Flavorful classes or archetypes for each race


Pathfinder First Edition General Discussion


I am currently trying to come up with a list of classes or archetypes that best fit thematically with each of the core races. What would you say are the most flavorful and thematically aligned classes/archetypes for each of the core races?

Shadow Lodge

Ignoring the official racial archetypes...

Dwarf: Tough, conservative, crafters. Fighter, cleric, warpriest, paladin, shaman, geokineticist. Maybe also Gunslinger or Dungeon Rover Ranger.

Elf: Associated with archery, graceful styles of swordplay, arcane magic, and nature. The wizard, magus (including Eldritch Archer), and ranger are probably most iconic. Druid should be pretty high up there, especially more spiritual flavours like the Menhir Savant. Inspired Blade Swashbuckler is pretty spot-on. I think they also fit very well as occultists. Arrowsong Minstrel Bards are probably worth a mention.

Half-elf: All the elven choices could apply, but half-elves are also somewhat more versatile and less long-lived (read: less patient). They're also noted diplomats and may feel torn between two identities. Thus I'd also consider bard (in general but particularly Arcane Duelist and Negotiator), alchemist, investigator, swashbuckler (not just Inspired Blade), medium, and vigilante.

Half-orc: While also fairly versatile, half-orcs tend to get a strong dose of the "brute" flavour from their orcish parent. They're portrayed as intimidating and able to take a beating, so roles that involve some potential for melee are more iconic for them. Barbarian tops the list. Fighter, Brawler, Bloodrager, Inquisitor, Warpriest, and Skald should be pretty far up there. Personally I also see them as great druids, particularly imposing flavours like Tempest or Goliath. More physical sorcerous bloodlines like Abyssal are also a good fit.

Gnome: Essentially required to seek novelty, have fey origins, have magical talents (typically illusion), and tend to be obsessive about their vocation. Bard, Druid (especially Feyspeaker), Sorcerer (especially Sylvan), Summoner, Tinkerer Alchemist.

Halfling: Stealthy or acrobatic classes with a preference for Dexterity and/or Charisma. Rogue, Bard (particularly Juggler and Street Performer), Swashbuckler, Slayer. As an exception to the trend, cavaliers with riding dogs.

Liberty's Edge

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There are some "against-type" classes that are thematically exceptional with the races, too.

Dwarves fit Wizards and Alchemists exceptionally. There may be some disagreement with these career choices in traditional Dwarven societies, but both classes play well with their expert craftsmanship, discipline and disinterest in social skills. Also every time I see art of Dwarven mages it blows me away. I need to play a Dwarf summoner some time.

Sidenote: Tortured Crusader is an amazing Paladin archetype for Dwarves. Perfect for the tough as nails immovable force of grouch.

Half-Orcs: Pet classes are brilliant thematically for Half-Orcs. the race is shunned by society, and it keeps them in tune with their bestial side. Just run away if an Orc hunter starts complimenting your face.

Halfling: Paladins are right at home with those halflings - the race has an indomitable courage and spirit - and while they lend themselves to roguish classes, they're not really forces of chaos.

Shadow Lodge

Good point about halfling paladins. I think riding dog divine mounts, or alternatively the Virtuous Bravo archetype, would particularly suit.

However, I wouldn't say that roguish classes are only appropriate for forces of chaos. The classes that I suggested have no alignment restrictions, and if you look at both the Rogue class description and the description of halflings from Inner Sea World Guide you can definitely see an affinity:

Rogue wrote:
Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything*, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.
Quote:

Often blamed for putting themselves into danger, the small folk simply cannot resist the temptation of a new adventure, a daring heist, or the lure of the unknown. Fortunately, their superior sense for danger allows them to survive these hazards and has granted them the reputation of being exceptionally lucky. ... Being lucky is second nature to nearly all halflings, though many demystify their successes with tales of superior reflexes, unmatched skill, or inscrutable cunning.

...Because of these attributes, and in contrast to their stable and altruistic communities, half ling society has a hidden, darker side as meaningful, developed, and important as the unassuming face maintained for the unwitting public. Almost all halflings possess a strong opportunistic streak that is most prominent during their younger years. During this time, many stray from the rules of the community and involve themselves in the disdained affairs of thievery, subterfuge, adventuring, and vagabond life.

*See also the halfling racial feat "Well Prepared."

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