avatar/PZO1130-Gnoll_90.jpeg)
A lot of what I had in mind are already spoken for. The following ones would be welcome for conceptual reasons.
Cleric: Cardinal. A priest who actually knows something.
Cleric: Varisian Pilgrim. Love this, had to mention it.
Fighter: Tactician or Drill Sergeant. Assist your buddies by shouting a lot. After playing an Envoy in SF I like the idea of a martial support class.
Monk: Martial Artist. Not every monk has to be a bald ascetic with a rigid worldview.
Rogue: Eldritch Scoundrel. Already mentioned a lot, but still a favorite.
I'm with the people who say that rogue archetypes that replace trapfinding are undesirable.
I am also one of the people who loved Occult Adventures. Its classes revitalized my interest in the game. Running an occultist and a spiritualist has been a joy, and I may soon have a chance to play a psychic investigator. This is one of the primary reasons I am not too enthusiastic about PF2. It feels like a step back after basking in many choices available in PF1. Time will tell how it is. It's too early to praise or condemn it.
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HeroicVanguard |
Dervish Dancer Bard
Dervish was one of my most played classes in 3.5 and the Bard archetype had the most flavor while adding the utility of the Bard spell list. Also, the fact that nothing really forces it into a Dex build allows for some fun concepts like a Hammer Dervish.
Raven Master Ranger
The Falconer archetype was underwhelming, but this gave a lot of bird based flavor. Useful, flavorful options that replace a lot of the Ranger class features I never really cared about.
Knife Master Rogue
Knives are awesome for flavor, but mechanically super underwhelming for a combat Rogue. This made them a viable option, and turned the Rogue into the best option outside of fighter for their iconic weapon style.
Titan Mauler Barbarian/Titan Fighter Fighter
These could probably benefit from the more generalized archetypes, giving martials access to oversized weaponry. Big weapons are cool.
Thunderstriker Fighter
This archetype always appealed to me, the image of mixing a heavy blade with a small shield and shifting focus as needed is amazing. Loved the idea of running it with a Bastard Sword for increased adaptability.
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UnArcaneElection |
![Magnifying glass](http://cdn.paizo.com/image/avatar/Plot-glass.jpg)
D20PFSRD released their official character survey results, which includes a section on archetypes. (Google Drive PDF link)
This is handy information to have -- thanks for the link.
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bookrat |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
Regardless of what class these concepts may belong to, here are my top five character concepts (not in order) that I'd like to be able to play through an archetype or otherwise:
1) Some sort of grenadier, preferably not through spells.
2) A martial arts the master that controls the battlefield a la Tai Chi/judo/juisitsu/hopkido/aikido
3) A soldier who can overcome any challenge through skill, equipment, and wit alone. Including being able to bypass/ignore magic and spells. Would strongly prefer if wit actually had an impact on the character other than roleplaying. I like the idea of this mundane guy who's practically an unstoppable Force, like Jack Reacher.
4) An artillery master. May be through spells or not. Siege equipment or magic to simulate such works as well. But either way, someone who can send fewer but larger packets of damage downrange to destroy big things, like castle walls, air ships, small armies, help clear terrains, etc..
5) A poison master. Someone who can use poisons not only to harm enemies but to heal allies (the dose determines if something is a poison or a cure). Someone who can identify and even make their own poisons and medicines. Someone who can not only use poisons to fight enemies, but to buff allies (either coating their weapons, or giving them a dose to buff as if it were a bless spell, or something else).
If I can play those concepts, either through an archetype or through something else within the game (maybe even a combo of multiclass, archetype, and skills), I will be very happy.
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Tarondor |
![Gold Dragon](http://cdn.paizo.com/image/avatar/gold.jpg)
D20PFSRD released their official character survey results, which includes a section on archetypes. (Google Drive PDF link)
Thanks, Sammy. Very interesting.
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![Wizard](http://cdn.paizo.com/image/avatar/35_Arcane.jpg)
1) Lore Warden (fighter). I love the "smart fighter" concept, and it's very difficult to build with a vanilla fighter.
2) Dandy (ranger). This archetype was completely unexpected, but makes total sense once you think about it. I love the way that the abilities make sense for what they are replacing, but at the same time completely change the flavor of the class!
3) Thassilonian Specialist (wizard). A great callback to older editions of D&D, which will appeal to people who have been playing the game for a long time.
4) Fey Prankster (rogue). Mostly for the "Steal Appearance" ability, which has amazing potential for hijinks in or out of combat!
5) Wit (bard). This is so much fun to play, and feels like it takes the most bard-like bits of the bard and turns them up to 11. You can insult someone so hard it literally hurts! What's not to love?
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Bruno Mares |
![Honaire](http://cdn.paizo.com/image/avatar/PZO1132-Honaire_500.jpeg)
INITIAL OBSERVATIONS
I realize this informal survey is not scientific. I'm mostly doing this for fun to get a "sense of the room" during a particular weekend.
I was fuzzy with methodology in my count. In part because so many people chose to break the rules in the thread and included non-core archetypes, I also cheated and included as a vote any positive comment made about an archetype in the thread so far.
That said, I'm sure I missed a couple. If someone else decides to keep a count and doesn't have the same number of votes, that's to be expected, within reason.
I have no particular dog in this hunt. I'm just interested in your anecdotal perspectives.
Ok, all that said, here's what I've got.
TOP 10 OVERALL
--------------------
Archaeologist (Bard) 40 (!!!)
Lore Warden (Fighter) 24
Eldritch Scoundrel (Rogue) 22
Vivisectionist (Alchemist) 20
Arcane Duelist (Bard) 17
Zen Archer (Monk) 17
Tattooed Sorcerer (Sorcerer) 17
Titan Mauler (Barbarian) 16
Mooncursed (Barbarian) 13
Drunken Master (Monk) 12 (TIE)
Evangelist (Cleric) 12 (TIE)
Skirmisher (Ranger) 12 (TIE)
Don't forget my vote to zen archer thrive to the 2e Rulebook :D
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Mats Öhrman |
I must admit that my absolutely totally favorite archetype is a 3PP one: the Mystic Dancer from Unarmored and Dangerous by Purple Duck Games.
It blends bard and monk, conceptually combining performances with martial arts katas, and it is also easy to visualize their spellcasting as flowing moves like The Last Airbender TV series. The archetype also has a nice mini-challenge in their "must move" mechanism, adding extra spice to the fight tactics.
I know this means "add something like this", rather than "keep this one", but it is always nice to wish...
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Cuttlefist |
![Nox](http://cdn.paizo.com/image/avatar/PZO9099-Nox_500.jpeg)
Tetori Monk: Loved the concept and feel of a monk that completely neutralizes an enemy by putting them in a headlock.
Carnivalist Rogue: Cool flavor of a Rogue who has a pet that shares your sneak attack and be a partner in crime.
Juggler Bard: brilliantly fun archetype that takes an interesting approach to giving you multiple weapon options in combat.
Titan Mauler Barbarian: I want this to work! Using oversized weapons is a fun idea and this archetype was not worded in a way that functioned, I really want there to be a way to wield giant weapons this time.
Homunculist Alchemist: I really want them to introduce this option for Alchemists but have it work like the mechanic from Starfinder in regards to action economy and customization of the homunculus.
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Friendly Rogue |
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![Vampire Lord](http://cdn.paizo.com/image/avatar/PZO1130-Vampire3.jpg)
Because P1e Core+Alchemist was specified, I'm gonna maintain it as that, but as a quick comment my favorite non-core archetypes tend to be the ones that change the primary stat for class abilities (EG Eldritch Scion turning the Magus from an Int Prepared caster to a Cha Spontaneous caster). Also, I know I'm late to the party, but I would like to think that contributions to this thread will still be helpful over time.
In no particular order:
1.) Chirurgeon (Alchemist)
The Alchemist as a concept is a very broad an malleable one, and the Chirurgeon helps cement it as a viable option for a primary healer. Given that being a main healer in general is going to be easier in the next edition, it would be great for the Chirurgeon to come along for the ride to P2e with the (now core) Alchemist and allow it to really shine as a healer option.
2.) Eldritch Scoundrel (Rogue) + Child of Acavna and Amazen (Fighter)
I'm including both of these in the same category as they both encapsulate my biggest gripe with P1e; they both give their base class spellcasting, but the way it was approached with both were lackluster. Getting rid of the Eldritch Scoundrel's light armor was a faux pas that, on top of the other limitations imposed in exchange for spellcasting, made it extremely hard to justify taking without homebrewing, and the approach for the Child of Acavna and Amazen made it clunky, as it got access to magic a level later than other 4th-level spellcasters (Bloodrager, Paladin, Ranger), and they should have just been able to ignore Arcane Failure Chance from the get-go. I would love to see approaches to archetypes similar to these in P2e not be as limiting as they were in P1e, as giving the martial classes casting archetypes only gives players more options.
3.) Tortured Crusader (Paladin)
One of my favorite categories of archetypes are the ones that change the primary stats of the main class, and the Tortured Crusader is probably the ultimate example of this. Changing the Charisma dependency to a Wisdom dependency not only made the Paladin a more viable option for Dwarves, Oreads, etc., but it also invoked a very specific motif of a grizzled veteran who still faces darkness as a sacrifice for the greater good, as opposed to the righteous and more sociable Paladin that's invoked by the base class. More archetypes like (and especially) the Tortured Crusader would be appreciated. (Side note: I would have included the Dandy Ranger in this category as well, but it's a little more messy in its approach, namely it not being clear if it's still a divine caster or an arcane one.)
4.) Solacer (Bard)
The Bard is one of my favorite classes of all time, and the Solacer, despite being a bit too dependent on some of the rules in Horror Adventures to be universally applicable, is probably my favorite archetype for it. It takes the support capabilities of the base class and amps it up to 11, being able to either increase damage output for your party when up against a troop of Hellknights, or increasing their Will saves for when you're facing an Aboleth and want to make sure nobody gets dominated, as well as being able to heal their allies in less conventional ways. The Solacer being a core Bard archetype with more universal applications is at the top of my Christmas wish list, especially with the knowledge that Medicine is going to be more dependable than Heal was in P1e.
5.) Hallowed Necromancer (Wizard)
Necromancy has gotten the short end of the stick for the longest time. They're almost universally considered evil, and it is considerably difficult in normal circumstances to have a Necromancer character and be able to say they're a good character without suspicion or questioning. The Hallowed Necromancer helps combat that - they are the good Necromancer, using their knowledge to combat evil as opposed to spreading it, being able to recreate (ranged!) cure spells to defeat undead. The inclusion of the Hallowed Necromancer and perhaps more emphasis on Necromancy not being inherently evil in the first year would help combat the stigma Necromancy as a school of magic normally faces.
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![Rogue](http://cdn.paizo.com/image/avatar/Dungeon114RogueTOC.jpg)
Crusader Cleric, One of my favorite characters was one in WotR.
Knife Master Rogue, love dagger wielding rogues.
Hospitaler Paladin, great fun and healer.
Weapon Master Fighter, nice and simple fighter great starting archetype.
Trapper Ranger, Spell-less ranger sometimes I just don't want to play with spells.
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Friendly Rogue |
2 people marked this as a favorite. |
![Vampire Lord](http://cdn.paizo.com/image/avatar/PZO1130-Vampire3.jpg)
A lot of people are adding non-core classes into the mix, so while it's off topic I might as well throw my hat into the ring with my top 5 non-core Archetypes that should be introduced as soon as possible:
1.) Phantom Blade (Spiritualist)
This is hands down one of my favorite occult archetypes ever - I love it for many of the same reasons as people love the Bladebound Magus, but it adds so many things to the table that just makes it, well, unique. Despite the fact that it has very little to do with the base class beyond the chassis and spell list, and more closely resembles the Magus than anything else, it's still just so special. I wouldn't want to give this up for the world.
2.) Eldritch Scion (Magus)
While the execution to the Eldritch Scion was pretty bad, making unnecessary limitations to it that hampered it more than balanced it, I still adore the concept of a spontaneous-casting Magus and would like to see it introduced at the same time as the Magus. As a side note, I would also like to see a different approach to the Hexcrafter so that it was actually more akin to the Hexblade (swordsman who gains magic power from witch-like pacts) as opposed to just taking witch hexes and slapping it onto the base Magus.
3.) Malice Binder (Investigator)
The concept of blurring the line between a spellcaster and a non-spellcaster has always been intriguing to me, and the Malice Binder takes this concept to the nearest extreme I've seen in P1e; an ordinary peasant who has decided to take arcane matters into their own hands and use ancient magic rituals to combat corrupt magicians. Even if the Malice Binder itself doesn't make it into P2e, it's definitely a concept I would like to see live on, because it's a golden one.
4.) Battle Scion (Skald)
It takes the Skald and has its fluff lean more towards the urban Bard than the wild Barbarian. There's not much more to say beyond that; the change in the overall tone of the class makes a big difference to me, and it would be nice to see the Battle Scion along the Skald when it comes into 2e.
5.) Eldritch Archer (Magus)
The Eldritch Archer is, in my opinion, the absolute best approach in P1e towards using ranged weapons in conjunction with spells, be it bows, crossbows, or even a musket. Keeping it as an option in P2e once the Magus gets reintroduced would be greatly appreciated.
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![Ancient Void Dragon](http://cdn.paizo.com/image/avatar/PZO1127-Void_500.jpeg)
I'm assuming this thread is for 2e core rulebook 12 classes so gonna pick archetypes from those. I also refrain from archetypes that use occult features, requires non core ancestry or guns as those aren't in core book(I really wanted to include Holy Gun paladin and Swordmaster(tengu archetype for rogues) :/) These five aren't in any particular order, but they are archetypes I would like to see for those classes:
Fighter, Lore Warden: A smart fighter who fights with smarts rather than brawn, thats cool.
Paladin, Chosen One: I like the flavor of humble origins non monastery trained warrior learning the ropes of their true potential.
Barbarian, Titan Mauler: I just like the "I HAVE HUGE SWORD" thing, especially fun on halfling barbarians :D
Bard, Prankster: It is hilarious gnome archetype for bards, its not only bard archetype that can make enemies angry, but its focused on it so its fun and interesting way of controlling what enemies do :D
Wizard, Chronomancer: Honestly run out of ideas which core features using archetypes to suggest(and I don't want to cheat my suggesting sixth), I had to choose between a monk archetype or this. Chronomancer is for wizard archetype really interesting mechanically and has good flavor with the whole time rewind gimmick, so yeah my vote for that.
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UnArcaneElection |
3 people marked this as a favorite. |
![Magnifying glass](http://cdn.paizo.com/image/avatar/Plot-glass.jpg)
{. . .}
5.) Hallowed Necromancer (Wizard)
Necromancy has gotten the short end of the stick for the longest time. They're almost universally considered evil, and it is considerably difficult in normal circumstances to have a Necromancer character and be able to say they're a good character without suspicion or questioning. The Hallowed Necromancer helps combat that - they are the good Necromancer, using their knowledge to combat evil as opposed to spreading it, being able to recreate (ranged!) cure spells to defeat undead. The inclusion of the Hallowed Necromancer and perhaps more emphasis on Necromancy not being inherently evil in the first year would help combat the stigma Necromancy as a school of magic normally faces.
Related to this, put the "Conjuration (Healing)" spells back in Necromancy, where they belong.