Different campaign archetype


Rules Discussion


Is it possible to take an archetype from say Age of Ashes like Bellflower Tiller Dedication and use it in a different campaign like Fist of the Ruby Phoenix? Or is this not how it's suppose to be played?


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This is 100% a table decision. I would caution that not all of the AP archetypes are balanced "in the wild". As a rule though, if everyone agrees, it's probably ok.

It would be worth questioning why that specific archetype though. Is it only for some gonzo ability? Or is it a legitimate request?


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Usually it's possible, in that there's no fundamental reason why it just won't work at all. They're almost always uncommon and nothing in the other AP would give access, so it's entirely a "ask your GM if you can have it" situation.


turtle006 wrote:
I would caution that not all of the AP archetypes are balanced "in the wild". As a rule though, if everyone agrees, it's probably ok.

Yes yet due how PF2e balance work I still don't saw any AP archetype breaking the game. Just a bit more stronger or weaker than usual when compared to more well revised archetypes from rule books.

So unless you GM have some lore restriction there's little reason to your GM to deny it.


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YuriP wrote:
turtle006 wrote:
I would caution that not all of the AP archetypes are balanced "in the wild". As a rule though, if everyone agrees, it's probably ok.

Yes yet due how PF2e balance work I still don't saw any AP archetype breaking the game. Just a bit more stronger or weaker than usual when compared to more well revised archetypes from rule books.

So unless you GM have some lore restriction there's little reason to your GM to deny it.

PF2 is a hard game to actually break, but that doesn't necessarily mean like bending it either. AP options can be notoriously more powerful than rulebook options. I can't super blame a GM for not allowing the original Heaven Seeker archetype, the Exquisite Swordcane, or Sudden Bolt.


Captain Morgan wrote:
YuriP wrote:
turtle006 wrote:
I would caution that not all of the AP archetypes are balanced "in the wild". As a rule though, if everyone agrees, it's probably ok.

Yes yet due how PF2e balance work I still don't saw any AP archetype breaking the game. Just a bit more stronger or weaker than usual when compared to more well revised archetypes from rule books.

So unless you GM have some lore restriction there's little reason to your GM to deny it.

PF2 is a hard game to actually break, but that doesn't necessarily mean like bending it either. AP options can be notoriously more powerful than rulebook options. I can't super blame a GM for not allowing the original Heaven Seeker archetype, the Exquisite Swordcane, or Sudden Bolt.

And of those only the Heavenseeker was a significant problem not just best in class but clearly massively over the top. Then there was the Ghost archetype and that was in a major book. For me only 2 clearly broken. I allow all AP material by default.


Sixth Pillar was another one that may have made the list, but it was nerfed in the re-release.


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turtle006 wrote:

This is 100% a table decision. I would caution that not all of the AP archetypes are balanced "in the wild". As a rule though, if everyone agrees, it's probably ok.

It would be worth questioning why that specific archetype though. Is it only for some gonzo ability? Or is it a legitimate request?

That. Exactly.

An example, Ghost Eater from Fist of the Ruby Phoenix could make a very thematic character in a game of Abomination Vaults. I'm not seeing anything in the archetype that would be overbalancing though.

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In home games, I have absolutely allowed archetypes from other campaigns. I think the advice you've gotten here is spot on. This is the sort of thing you hash out at session 0, get buy-in, and have fun with. If they are a newer player, it might be worth pointing out any deficiencies about the archetype (like if they didn't know it wouldn't do x very well), but other than that.. we make the game to play and have fun. Thats the important part!

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There is no rule, this is 100% table decision.

In PFS, you generally have to earn access to these by playing the AP, and that will give you access on 1 character.

At my own tables, these are generally "not available" but I have mechanisms that allow each character to grab "1 cool thing" -- so if that is the cool thing they want, they can have it. (Then we make sure the character background supports getting it.)


pH unbalanced wrote:

There is no rule, this is 100% table decision.

In PFS, you generally have to earn access to these by playing the AP, and that will give you access on 1 character.

At my own tables, these are generally "not available" but I have mechanisms that allow each character to grab "1 cool thing" -- so if that is the cool thing they want, they can have it. (Then we make sure the character background supports getting it.)

Absolutely. I just want to underline that there is no need to be afraid of the AP material or new expansions. There are very few things that will cause you problems. This is completely the opposite to any gaming experience that you have had with PF1 or any D&D game. So the GM can let go of the reins. If they want to. It is a choice.

I generally choose to give my players complete freedom unless the campaign has a strong theme.

I ask them to think again if they all want to take the same thing for purely mechanical reasons.

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