
Zylphyr |

I'm intending to use this thread to store the plethora of archetypes I've created for 1st edition Pathfinder. Having nearly lost all my data in a recent crash, I thought perhaps it was time I put it somewhere I could find it more easily, later. :P All of these are tested, played to at least level 10 each, for my group that I GM, as I tried to help people achieve characters that more adequately fit their concept (often doing little more than balancing existing archetypes). Some are very minor changes, such as an additional bonus feat for the class... others a bit more of an overhaul, such as one of my favorites:
Cliff Notes: Channel Positive energy is a per-day, not a per-lay-on-hands. It's combined with the nimbus, and only affects allies. It adds fast healing (1). It's restorative powers were increased. They gain 2 Divine Bonds and may share their weapon's enhancements with their armour.
Warrior of the Holy Light - Unchained (Paladin) (Tested to 20th level+)
Channel Positive Energy (Su)
When a warrior of the holy light reaches 4th level, they gain the ability to channel positive energy as a cleric equal to her paladin level –3. They can use this ability a number of times per day equal to 3 + their Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. The warrior of the holy light also receives the Selective Channeling feat as a bonus class feat.
When channeling energy, the paladin creates a nimbus of light that emanates outwards in a 30-foot radius. This lasts for 1 minute after the channeling of energy has ended, and provides the following benefits. Using channel positive energy when the nimbus of light is active resets the 1 minute duration.
All those affected by this feature (including the warrior of the holy light) gain fast healing 1 as well as receiving a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear for as long as they remain in the area of light.
At 8th level, at the end of the duration of the nimbus of light, those who remained within the nimbus for the duration are treated as if the lesser restoration spell were cast upon them. At 12th level, they are treated as if it were the restoration spell. At 16th level, as if the greater restoration spell were cast upon them. A creature can only be healed in this way once per day.
At 12th level, the area of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the light grants allies in the area resistance 10 to one type of energy, selected by the paladin when this power is activated.
At 16th level, the nimbus of light grants the paladin and her allies protection from critical hits. There is a 25% chance that critical hits made against the paladin and her allies in the area are instead treated as normal hits. This stacks with other abilities that grant similar protection (such as light fortification).
At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The greater restoration may heal an ally twice per day. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Divine Bonds (Sp)
This functions as the paladin ability, but the warrior of the holy light gains both forms of divine bond rather than just one, granting her both a bonded weapon as well as a divine mount. In addition, the warrior of the holy light can split the enhancements provided to her weapon amongst her weapon and her armour. These bonuses can be added to the armour, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: benevolent, champion, crusading, and ghost touch.

Zylphyr |

Cliff Notes: Sacrifice most infusions to gain 2 primary elements.
Elementalist (Racial Kineticist Archetype)
Aether is the tool by which the elements are drawn into our realm, thus it is no real surprise that a Aetherkineticist with a strong attunement to a particular element, would become equally skilled at both the Aether and the element from which they are attuned.
Kineticist from the elemental races of the Ifrit, Oread, Sylph and Undine can choose this archetype.
Elemental Focus (Su)
Elementalists focus on two elements instead of one. These are always Aether and the element linked to their race. They gain the basic utility wild talent from each of these elements, and may select Wild Talents from either element. This modifies the elemental focus class feature.
Elemental Defense (Su)
At 2nd level, Elementalists may select only 1 of the elemental defenses granted by the 2 elements. This clarifies the elemental defense class feature. This does not alter the class feature, so may be stacked with an archetype that alters the elemental defense class feature.
Limited Infusions (Su)
Elementalists must decide if they are melee or range focused. If they choose to be focused on ranged attacks, they gain the Extended Range infusion at 1st level, at 5th level they gain the Extreme Range infusion and the Snake infusion.
Alternately, if they choose to be melee focused, they gain the Kinetic Blade infusion at 1st level, at 5th level they gain the Kinetic Whip infusion and the Blade Rush infusion. The Kinetic Blade infusion has a burn cost of 0 for the Elementalist, the others require the same burn cost as stated in the rules.
The Infusions gained from this feature are the only infusions an Elementalist may have, even if another source (such as the Extra Wild Talent Feat) may give them access to Infusions. This modifies the Infusion class feature.
Advanced Defense (Su)
At 7th level, the Elementalist gains the elemental defense from the other element, granting them access to both elemental defenses. Any burn spent to enhance one of the defenses, enhances them both by that amount of burn.
Expanded Element (Su)
At 7th and 15th level, when expanding elements, the element must be one of the two elements that the Elementalist already knows. This modifies the Expanded Element class feature.

Zylphyr |

Cliff Notes: Catfolk Monk that can use natural attacks in place of unarmed attacks. Instead of +1 attack, they gain +1 Natural Attack.
Clawed Warrior (Racial Archetype for the Monk class)
Weapon and Armor Proficiency
Clawed warriors do not gain any weapon proficiencies, relying entirely on their natural attacks.
Cat’s Claws (Ex)
Clawed warriors have a pair of claws they can use as natural weapons. These claws count as having the monk special weapon quality. The damage dealt by these claws is determined by the unarmed damage column on Table: Monk Unchained. At 2nd level, the clawed monk gains Eldritch claws as a bonus feat, even if they do not meet the prerequisites. This ability replaces the 1st and 2nd level bonus feats granted by the monk class.
Catlike Reflexes (Ex)
Clawed warriors add half of their monk levels to their Acrobatic skill checks.
Feral Flurry (Ex)
When making a full-attack action, clawed monks gain a bite attack. This attack is a primary natural attack using the same damage dice as their claws. At 11th level, they can use their tail as another primary natural attack whenever they making a full-attack. This is a tail-slap natural attack that also uses the unarmed damage colomn and causes bludgeoning damage. Both of these additional attacks stack with additional attacks from haste and similar effects. This ability replaces Flurry of Attacks.
Enhanced Claws (Ex)
At 1st level, the clawed monk gains Rending Claws as a bonus feat, even if they do not meet the prerequisites.
At 4th level, the clawed monk gains Claw Pounce as a bonus feat, even if they do not meet the prerequisites. This ability replaces stunning fist.
Climb Speed (Ex)
Starting at 2nd level, clawed warriors gain a climb speed equal to half of their movement speed.

Zylphyr |

Versatile Illusionist (Bard Archetype) (This one was only tested to 10th level)
With the efficacy of the tongue, the wit of thought, and the skill of illusions, the versatile illusionist can weave their way through any social situation through deceit and mirages, with the ease of a sword through air.
Glib of Tongue (Ex)
The versatile illusionist adds half their class level (minimum 1) on Bluff, Diplomacy, Intimidate and Sense Motive checks. This replaces bardic knowledge.
Illusory Versatility (Ex)
At 2nd level, the illusionist gains the feat Spell Focus (Illusion) as a bonus class feat. At 6th level he gains the feat Greater Spell Focus (Illusion) as a bonus class feat. At levels 10, 14 and 18, the bard adds an additional +1 to the DC for saving throws against spells cast from the Illusion school of magic.
Quick Illusions (Ex)
From 5th level onwards, illusions spells of the versatile illusionist may be cast and maintained as a Swift action. This replaces lore master.
Trusting Face (Ex)
At 10th level, anytime the illusionist fails a Bluff, Diplomacy or Intimidate skill roll, he may immediately make another roll, but must accept this roll even if it's lower than the first roll. He may use this ability only once per day. This replaces jack of all trades.

Zylphyr |

Cliff Notes: Hunter/Shifter hybrid. Not the most effective archetype, but very fun when mixed with the Packmaster - Unchained below.
Shifter Hunter (Hunter Archetype)
The bond a hunter shares with their companion can often lead to even more bestial aspects appearing on their person. The shifter hunter sacrifices the perceived unnatural ability to spell-cast in exchange for a more physical type of transformation.
Class Skills
The shifter hunter gains acrobatics, and fly as class skills in place of Intimidate, Knowledge (dungeoneering), Knowledge (geography) and Spellcraft.
Weapon and Armor Proficiency
Shifter hunters are not proficient with shields. This alters the hunter’s armor proficiencies.
Shifter Aspect (Su)
Shifter hunters begin the game with the Shifter Aspect of the Shifter class, treating her hunter levels as shifter levels. When in the minor form, the shifter hunter gains 2 claws, one on each hand, which can be used as primary natural attacks, dealing 1d4 points of piercing and slashing damage. If used with a weapon in one of the hands, the free claw acts as a secondary natural attack instead. This replaces their animal focus class ability as well as the hunter’s spells class feature. A shifter hunter does not gain any spells nor spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
Wild Shape (Su)
At 4th level, a shifter hunter gains the ability to turn themselves into the major form of one of their aspects, and back again. This works as the wild shape class feature of the shifter class.
Chimeric Aspect (Su)
At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.
Greater Chimeric Aspect (Su)
At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect.

Zylphyr |

Packmaster - Unchained (Hunter Archetype)
Pack Bond (Ex)
A packmaster can have more than one animal companion, but the total XP value of their companions may not exceed the XP value derived from the hunter levels of the packmaster using the experience points award table. Levels in Ranger and Druid may be added to that of the hunter for calculating the XP for levels of the packmaster. For example, a packmaster with 5 levels of hunter would have a total XP worth of 1,600 according the experience points award table, and so may have a number of companions whose total XP worth on the same table does not exceed 1,600. The packmaster could have a level 4 and level 1, or two companions each level 3.
Once a companions level has been altered, that level may not be reduced at a later time, though the companion could be released as per the animal companion feature of the hunter class. If any animal companion is of a level lower than the packmaster's level - 4, then no other animal companion may gain levels until all of them are within 4 levels of the packmaster.
Any class feature which would apply to an animal companion, applies to all of the animal companions of the packmaster with the exception of applying an aspect to a companion. Aspects may not be applied to any of the animal companions of a packmaster.
This alters animal companion and replaces precise companion.

Zylphyr |

Notes: Probably my favorite of the lot, this was the most fun to create, and he's still an active character.
Wayfinder (Racial Archetype; Elf Ranger)
Wayfinder’s Focus (Ex)
At 1st level, once per day, the wayfinder can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.
This ability replaces favored enemy and favored terrain.
Spirit of the Falcon (Su)
At 4th level, the wayfinder can commune with his falcon totem spirit. Doing this is a full-round action as the spirit is brought to the forefront of his mind. His eyes turn a solid white and those watching may even see an ethereal-looking falcon exit from the wayfinder before disappearing into the air.
The wayfinder can sense through this totem spirit, which is invisible to others. Any damage to the spirit (AC 18) immediately causes it to dissipate back into the body of the wayfinder. While active, it moves at a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from the wayfinder. As long as the senses of the wayfinder are with the spirit, they can take no other standard or move actions. Cancelling the connection is immediate, though the wayfinder is staggered for 1 round after the senses return to the wayfinder’s body. The totem spirit sees as the wayfinder’s eyes see, including any additional senses possessed by the wayfinder. The totem spirit remains free of the wayfinder for as long as the wayfinder allows. This feature may be used a number of times per day equal to the wayfinder’s wisdom modifier.
Additionally, when the totem spirit is within the wayfinder, he gains the following benefits, which do not apply when the spirit is released:
At 6th level the wayfinder gains a competence bonus to perception equal to half their ranger level. At 8th level the wayfinder gains darkvision 60’ which extends to 90’ at 12th level. At 10th level the wayfinder gains the effects of see invisiblity. At 14th level the wayfinder gains blindsense 30’ which extends to 60’ at 16th level. At 18th level the wayfinder gains blindsight 30’.
This replaces the hunter’s bond.

Zylphyr |

Note: To be honest, I don't even remember making this archetype... I'm only posting it because it seems cool, but my remembrance on how Shifters work is vague at best, and I think the guy we made this for ended up just playing a Wyvaran Bloodrager anyhows...
Weredragon (Shifter Archetype)
Weretouched shifters are scions of lycanthropic forces, whether hereditary or supernaturally imposed. They can assume both animal and hybrid forms, as a lycanthrope does. Weredragons take this a step further.
Bonus Languages
A weredragon gains draconic as a known language instead of Druidic.
Lycanthrope Aspect (Su)
At 1st level, a weredragon gains the shifter aspect ability, except the animal aspect chosen is the dragon aspect described below, and is the only animal aspect the weredragon can gain. The weredragon must select his dragon color, and this cannot be changed at a later time. Class features which use an element, must always use the element of this dragon color. This alters her other class features, as detailed in each relevant class feature. Otherwise, this ability functions identically to shifter aspect.
This replaces wild shape and alters shifter aspect and all of its improvements.
Lycanthropic Terror (Su)
At 1st level, a weredragon causes fear in animals. This ability functions as an Intimidate check to demoralize an opponent. This action is a free action. The weredragon rolls 1d20 and adds 1/2 her shifter level and Charisma modifier to determine the wild empathy check result. To use Lycanthropic Terror, the shifter and the animal must be within 30 feet of one another.
The weredragon can also use this ability to influence a magical beast, with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
This alters wild empathy.
Dragon (Su)
At 16th level, a weredragon can assume the major aspect of the dragon. This works as the Wild Shape class feature of the Shifter, except that it uses Form of the Dragon II in place of beast shape spells. When in this major form, the weredragon gains all the features of that form. At 20th level, use the Form of the Dragon III to determine which features are granted.
Dragon Aspect
The aspect of the dragon is the epitome of a warrior, the evolvement into the most feared creature in the world. There is no limit to the power of the Dragon.
Minor Form: You gain a +1 bonus to your natural armor, and an additional +1 for every 5 levels you gain in the shifter class. You also gain a resistance to the element of your selected dragon form equal to your shifter level. Lastly, you gain +2 size bonus to Strength while in this form.
At 4th level, in addition to the progressing features below, your minor aspects gain a duration equal to your level plus your wisdom modifier in hours.
At 4th level, you gain a bite attack that does 2d6 damage, and grow a reptilian tail.
At 8th level, you can use the tail to perform a slam attack as a natural attack and grow a pair of wings that get larger as you go up in levels. At 12th level you can use your wings, giving you a fly speed of 60 feet with average maneuverability. Additionally, you can use these wings to gain 2 wing attacks, but if you use these wing attacks, all other natural attacks are treated as secondary, giving you a -5 to their attack rolls. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Zylphyr |

Last one for today, taking longer than I thought it would to adapt them to forum format... He was a fun character, would find a way to stand in the middle of a combat scenario, and hold his ground through AoOs... The goal was a Kineticist who could actually use the Combat Patrol feat...
Samsara Aegis (Dwarven Racial Archetype for Kineticist)
Also known as the Old Guard, the Samsara Aegis are believed to be the reincarnation of a tribe’s greatest heroes. As well as wisdom from countless lives lived, they are rumored to see past the lies of living and perceive their true intentions. What is even more remarkable though, is their connection to the earth, their ability to draw upon ancestral memories which built the dwarven strongholds within the mountains, to manipulate the element of earth. Though some of the Old Guard follow a more divine route, the Aegis of the Samsara are even more adept at manipulating the earth and using it to protect the rest of their tribe and home.
Ancient Wisdom
The Samsara Aegis adds Climb and Sense Motive to their list of Class Skills instead of Acrobatics and Stealth, and additionally, they gain the Terran Language as a free language. This alters the Class Skills of the Kineticist.
Weapon and Armor Proficiencies
The Samsara Aegis are proficient with shields, but not tower shields. This alters the Weapon and Armor Proficiencies of the Kineticist.
Elemental Focus (Su)
When choosing their Elemental Focus, the Samsara Aegis must choose Earth. This alters the Elemental Focus of the Kineticist.
Focused Blast (Su)
The Samsara Aegis may never use their Kinetic Blast at range, being limited to melee combat when using their blast. They do not need to Burn in order to use any
infusions granted by this class feature. Starting at 1st level, they gain the Kinetic Blade Infusion. At 5th level, they replace their Kinetic Blade Infusion with the Kinetic Whip infusion. At 9th level, they gain the Bowling Infusion. Beginning at 11th level they may attack with a base attack bonus equal to their Kineticist level. At 13th level, when using their Kinetic Whip, a Samsara Aegis may spend a move action to add the damage bonus from elemental overflow to their damage with the Kinetic Whip. At 15th level, the Samsara Aegis gains the Deadly Earth infusion, but the infusion must be centered on the square they are standing in; however the Samsara Aegis takes no damage from the attack. This replaces the Gather Power, Infusion, Infusion Specialization and Supercharge class features.
Great Resolve (Su)
At 3rd level, the Samsara Aegis gains the samurai’s resolve class feature, as a samurai of her kineticist level – 2. Each use requires the expenditure of 1 Burn.
Metakinetic Stance (Su)
Beginning at 5th level, they may forgo their attack, when summoning a Kinetic Whip, to enter a stance that prepares them for threats as a Standard Action. This is a very loud and visible effect, as earth matter swirls around them in a manner that threatens the mobility of enemy opponents. Their threatened area increases by 5 feet, plus 5 feet per 5 points of their base attack bonus, rounded down. Once in this stance, their Kinetic Whip is automatically maintained across multiple rounds. Any attack which is not an attack of opportunity, or move which is more than 5’ in a round, ends the stance. This replaces the Metakinesis and Metakinetic Master class features of the Kineticist.

Zylphyr |

Notes: The real weakness here was the lack of combat... Other summoners are summoning creatures that cast lightning bolts and the like... that's not happening here. It was/is fun for non-combat situations, and there's an awesome factor to having a Dragon appear behind the enemy, but monster-kill count is low, even with Shadow Illusions. :P
Illusionist (Summoner)
Spells
The summoner may add any Wizard/Sorcerer spell from the Illusion School to their spell list. However, an Illusionist has 1 fewer spells known per level than his summoner class indicates.
Summon Illusion (Sp)
Starting at 1st level, a summoner of this archetype can cast illusion spells instead of summoning monster spells, as a spell-like ability. This ability allows him to cast silent image a number of times per day equal to 3 + his Charisma modifier. The illusions have an extended duration of lasting a number of round per level equal to the summoner level, after releasing concentration of the spell, and are dismissible by the summoner. This replaces the summon monster I spell-like ability.
At 3rd level, this feature can be used to summon Minor Image in place of Silent Image, and at 5th level, it replaces Minor Image with Major Image.
The summoner cannot have more than one active illusion spell at a time from this ability. If this ability is used again, any existing illusion spell immediately ends. These illusion spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Note: Illusionists still have the Summon Monster spells on their spell-list at the reduced level, they just lose the ability to summon them as a spell-like ability.
Illusion Pool
Starting at 7th level, the summoner gains a pool of points that he can add to any spell from the school of illusion that he generates either from spell casting or from his spell-like ability. Each point can be used to increase the power of the spell in the same way as using metamagic feats do. The pool is equal to 1, +1 for every 2 levels after 7th, to a maximimum of +7 at 19th level. The following metamagic feats can be applied with these pool points, at 1 point per spell-level increase, without increasing their casting time or their spell-level. The summoner can choose from the following metamagic feats: Heighten Spell, Quicken Spell, Persistent Spell, Widen Spell. The points in this pool replenish at the beginning of the summoner's round, and could potentially be split up amongst multiple spells.

Zylphyr |

Note: The last of the Elementalist archetypes in my pile, and mostly just to make the weakest of all their archetype actually interesting...
Cliff Notes: Removed the extra 2 levels to get the +1 AC bonus (so it escalates at the same speed as a Monk). Kineticist uses full bab when flurrying. Can use flurry with claws. Added a new Infusion that can be gained at level 7+, which lets kinetic fist be at /2 instead of /3. Added a way to get Monk's Fast Movement.
Elemental Ascetic - Unchained (Kineticist)
Elemental Flurry (Su)
At 1st level, an elemental ascetic gains Improved Unarmed Strike as a bonus feat. He gains the kinetic fist form infusion and it costs 0 points of burn instead of 1 point of burn. When using the kinetic fist form infusion with a full attack, he can make a flurry of blows as the monk class feature. He must use only his fists to make this flurry, no matter what other abilities he possesses. When using elemental flurry, the kineticist replaces his class's base attack bonus with his kineticist level.
If the kineticist has claws, he may make his unarmed attack for this flurry, and may also use his claws (and any other natural attacks that he has) as secondary attacks in the same round, in place of his other unarmed attack, at the usual -5 for secondary attacks.
Like a monk, he can use this ability only when unarmored, not using a shield, and unencumbered. He can’t use his kinetic blast without a form infusion, nor can he ever use his kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll.
This ability alters kinetic blast and replaces elemental overflow.
Elemental Wisdom (Su)
An elemental ascetic can use his Wisdom modifier instead of his Constitution modifier to determine the DCs of Constitution-based wild talents, the duration of wild talents with a Constitution-based duration, and his bonus on concentration checks for wild talents.
This ability alters the key ability scores of wild talents.
AC Bonus
At 2nd level, when unarmored, not using a shield, and unencumbered, an elemental ascetic adds his Wisdom bonus (if any) to his AC and his CMD.
These bonuses to AC apply even against touch attacks or when the elemental ascetic is flat-footed. He loses these bonuses when he is immobilized or helpless. This bonus increases by 1 for every 4 kineticist levels the elemental ascetic possesses beyond 2nd. The elemental ascetic’s kineticist levels stack with monk levels for the purpose of determining when the bonus increases. An elemental ascetic can never take the expanded defense utility wild talent.
This ability replaces elemental defense.
Fast Movement
At 4th level, or any higher level in which he would gain a Utility Wild Talent, the kineticist may choose to replace that wild talent with an enhancement bonus to his land speed, as shown on Table: Monk Unchained, as long as he is not wearing medium or heavy armor, and his encumberance is light.
Power Fist (Su)
At 5th level, an elemental ascetic can accept 2 additional points of burn when using kinetic fist to increase that infusion’s damage dice from d6s to d8s.
At 9th level, he can instead accept 3 additional points of burn to increase the damage dice from d6s to d10s. At 13th level, he can instead accept 4 additional points of burn to increase the damage dice from d6s to d12s. All of these options count as burn from a form infusion and can thus be reduced by infusion specialization.
This ability replaces the 5th-, 9th-, and 13th-level infusions.
Element(s) universal; Type form infusion (Su); Level 3; Burn 2
Prerequisite(s) kinetic fist
Associated Blasts any
Saving Throw none
As kinetic fist, but when calculating damage, you deal an additional 1d6 points of damage per 2 dice of your kinetic blast's damage rather than per 3 dice.

Sphynx |

Notes: New Archetype for a new player. He wanted a character with limited spell casting who can Wild Shape and has an Animal Companion.
Feral Ranger (Ranger Archetype)
Raised in the wilds far from the comforts of civilization, you were not only shaped by nature but embraced by it. The creatures of the wilderness became your family, and through your bond with them, you’ve learned to harness their primal essence. Your animal companion is not just a creature at your side, but a reflection of the untamed spirit within you. In time, you have become as much a part of their world as they are of yours—melding your soul with theirs, walking between two worlds, both human and beast.
Animal Companion (Ex)
At 2nd level, the Feral Ranger gains an Animal Companion as per the Druid’s Animal Companion ability. Note: This does provide a wider variety of possible companions than what other Rangers have access to. The Feral Ranger’s effective druid level for this ability is equal to their ranger level. This replaces the Combat Style Feat normally gained at 2nd level.
Wild Shape (Su)
Starting at 4th level, the Feral Ranger gains the ability to use the Druid class feature Wild Shape, but they are limited to assuming the form of their first Animal Companion. This replaces Hunter’s Bond.
Wild Shape Feats
At 6th level, the Feral Ranger gains access to a Wild Shape feat. This is any feat that has Wild Shape as a prerequisite, counting as a Druid for the sake of prerequisites. The ranger gains additional Wild Shape Feats at 10th, 14th, and 18th levels. This replaces the Combat Style Feats.
Camouflage (Ex)
At 12th level, the Feral Ranger gains the ability to use Camouflage, but only while transformed using Wild Shape. This allows them to use the Stealth skill to hide in any sort of natural environment, even if the terrain doesn’t normally provide cover or concealment. This alters the original Camouflage ability.
Hide in Plain Sight (Ex)
At 17th level, while transformed using Wild Shape, the Feral Ranger can use the Stealth skill even while being observed. This alters the original Hide in Plain Sight ability.
Master Shapeshifter (Ex)
At 20th level, the Feral Ranger can use Wild Shape at will, still limited to the form of their first Animal Companion. Additionally, they can now shift as a swift action, allowing for rapid transformation during combat or in dangerous situations. This replaces Master Hunter.

MagicofPlayer1 |

Warrior of the holy light seems too strong with now downside. You added two class abilities, and as far as I can tell you didn’t take anything away in return. Both abilities are fairly strong. Channel is a decent amount of healing per day, and you added buffs to attack and ac, resistance to energy and crits. If I was looking at playing a Paladin, I can’t think of a reason why I wouldn’t take this archetype.
Feral Ranger also seems strong, but it might be close. Upgrading the animal companion is worth about a feat (boon companion). Wild shape seems better than combat style feats, but maybe not if you’re limited to only one creature. However, you are also giving out the wild shape feats. I think I would remove the wildshape feats aspect of this class, but still replace the combat style feats at all levels

Sphynx |
1 person marked this as a favorite. |

Thanks for your comments. :)
Warrior of the Holy Light is indeed missing the most important line. This replaces all spell casting. It's still weaker than a vanilla Paladin, but was created for someone that didn't want to deal with spell casting.
Feral Shifter is basically getting Animal Ally (the feat) for a combat feat. Feat for Feat, which a human could even get at 1st level.
This let us move Wild Shape to the desired 4th level position, the real goal. I do think the wording needs improving, as we intended this for a guy playing a Tiger, and had to start him as a basic cat until level 8. And I intend to let him get Dire Tiger at 12... so the wording should be redone to make it obvious that you progress, just without changing your theme...
As for Wild Shape feats, this is a feat-starved class which will want Teamwork feats as well. It's actually a bit of a punishment to exchange the Combat Feats for Wild Shape feats, in my opinion. Natural Spell is the expected 6th level feat, that leaves 3 other feats... I think it's pretty good.

Sphynx |

Notes: New Variant Multi-Class for a new player. Basically, he asks to play a fighter with telekinetic abilities. Sort of how AD&D had it so you could roll for Psionics on top of your class. We've decided to make a Kineticist VMC to cover this.
Kineticist - Variant Multi Class
Level 3: Gain the Elemental Focus of the Kineticist class. This does not include access to the bonus Knowledge skill of the element, but the character does gain the other skill as a Class Skill. For this and other features gained ftom the variant multiclass, your kineticist level is treated as half of your class level.
Level 7: Gain the Wild Talent class feature of the Kineticist class. No talent may be taken that requires the use of Burn, or which requires a Kinetic Blast (Such as Kinetic Healer). Additionally, the talent must be level 1.
Level 11: Gain an additional Wild Talent that you qualify for, even if it uses Burn to fuel. If you gain a talent that uses Burn, you gain access to the Burn class feature of the Kineticist class. This talent must be either level 1 or 2.
Level 15: Gain an additional utility talent of your element that must be level 3 or lower.
Level 19: Gain an additional utility talent of your element that must be level 4 or lower.

Sphynx |
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Thank you! Though I have noticed that I missed a few things in a few of them (mostly forgetting to post what was lost, rather than just what was gained :P). Like the Illusory Versatility (Ex) of the Versatile Illusionist replacing Versitile Performance. :P
Anyhoots, one that we're working on today for a new player. He wants to play a Syrinx due to a love of Owls, but as a warrior that optimizes his natural bonus to Wisdom. After several different build attempts, this was the final result... a Syrinx Monk. The goal: replace all unarmed effects with weapon effects.
Note: removing the Bonus Feat list alteration would make this work well as a non-racial archetype.
Syrinx Monk (Unchained Monk Racial Archetype: Syrinx)
Bonus Feat
A Syrinx must take Weapon Focus with a Bladed weapon, as their 1st level bonus feat. They may never take Weapon Focus for any other weapon, even if it is granted by another class. They may not gain this archetype if they already have multiple Weapon Focus feats, or if they have a Weapon Focus feat with a non-bladed weapon.
The following list are the feats they may take beginning at 2nd level, in addition to those provided by the Unchained Monk class.
Hover, Flyby Attack, Wingover
These replace the bonus feats of
Improved Grapple, Scorpion Style, and Throw Anything.
This alters the Bonus Feat class feature.
Stunning Attack
When using the Stunning Fist class feature, it only applies when wielding the weapon the Syrinx Monk has a Weapon Focus with, rather than when unarmed. The effect of the Stunning Attack is treated as if the Syrinx Monk were at -4 levels to a minimum of 1st level. Thus, at 8th level, the monk can make the target fatigued, at 12th, sickened, etc.
This alters the Stunning Fist class feature.
Weapon Styles
At 5th level, the monk gains a +1 to Damage with the weapon they have a Weapon Focus with. They gain another +1 to damage with that weapon for every 4 levels after 5th, starting at 9th level. At 9th and 17th level, they gain a +1 to hit with the weapon they have a Weapon Focus with.
This replaces Style Strike.

glass |
Interesting. I was going to ask about the Paladin in the first post apparently not giving anything up, but I see that has been asked and answered. A couple of other questions if I may:
What do you mean by Unchained in the headings of several of the archetypes (for classes like Paladin which did not get unchained)?
From the Illusionist (Summoner): "The summoner may add any Wizard/Sorcerer spell from the Illusion School to their spell list." AFAICT, you do not actually say how they do that, just that they can. So, how?

Sphynx |

Thanks boss. :)
Unchained on an archetype just means that the archetype already exists, but is FAR weaker than the class itself, so I "Unchained" it. Ie, the Kineticist's Aesthetic archetype (Unchained).
As for the Illusionist (Summoner), it adds to the "Summoner Spell List", not to the caster. They would still have to choose to learn the spell in the same way they learn any other spell. I'll clarify that in my pdf of the archetype by removing the "may add" and just stating that the illusion class spells of the Wizard/Sorcerer are added to the Summoner Spell List for the Illusionist.

Sphynx |

Storm Caller (Unchained) - Summoner Archetype
Summon Storm's Fury - Lightning Bolt (Sp)
A storm caller can, at 1st level, cast lightning bolt as a spell-like ability, as a standard action. Caster level for this class feature is equal to half of his summoner level, with a minimum of 1d6. This replaces the 1st level of the summon monster class feature. Using this ability does not count against the number of times the storm caller can use the summon monster class feature.
Summon Monster I (Sp)
When summoning monsters using the class ability, the storm caller is limited to one of the following:
I - Replaced by Summon Storm's Fury - Lightning Bolt
II — small air elemental, small lightning elemental;
III - Replaced by Summon Storm's Fury - Call Lightning
IV — medium air elemental, medium lightning elemental,
V — large air elemental, large lightning elemental;
VI — huge air elemental, huge lightning elemental;
VII — Replaced by Summon Storm's Fury - Call Lightning Storm
VIII — elder air elemental, elder lightning elemental
IX — advanced elder air elemental, advanced elder lightning elemental.
All summons via this ability gain immunity to electricity. If a group of elementals is summoned, from summoning 1d3 or 1d4+1 creatures for the spell level, each elemental summoned can cast lightning bolt as a spell-like ability as a standard action, with an effective level equal to the spell level of the spell (so elements summoned with a spell equivalent of summon monster IV would be treated as being 4th level, for purpose of the lightning bolt). Each summon that gains this feature, may only use it once, and may not use it on the round in which they were summoned.
Summon Storm's Fury - Call Lightning (Sp)
At 5th level, as long as his eidolon is within 100', the storm caller can expend one use of his summon monster class ability to cast call lightning as a spell-like ability with a caster level equal to his summoner level, except as noted below. This can even be done while he has summons active from his summon monster class ability.
Each bolt of lightning deals 3d6 points of electricity damage. This damage increases by 1d6 at 7th level and every 2 levels thereafter, to a maximum of 10d6 at 19th level. The prevailing weather has no effect on the damage of the lightning bolts. The Reflex save DC is equal to 10 + half the storm caller’s summoner level + his Charisma modifier. If the storm caller uses this ability again before he has used all of his available bolts of lightning, any unused bolts are expended with no effect.
This replaces the 3rd level of summon monster
Aspect of the Storm (Su)
At 10th level, a storm caller gains a flight speed equal to his eidolon, with the same maneuverability of his eidolon. This has no cost in the way of evolution points. This replaces the aspect and greater aspect of the summoner.
Summon Storm's Fury - Call Lightning Storm(Sp)
At level 15, the storm caller may replace call lightning with call lightning storm when using the summon storm's fury - call lightning
This replaces the 7th level of summon monster.

Sphynx |

Cipher (Unchained) - Investigator Archetype
Unassuming (Ex)
A cipher relies on subtlety, rather than skills that would draw attention to him. A cipher removes Bluff, Diplomacy, Intimidate, and Perform from his list of class skills, and he can never use them with inspiration, regardless of any talents or other abilities he might have. A cipher can use his inspiration on any Disguise, Escape Artist, Knowledge (local), Sleight of Hand, and Stealth check without expending a use of inspiration, provided he is trained in the skill, instead of the normal investigator ability to use inspiration on any Knowledge, Linguistics, or Spellcraft check without expending a use of inspiration.
This alters the investigator’s class skills and inspiration.
Just Another Face (Ex)
A cipher may use his stealth skill as a move action to go unnoticed, even when in plain view. If used in this way, any creature that uses sight as a primary sense and has a CR of no more than twice the level of the cipher, will overlook the cipher unless it succeeds in a contested roll with its perception skill. The cipher adds half of his level to his stealth roll to go unnoticed in this manner.
This replaces Trapfinding.
Unseen Presence (Su)
At 2nd level, a cipher may use a move action to hide in plain sight, allowing him to use the stealth skill even while being observed. This only works if the cipher has not done anything, in the current or previous round, to draw attention to himself, such as having engaged in combat, or having been the target of an attack. Anyone currently observing the cipher directly is immune to this effect, so while he could use this in a crowd to pass unseen (as long as he isn't bumping into or pushing people), it would have no effect on someone intent on keeping their eyes on the cipher.
This replaces Poison Lore and Poison Resistance.
Vanish from Sight (Su)
At 3rd level, the cipher may use a full round action to disappear from sight entirely, as the Invisibility spell. This lasts for a number of rounds equal to half his level, and grants only half the bonuses of the Invisibility spell to stealth rolls, so +10 while moving and +20 while perfectly still.
This replaces Trap Sense.
Evasive (Ex)
At 3rd level, a cipher can avoid unusual attacks. He gains the evasion ability, and at 11th level, he gains the improved evasion ability.
This ability replaces the investigator talents gained at 3rd and 11th levels.
Null Aura (Su)
At 4th level, a cipher becomes much harder to notice with divinations. He gains a +4 bonus on saving throws against divination spells, spell-like abilities, and effects. The caster of the divination effect does not discover that her target succeeded at a saving throw.
This ability replaces swift alchemy and the investigator talent gained at 9th level.
Tenuous Threat (Su)
At 5th level, a cipher’s opponents tend to forget that he is a threat. The first time each day that he successfully hits an opponent who is not the target of his studied combat with a melee attack, the opponent must succeed at a Will save (DC = 10 + 1/2 the cipher’s investigator level + his Intelligence modifier) or be affected by the cipher’s studied strike. This is a mind-affecting effect.
This ability alters studied strike, and replaces the investigator talent gained at 5th level.
Invisibility (Su)
At 11th level, the cipher may use a standard action to gain the effects of the Invisibility spell.
This replaces Poison Immunity.

Sphynx |

Eldrtich Bladebound Scion
The original goal is just merging Eldritch Scion with the Bladebound archetype, while replacing Spell Combat with Fighter feats.
There are the bladebound with their black blades, who mix the arcane equally with the martial, who are studious in their training to unlock the mysteries of the blades and the universe themselves. Then there are those that just feel it, who focus only on the martial abilities because magic comes naturally to them. Their blades manifest in two-handed form, even growing to the power of their wielder, and whose very nature bends towards the draw of battle. These bladebound draw upon an inner fuel of arcane energy to power their blade and magic alike. Spells are something to make preparations with, not something to interfere with the art of combat.
Spell Casting
An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell’s level. The DC for a saving throw against an eldritch scion’s spell is 10 + the spell’s level + the eldritch scion’s Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.
An eldritch scion’s selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.
This ability replaces the magus’s spells class feature.
Bloodline
An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion’s effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool. If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, and vice versa.
This ability replaces spell recall.
Eldritch Pool (Su)
An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/3 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature.
Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points.
This ability replaces arcane pool and spellstrike. Abilities that modify arcane pool also modify eldritch pool.
Two-Handed Weapon Focus
At 1st level, the scion gains weapon focus in a two-handed slashing weapon of choice.
This ability replaces spell combat.
Black Blade (Ex)
At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is the same as the weapon focus gained via the two-handed weapon focus ability. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. This black blade uses the black blade basics, black blade ability descriptions, and the black blade abilities listed under the Bladebound - Magus Archetype listing, with the exception that the blade is two-handed.
Additionally, starting at 5th level, the blade adds its Intelligence Modifier to all attack rolls as a competence bonus.
This ability replaces the magus arcana class ability.
Bonus Spells
At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively.
This ability replaces knowledge pool.
Two-Handed Weapon Specialization
At 8th level, the scion gains the Weapon Specialization feat with the same weapon type that he applied his two-handed weapon focus to.
This ability replaces the improved spell combat ability.
Two-Handed Greater Weapon Focus
At 11th level, the scion gains the Greater Weapon Focus feat with the same weapon type that he applied his two-handed weapon focus to.
This ability replaces the improved spell recall ability.
Two-Handed Greater Weapon Specialization
At 8th level, the scion gains the Greater Weapon Specialization feat with the same weapon type that he applied his two-handed weapon focus to.
This ability replaces the greater spell combat ability.

Sphynx |

Reparation for the Cipher Archetype above:
Just Another Face (Ex)
When making a stealth skill check to hide, they may choose to either become unseen as usual or to blend in and go unnoticed. If choosing to go unnoticed, the cipher does not need cover or concealment to make further Stealth checks to remain unnoticed, but must still move at half speed to avoid drawing attention to themselves. The Cipher adds 1/2 her level to Stealth skill checks made to go unnoticed in this manner. Abilities or effects, like Fast Stealth, do not increase this speed.
While unnoticed, the Cipher may move through the area without drawing attention. People may see or even interact with the Cipher, but they perceive them as an unremarkable part of the surroundings. The Cipher will be treated as someone who belongs where they are or as someone that should be ignored. Only those who succeed in the contested Perception skill check against the Cipher's Stealth skill check may notice the Cipher as being out of place.

Sphynx |

We've been using this so long that I forgot it was homebrew... I realize it's not very similar to the previous archetype, but we just tried to keep it simple... ported over only what we felt made the archetype what it is... improved the feat selection a bit, kept Evasion, and replaced stunning first with weapon focus, wisdom for bows, and weapon specialization (at different levels than originally done).
Zen Archer (Unchained)
Weapon and armor Proficiency
Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
Flurry of Blows (Ex)
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Bonus Feats
A zen archer’s bonus feats must be taken from the following list:
- Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, and Precise Shot.
At 6th level, the following feats are added to the list:
- Focused Shot, Improved Precise Shot, Mobility, Parting Shot, and Point Blank Master.
At 10th level, the following feats are added to the list:
- Clustered Shots, Pinpoint Targeting, Shot on the Run, and Snatch Arrows.
- Perfect Strike is also added to the list, and a zen archer can use Perfect Strike with any bow. At 10th level, the zen archer can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the zen archer must choose one of his other two rolls to use as his confirmation roll.
A monk need not have any of the prerequisites normally required for these feats to select them.
These feats replace the monk’s normal bonus feats.
Way of the Bow
At 1st level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 4th level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
At 8th level, the monk gains Weapon Specialization with the same weapon as from his weapon focus, as a bonus feat, even if he does not meet the prerequisites.
This ability replaces stunning fist.

Sphynx |

Mystique
Phantastic Phantasms (Su)
A mystique can use a Full Round Action to cast an Illusion spell rather than a Standard Action. Doing so will allow her to enforce the illusion with more realism, making it more difficult to recognize as an Illusion. Anyone who attempts to disbelieve the illusion suffers a -2 penalty on the Will saving throw to do so. This penalty changes to -3 at 8th level. This does not stack with the Spell Focus and Greater Spell Focus feats.
This replaces the Hypnotic Stare class ability.
Phurious Phantasms (Su)
A mystique may cause her illusions to cause damage to those that interact with them. As a Standard Action, you can draw upon energies from the Plane of Shadow to cause an ongoing figment spell that you created, to damage a foe as if the illusion were real. The target must be both visible to you and within or adjacent to the area of your illusion. You must make a melee touch attack, using your own melee touch attack bonus. If you hit, the target takes an amount of damage equal to 1/2 the mesmerist's class level (minimum 1). Reminder that any such interaction with an illusion is an immediate opportunity to re-roll the saving throw to disbelieve the illusion, even if the attack misses.
This replaces the Painful Stare class ability.
Phorceful Phantasms (Su)
At 3rd level and every 4 levels thereafter, a mystique's illusions can have further effects. The mystique chooses one option each time he gains a new phorceful phantasm improvement, and the choice cannot be changed later. The mystique cannot choose the same phorceful phantasm improvement more than once unless otherwise noted. All of the mystiques phorceful phantasms improvements affect the target as long as it is affected by an illusion spell of the mystique.
This replaces the Bold Stare class ability.
The Mystique’s illusions gain a small degree of physicality. Creatures attempting to move through the illusion treat the area as difficult terrain. This effect persists even if the creature disbelieves the illusion.
When one of the Mystique’s illusions ends, it persists as a shadowy echo for a number of rounds equal to the Mystique’s Charisma modifier. During this time, the illusion remains visible and solid enough to block line of sight and provide cover, though it cannot move or deal damage.
Creatures that are mindless or immune to mind-affecting effects or illusions are not entirely unaffected. Instead, these creatures receive a +2 bonus on saves to disbelieve and have a 50% chance each round to ignore the illusion’s effects. Ignoring the illusion doesn’t end the illusion, but does allow the creature to act normally for that round.
Grants the Shadow Gambit feat, though when the feat causes damage, the illusion does not end.
The Mystique’s illusions gain enough reinforcement from the Plane of Shadow to affect creatures with blindsight or blindsense. These creatures still perceive the illusion, though they receive a +2 bonus on any saves to disbelieve.
(NOTE: We only have 5 replacements because we invented them as we played, and there are no more after 20th level, more could be added if ideas are thrown at me).

glass |
Mystique
Possibly silly question, but what class is this for? I think Mesmerist (because I think they have a Hypnotic Stare to replace), but AFAICT it doesn't actually say (apologies if it does and I missed it).
Phantastic Phantasms (Su)
A mystique can use a Full Round Action to cast an Illusion spell rather than a Standard Action. Doing so will allow her to enforce the illusion with more realism, making it more difficult to recognize as an Illusion. Anyone who attempts to disbelieve the illusion suffers a -2 penalty on the Will saving throw to do so. This penalty changes to -3 at 8th level. This does not stack with the Spell Focus and Greater Spell Focus feats.
Less serious thing: I don't think "enforce" entirely fits. "Enhance" would normally be better, but given that that is a something of term of art in PF1 I would avoid that too. Maybe "bolster"? "Infuse"?
More serious thing: (Greater) Spell Focus does not impose a penalty on saves, it increases DCs. So if you want them to not stack (or rather, want their non-stacking to be meaningful) Phantastic Phantasms need to increase DCs too.
Or you could word it as "These penalties do not apply if the spell DC is increased by Spell Focus or Greater Spell Focus". That would have almost the same effect, but I would still go with increasing the DCs.