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* WhenTreesAttack: As the Plant Eidolon can be any plant the Summoner chooses for it to be so long as it makes no major mechanical difference, it is entirely possible for a Summoner to form a bond with a stab-happy tree.

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* ElementalPunch: Well, 'Elemental-bash-of-some-stripe.' All Eidolons naturally attack with their bodies, and one of the starting Summoner feats confers an elemental affinity to one of the Eidolon's standard attacks. You can even have fun combinations, like a [[ViolationOfCommonSense Plant Eidolon slapping an enemy with fire, or a fire-focused Dragon Eidolon clawing at enemies with ice.]]




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* TalkingAnimal: Beast Eidolons naturally speak the Sylvan language, and given their connection to their Summoner will almost inevitably learn the more common languages such as Common and Dwarven.
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* {{Golem}}: A frequent form the Construct Eidolon takes, being an entity of magic that can be composed of almost ''anything.'' The standard stone and metal golems are one such interpretation for what the final result is.

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* OurGhostsAreDifferent: For one thing, both Phantom Eidolons are formed from strong emotional stimuli that dictate their personalities and actions. Devotion Phantoms follow their Summoner often out of a sense of obligation as the duo discover what exactly the Devotion Phantom's unfinished business is, while Anger Phantoms frequently aid their Summoner because it's the quickest way to fulfill their grudges. Either way, both Phantoms, due to their mysterious, esoteric nature, grant a Summoner access to the occult tradition of spells.




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* SupportPartyMember: The Summoner is frequently this for its own Eidolon, as the Summoner is given access to a bevy of spells that improve, heal, or modify their Eidolon.
* {{Synchronization}}: A major aspect of the Summoner and their Eidolon is that they have different AC values and totals for saves (as the Summoner is often focused on Intelligence, Wisdom, and ''especially'' Charisma, while the Eidolons are largely focused on Strength, Dexterity, and Constitution, even if their save proficiencies update at the same time) but draw from the same pool of hit points and thus both get hurt if one member is harmed. While this ''does'' make Summoner the only 'mage' class that gains 10 + con mod on level-up, it also means the Summoner should primarily keep in the back of the group while the Eidolon does most of the heavy lifting in combat, since the easily assaulted Summoner makes for a good punching bag to get through the Eidolon's otherwise impressive defenses.
** This is further demonstrated in how Summoners and Eidolons take damage and deal with status effects. Though both Summoner and Eidolon separately suffer from some ailments, any ailment that precludes the ability to take action affects both, and it's always the greater of the two effects that apply. If both Summoner and Eidolon are caught in an area of effect, the greater amount of healing ''or damage'' is applied to both characters, unless a feat is taken that allows the Summoner to take the lesser of two damage values.
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* GuardianAngel: What the Angel Eidolon effectively is. The common lore for them is that they descend from the celestial planes to work with a mortal to carry out a God's will, losing some of their might in return for their connection to the Summoner. The Summoner can draw on the angel's power to cast from the divine tradition.


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* MechanicallyUnusualClass: The Summoner stands out for not fitting in as a mage due to the fact it can't use its spells with the same frequency as other spellcasters (unless it takes Master Summoner and gives up spell slots to get more summoning spells per day, which really only pigeonholes it further), not fitting in as a skill monkey due to getting a somewhat large number of skills but having to choose carefully what skills it updates that are useful for the Eidolon ''or'' the Summoner, and not fitting in as a fighter because the Eidolon simply isn't on par with other martial classes. The Summoner ''can'' buff reliably, but the only creature that benefits from most of its buffs are the actual Eidolon. Instead, what keeps the Summoner competitive with everyone else is action economy; by using Act Together, Tandem Movement, and maintaining a Summoned creature, the Summoner can do more in a single turn than any other class with some careful strategy. Most of a Summoner's strategies with this improved action economy boil down to buffing its own Eidolon on a turn-by-turn basis to either make the Eidolon competitive with the other martial classes or to give it a unique set of tools to address odd and uncommon situations.
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* PlantMooks: The Plant Eidolon is [[ExactlyWhatItSaysOnTheTin a plant.]] They're often formed from the leftover energy used to create Leshys, and grant Summoners access to the primal tradition of spells.
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As spellcasters who can choose one of the four primary magical traditions to draw power from, Summoners are mages who can only take a few spells from whatever tradition they are studied in; at most only five at any given time. However, the true strength of Summoner lies in their Eidolon, a special ally bonded to them through some crux of fate, magical accident, prayer to a God in times of need, and so on that represents the Summoner's connection to their tradition - and often, vice-versa. Together, Summoner and Eidolon form a potent team with access to might greater than what either can achieve alone.
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* MagicKnight: Of a different kind as opposed to most characters with such a distinction. The Summoner ''can'' pick up a weapon and fight alongside an Eidolon, but they're not given much incentive to do so as their accuracy and AC will always lag behind their Eidolon and fellow teammates. However, ''most Eidolons'' are physical bruisers or ranged warriors of some stripe, and as both the spellcasting Summoner and the attacking Eidolon are controlled by the same player, the class itself functions as 'gish.'
* OurDragonsAreDifferent: One Eidolon option Summoners have access to is a draconic Eidolon. This Eidolon gives Summoners access to the arcane tradition of spells, but are not quite what their name implies; rather, they are the cast-off echo of some mental feedback left by an actual dragon in the astral plane. They take the form of the dragon that 'birthed' them, often appearing as traditional 'western' dragons but sometimes forming as 'eastern' ''Long'' dragons or other such draconic entities. Though they cannot fly naturally without feat investment or spells, they otherwise possess many qualities associated with actual dragons, though often noticeably weaker.

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Dewicking Disambig


* MageSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor, while the "Dreamweaver" archetype is tied to both Changelings[[note]]the CuteMonsterGirl daughter-forms of hags[[/note]] and Night Hags[[note]]extraplanar hags that specialize in invading peoples' dreams to torment and murder them[[/note]]. One could argue that the Sorcerer itself represents a Witch Species, given that they are defined as casters whose power is InTheBlood.



* WitchSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor, while the "Dreamweaver" archetype is tied to both Changelings[[note]]the CuteMonsterGirl daughter-forms of hags[[/note]] and Night Hags[[note]]extraplanar hags that specialize in invading peoples' dreams to torment and murder them[[/note]]. One could argue that the Sorcerer itself represents a Witch Species, given that they are defined as casters whose power is InTheBlood.



* WitchSpecies: As always.

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* WitchSpecies: As always.
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* BeastMaster: The Winged Marauder archetype specialises in taming flying animals and using them to [[DeathFromAbove drop bombs on enemies from above]].

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* BeastMaster: TheBeastmaster: The Winged Marauder archetype specialises in taming flying animals and using them to [[DeathFromAbove drop bombs on enemies from above]].
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* TheWitchHunter: In addition to the archetype called this in ''Ultimate Combat'', which focuses on fighting arcane spellcasters in general but witches in particular, there's also the Spellbreaker, which is essentially a MageKiller by way of being an AntiMagic using WitchHunter.

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* TheWitchHunter: In addition to the archetype called this in ''Ultimate Combat'', which focuses on fighting arcane spellcasters in general but witches in particular, there's also the Spellbreaker, which is essentially a MageKiller by way of being an AntiMagic using WitchHunter.witch hunter.
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Agents of the church charged with hunting down enemies of the faith both within and without. Precisely what that enemy is varies depending on Inquisitor, and several archetypes actually focus on very specific interpretations; the VampireHunter and WitchHunter, for example, focus on hunting vampires and "witches"[[note]]generally defined as "evil magic-users"[[/note]], while the Exorcist focuses on combatting creatures that can possess or otherwise control the minds of people.

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Agents of the church charged with hunting down enemies of the faith both within and without. Precisely what that enemy is varies depending on Inquisitor, and several archetypes actually focus on very specific interpretations; the VampireHunter and WitchHunter, TheWitchHunter, for example, focus on hunting vampires and "witches"[[note]]generally defined as "evil magic-users"[[/note]], while the Exorcist focuses on combatting creatures that can possess or otherwise control the minds of people.
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This trope requires a second body, not a transformation.


* LiteralSplitPersonality: An InUniverse drawback to the mutagen formula, which only worsens if the Alchemist becomes a Master Chymist.
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* BurnScarsBurningPowers: Oracles with the Blackened curse have shriveled and blackened forearms, as if they had plunged their arms into a bonfire. The curse inflicts a penalty on weapon attack rolls but adds several fire spells to the character's spell list.


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* MovesetClone: Much like Favored Souls from D&D 3.5 Edition, they're a spontaneous casting class that uses the cleric's spell list, making them the sorcerer to the cleric's wizard.
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* ShamSupernatural: The Hidden Priest archetype works the other direction, allowing a cleric to pass their powers off as arcane or alchemical magic. Hidden Priests typically serve banned religions, for example the traditional Good-aligned churches in devil-worshiping Cheliax, or Rahadoum where all practice of religion is banned outright.

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%%There's still a lot of archetypes missing from this folder.



!!Bounty Hunter
* AntiEscapeMechanism: The ''Keep Pace'' feat allows Bounty Hunters to use their reaction to follow any creature that tries to move out of their reach.
* BountyHunter: The theme of the archetype, giving the character tools that make them better at tracking down and subduing targets.



* EmotionBomb: The "Infectious Emotions" feat, which lets the Cathartic Mage grant the benefits of tapping into an emotion to a nearby ally.

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* EmotionBomb: The "Infectious Emotions" ''Infectious Emotions'' feat, which lets the Cathartic Mage grant the benefits of tapping into an emotion to a nearby ally.
ally.

!!Cavalier
* MountedCombat: The archetype's speciality, granting the character an animal companion to use as a mount and several feats that allow beast and rider to fight efficiently as a single unit.


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!!Eldritch Archer
* MageMarksman: Of the Arcane Archer variety, allowing the character to fire a selection of magical {{TrickArrow}}s and granting them some minor spellcasting.

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!!Bullet Dancer
* GunFu: A somewhat literal example, the Bullet Dancer's abilities mix martial arts with firearms skill.





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\n* MasterOfIllusion: Captivators are people who are just so good at commanding attention that they've manifested actual magical power from it, typically illusions and enchantments.

!!Cathartic Mage
* EmotionalPowers: The Cathartic Mage is able to empower their spells depending on their emotional state, though at the cost of gaining penalties once that emotion fades.
* EmotionBomb: The "Infectious Emotions" feat, which lets the Cathartic Mage grant the benefits of tapping into an emotion to a nearby ally.

!!Dandy
* TheSocialExpert: All of their feats are focused around manipulating others and navigating social situations.

!!Dual-Weapon Fighter
* DualWielding: [[ExactlyWhatItSaysOnTheTin Obviously]]. All of their feats are based around improving the character's effectiveness with two weapons.



* AccidentalAimingSkills:
*

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* AccidentalAimingSkills:
*
AccidentalAimingSkills: The archetype is entirely based around this concept.
* BornLucky: All of the archetype's feats are based around the character managing to accidentally set off improbable chain reactions and ricochets that inexplicably end up impeding their enemies and leaving them unharmed, or to dodge enemy attacks by just happening to bend down at the wrong time.
* IMeantToDoThat: They literally have a feat called "I Meant to Do That." It allows the character's missed shots to cause unintended reactions that creates a problem for their enemies, such as accidentally shooting their weapon out of their hand or causing them to stumble and trip while trying to avoid the gunfire.
* ObfuscatingStupidity: It's suggested that an alternative way to flavor the archetype is to make it so they really ''are'' just that skilled, and they're merely playing the part of the lucky fool.
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!!Acrobat
* CombatParkour: Literally all of their feats are dedicated to making them more mobile and trickier to pin down, even being able to attack or trip enemies while moving through their space.

!! Archaeologist
* AdventureArchaeologist: The intended flavor of the archetype, making the character better at disarming and avoiding traps, translating languages, and recalling history knowlege.

!!Bastion
* LuckilyMyShieldWillProtectMe: The focus of the archetype, with all of their feats granting the character more and more bonuses to how well they can use a shield.


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!!Captivator


!!Unexpected Sharpshooter
* AccidentalAimingSkills:
*
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Every once in awhile, you get that urge to make that ''[[MarySue perfect]]'' character. But how do you do it? Will you copy fictional works and go for a Conniving Thief? How about a [[QuirkyBard Stupid Bard]]?

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Every once in awhile, you get that urge to make that ''[[MarySue perfect]]'' ''perfect'' character. But how do you do it? Will you copy fictional works and go for a Conniving Thief? How about a [[QuirkyBard Stupid Bard]]?
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Scimitar is 18-20 like Rapiers, not 17-20.


* CriticalHitClass: The emphasis in the class features on "one-handed piercing weapons" encourages this, given that tends to mean players pick rapiers (by default an 18-20 crit range). UpToEleven with the Whirling Dervish archetype, which gets to use the relevant class features with scimitars instead, which have the widest crit range of any one-handed weapon in ''Pathfinder'' (17-20).

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* CriticalHitClass: The emphasis in the class features on "one-handed piercing weapons" encourages this, given that tends to mean players pick rapiers (by default an 18-20 crit range). UpToEleven with the Whirling Dervish archetype, which gets to use the relevant class features with scimitars instead, which also have the widest crit range of any one-handed weapon in ''Pathfinder'' (17-20).(18-20).
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* CriticalHitClass: The emphasis in the class features on "one-handed piercing weapons" encourages this, given that tends to mean players pick rapiers (by default an 18-20 crit range). UpToEleven with the Whirling Dervish archetype, which gets to use the relevant class features with scimitars instead, which have the widest crit range of any one-handed weapon in ''Pathfinder'' (17-20).
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typo


* ScrewTheRulesIHaveConnections: {{Defied}} with the Oath of the People's Council (named for the legislature of Andoran), which requires a paladin under it to know the law, and not exempt the powerful from its application. They give up Smite Evil and some of their traveling skills in exchange for incrwased social skills and the ability to make a RousingSpeech that acts like a stripped-down form of [[MagicMusic bardic performance]].

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* ScrewTheRulesIHaveConnections: {{Defied}} with the Oath of the People's Council (named for the legislature of Andoran), which requires a paladin under it to know the law, and not exempt the powerful from its application. They give up Smite Evil and some of their traveling skills in exchange for incrwased increased social skills and the ability to make a RousingSpeech that acts like a stripped-down form of [[MagicMusic bardic performance]].
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* ScrewTheRulesIHaveConnections: {{Defied}} with the Oath of the People's Council (named for the legislature of Andoran), which requires a paladin under it to know the law, and not exempt the powerful from its application.

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* ScrewTheRulesIHaveConnections: {{Defied}} with the Oath of the People's Council (named for the legislature of Andoran), which requires a paladin under it to know the law, and not exempt the powerful from its application. They give up Smite Evil and some of their traveling skills in exchange for incrwased social skills and the ability to make a RousingSpeech that acts like a stripped-down form of [[MagicMusic bardic performance]].
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* CourtlyLove: Noted as a common practice of paladins of Shelyn. Shelyn doesn't forbid sex, but she does emphasize the emotional and relationship aspects of love and beauty over the purely physical ({{lust}} is more Calistria's department).


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* ScrewTheRulesIHaveConnections: {{Defied}} with the Oath of the People's Council (named for the legislature of Andoran), which requires a paladin under it to know the law, and not exempt the powerful from its application.
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* TalentedButTrained: They have the innate gift of Sorcery, but they still learn proper Wizard techniques to truely master their gifts.
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* StoneWall: An archetype, Sacred Shield, centers many of the Paladin's abilities around using a shield to protect other people. For example, Smite is replaced with an ability that reduces damage the Sacred Shield's allies suffer from an enemy, and they must use the Divine Bond on their shield.
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* AnIcePerson: The winter witch returns in the form of the Winter patron theme.

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* AnIcePerson: The winter witch Winter Witch returns in the form of the Winter winter patron theme.
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adding context.


%%* {{Necromancer}}: The Dirge Bard archetype.

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%%* * {{Necromancer}}: The Dirge Bard archetype.archetype dabbles in this, first gaining bonuses relating to Necromancy, then a dance that reanimates dead bodies and bones to fight for them.
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* BagOfSpilling: An interesting variation. Magus and Summoner both have a variety of casting progression dubbed "wave casting"; whereas other casters get and **keep** spell slots as they level up, Magus only has access to spellslots of the highest two levels it can cast (and cantrips). This means a Magus has to be incredibly sparing with the spells they use while shoring up their limited spell slots with wands, staves, and potentially multiclassing. The more limited spell casting does of course come in exchange for a variety of other abilities that other casters could only dream of, so in theory it evens out.

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* BagOfSpilling: An interesting variation. Magus and Summoner both have a variety of unique casting progression dubbed "wave casting"; whereas other casters get and **keep** keep spell slots as they level up, Magus only has access to spellslots spell slots of the highest two levels it can cast (and cantrips). This means a Magus has to be incredibly sparing with the spells they use while shoring up their limited spell slots with wands, staves, and potentially multiclassing. The more limited spell casting does of course come in exchange for a variety of other abilities that other casters could only dream of, so in theory it evens out.
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Direct link.


%%* TheNecromancer: The Dirge Bard archetype.

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%%* TheNecromancer: {{Necromancer}}: The Dirge Bard archetype.



* TheNecromancer: The Undead Lord archetype is a Clerical necromancer, always devoted to deities who have power over death and the undead.

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* TheNecromancer: {{Necromancer}}: The Undead Lord archetype is a Clerical necromancer, always devoted to deities who have power over death and the undead.



* TheNecromancer: One of the class archetypes is the Necromancer, who focuses on spells of the Necromancy school and gains special abilities to turn or command undead, sicken living foes with a touch, and to sense the presence of living or undead beings around themselves.

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* TheNecromancer: {{Necromancer}}: One of the class archetypes is the Necromancer, who focuses on spells of the Necromancy school and gains special abilities to turn or command undead, sicken living foes with a touch, and to sense the presence of living or undead beings around themselves.



* TheNecromancer: The Gravewalker archetype trades in some of the normal spells a patron adds to their spell list and a couple of hexes for spells and abilities to create and control the undead. A witch with the plague patron also gains some of the spells, although without some of the abilities that the Gravewalker gets (and, naturally, the two synergize quite well).

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* TheNecromancer: {{Necromancer}}: The Gravewalker archetype trades in some of the normal spells a patron adds to their spell list and a couple of hexes for spells and abilities to create and control the undead. A witch with the plague patron also gains some of the spells, although without some of the abilities that the Gravewalker gets (and, naturally, the two synergize quite well).



* TheNecromancer: Wizards can choose to specialize in an arcane school, including necromancy.

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* TheNecromancer: {{Necromancer}}: Wizards can choose to specialize in an arcane school, including necromancy.

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