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* EasyEvangelism: There's an archetype called the Evangelist who focuses on spreading the good word by any way they can, up to and including KnockingOnHeathensDoors. They tend to have a fairly high success rate... well, that's only to be expected, given they have the ability to spontaneously cast all of the clerical CharmPerson type spells -- Command, Enthrall, Suggestion, Greater Command, Geas/Quest, Mass Suggestion, Sympathy and Demand. They can also spontaneously cast the Tongues spell, making them an {{Omniglot}}, so they can preach to anyone they meet.

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* EasyEvangelism: There's an archetype called the Evangelist who focuses on spreading the good word by any way they can, up to and including KnockingOnHeathensDoors.KnockingOnHeathens'Doors. They tend to have a fairly high success rate... well, that's only to be expected, given they have the ability to spontaneously cast all of the clerical CharmPerson type spells -- Command, Enthrall, Suggestion, Greater Command, Geas/Quest, Mass Suggestion, Sympathy and Demand. They can also spontaneously cast the Tongues spell, making them an {{Omniglot}}, so they can preach to anyone they meet.



* WhiteMage: The Merciful Healer archetype loses access to a lot of the

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* WhiteMage: The Merciful Healer archetype loses access to a lot of the
the combat-related abilities of the class, but is really, really good at healing people.

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* CreepySouvenir: The True Primitive archetype has a class feature called "Trophy Fetish", which lets them make talismans from the teeth, bones, hair or other remnants of vanquished enemies, which can be attached to the barbarian's armor or weapons to grant an enhanced effectiveness.



* GrislyTrophy: The True Primitive archetype has a class feature called "Trophy Fetish", which lets them make talismans from the teeth, bones, hair or other remnants of vanquished enemies, which can be attached to the barbarian's armor or weapons to grant an enhanced



* AdventurerArchaelogist: There's an archetype actually ''called'' the Adventurer in ''Ultimate Combat''. It has a LuckManipulationMechanic, can take Rogue Talents, and has special abilities relating to perception, dodging, disabling devices and detecting traps.

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* AdventurerArchaelogist: AdventurerArchaeologist: There's an archetype actually ''called'' the Adventurer Archaeologist in ''Ultimate Combat''. It has a LuckManipulationMechanic, can take Rogue Talents, and has special abilities relating to perception, dodging, disabling devices and detecting traps.



* CelibateHero: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Celibacy, which requires abstaining from all sexual and intimate physical activities. The Nonk takes it UpToEleven compared to the Paladin; they refuse to share a room with another person, sleep on the opposite side of the camp from the rest of the group, and are forbidden from even touching others or allowing others to touch them -- combat is, thankfully, a valid exception, but all peaceful or pleasurable contact must be shunned, including receiving helpful touch-delivered spells.

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* CelibateHero: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Celibacy, which requires abstaining from all sexual and intimate physical activities. The Nonk Monk takes it UpToEleven compared to the Paladin; they refuse to share a room with another person, sleep on the opposite side of the camp from the rest of the group, and are forbidden from even touching others or allowing others to touch them -- combat is, thankfully, a valid exception, but all peaceful or pleasurable contact must be shunned, including receiving helpful touch-delivered spells.



* FantasticFightingStyle: ''Ultimate Combat'' introduces a lot of these, including ones based on genies. One archetype, the Master of Many Styles, is explicitly dedicated to seeking out and learning as many as they possibly can.
* GratuitousJapanese: The Monk itself is effectively an example of this that gets by on GrandfatherClause. ''Ultimate Combat'' takes it further by adding actual archetypes based on, and ''named after'', martial arts terms and styles from Japan; from the innocuous Martial Artist, to the Sensei, Sohei and Tetori.



** Averted by the Martial Artist, who loses access to the ki-pool class feature in exchange for Fighter feats, a PressurePoint based ability, and an assortment of CharlesAtlasSuperpower features.




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* WrestlerInAllOfUs: The Tetori archetype is a monk specialized in grapples, holds and locks. The archetype's description even references it as a "majestic wrestler".



* CelibateHero: Oathbound Paladins pursuing the Oath of Chastity [{CaptainObvious have to be this]], with their Code of Conduct specifically stating "never engage in a romantic relationship or a sexual act".

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* CelibateHero: Oathbound Paladins pursuing the Oath of Chastity [{CaptainObvious [[CaptainObvious have to be this]], with their Code of Conduct specifically stating "never engage in a romantic relationship or a sexual act".



* KnightInShiningArmor: Embodies the archetype. The Sword of Valor class archetype takes it UpToEleven.

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* TheGunslinger: There's an archetype in ''Ultimate Combat'' called the Holy Gun, which is a gun-wielding paladin.
* KnightInShiningArmor: Embodies the archetype. The Sword of Valor class archetype takes it UpToEleven.UpToEleven, while the Empyreal Knight quite literally becomes an angelic knight as they level up.



* TheHunter: A paladin of the Divine Hunter archetype is one.
* LuckilyMyShieldWillProtectMe: The cornerstone of the Sacred Shield archetype.



* TheStrategist: There's an archetype called the Holy Tactician based on this.



* DungeonCrawling: The Dungeon Rover [[CaptainObvious is specialized in surving in underground environments]].

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* DungeonCrawling: ArmyScout: It's called the Battle Scout, but the archetype is obvious.
* DungeonCrawling:
**
The Dungeon Rover [[CaptainObvious is specialized in surving in underground environments]].dungeon environments]].
** The Deep Walker is dedicated to protecting the lands and creatures of the underground.



* TheHunter
* LoyalAnimalCompanion: Save for a few archetypes that give them all, most Rangers can take one. Some archetypes open up different possible animal companions.

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** The Warden is based at being even more at home in their favored terrain than ordinary rangers.
* TheHunter
GaiasRevenge: Wild Stalkers are rangers so dedicated to preserving nature against civilization that they actively campaign against pioneers and settlers. They are also TheBerserker, having access to Barbarian Rage Powers.
* GreatWhiteHunter: The Trophy Hunter archetype is based on this, being a ranger specialized in using firearms and out to take down the most impressive quarry they can. Which, in a world that includes demons, dragons, giants and ''worse'', is a pretty extensive list.
* TheHunter: What Rangers can be played as.
* LoyalAnimalCompanion: Save for a few archetypes that give them all, remove them, most Rangers can take one. Some archetypes open up different possible animal companions.



** The Falconer is based on the tradition of using [[BigBadassBirdOfPrey falcons]] as hunting tool, and thusly is always accompanied by a bird of prey animal companion.



* MasterOfUnlocking

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* MasterOfUnlockingKnifeNut: Rogues tend to use daggers anyway, but the Knife Master archetype specializes in it.
* LeParkour: The Roof Runner archetype specializes in this.
* MasterOfDisguise: The Chameleon archetype from ''Ultimate Combat'' is based on this.
* MasterOfUnlocking: As is standard.



* TheGunslinger: ''Ultimate Combat'' introduces the Spellslinger, which is a wizard who specializes in combining gunplay and magic to achieve impossible feats. In many ways, it's a gun-wielding variant of the MagicKnight.



* MadBomber: ''Ultimate Combat'' introduces the Arcane Bomber (who specializes in crafting and deploying magic-bolstered bombs) and the Siege Mage (using magic to augment siege engines) archetypes.



** The Knight of the Sepulcher eventually becomes an undead abomination.



* AntiMagic: Inquisitors with the Spellkiller Inquisition, or who follow the Spellbreaker archetype, specialize in fighting spellcasters by disrupting their spells.



* GoodIsNotNice: Thanks to bonuses to intimidate, it's easy to build an Inquisitor that does this.

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* GoodIsNotNice: Thanks to bonuses to intimidate, it's easy to build an Inquisitor inquisitor that does this.



* TheFundamentalist: The Exarch archetype is based upon the idea of an Inquisitor dedicated to adhering to strict orthodoxy, and punishing those who would diverge from it.
* TheHeretic: Not only do Inquisitors hunt these in general, but there's an actual archetype for the Inquisitor ''called'' the Heretic.
* TheHunter: Inquisitors have abilities that lend themselves to this type of character. Extra damage against specific creature types? Check. The ability to discern the weaknesses of monsters? Check.

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* TheFundamentalist: The Exarch archetype is based upon the idea of an Inquisitor inquisitor dedicated to adhering to strict orthodoxy, and punishing those who would diverge from it.
* TheGunslinger: ''Ultimate Combat'' introduces an Inquisition called Black Powder, which lets the inquisitor have access to the firearm weapon proficiencies and gunsmithing feats.
*
TheHeretic: Not only do Inquisitors inquisitors hunt these in general, but there's an actual archetype for the Inquisitor ''called'' the Heretic.
* TheHunter: Inquisitors have abilities that lend themselves to this type of character. Extra damage against specific creature types? Check. The ability to discern the weaknesses of monsters? Check. Most Archetypes for the class focus on specific varieties of the Hunter trope or on hunting specific quarry.
** The Iconoclast focuses on seeking out and destroying magical items.
* VampireHunter: An archetype by that specific name appears in ''Inner Sea Magic'', whilst the ''Advanced Races Guide'' houses an archetype for vampire-hunting {{dhampyr}} Inquisitors called "[[HunterOfHisOwnKind the Kinslayer]]".
** WitchHunter: 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.



* VampireHunter: An archetype by that specific name appears in ''Inner Sea Magic'', whilst the ''Advanced Races Guide'' houses an archetype for vampire-hunting {{dhampyr}} Inquisitors called "[[HunterOfHisOwnKind the Kinslayer]]".
* WitchHunter: The general motif, and a specific class archetype.

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* VampireHunter: An archetype by that specific name appears in ''Inner Sea Magic'', whilst the ''Advanced Races Guide'' houses an archetype for vampire-hunting {{dhampyr}} Inquisitors called "[[HunterOfHisOwnKind the Kinslayer]]".
* WitchHunter: The general motif, and a specific class archetype.




* {{Reincarnation}}: The Reincarnated Oracle archetype, as one might expect, is based on the idea of an Oracle whose powers come because of their ability to draw upon the knowledge and power of their past lives. Always having either the Haunted or [[SpeakingInTongues Tongues]] curses, melding best with the Mysteries of Ancestors, Lore and Time, they are most common amongst the Samsarans, a race of mysterious humanoids from the Dragon Empires who are blessed with BornAgainImmortality.

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* {{Reincarnation}}: The Reincarnated Oracle archetype, as one might expect, is based on the idea of an Oracle whose powers come because of their ability to draw upon the knowledge and power of their past lives. Always having either the Haunted or [[SpeakingInTongues [[StarfishLanguage Tongues]] curses, melding best with the Mysteries of Ancestors, Lore and Time, they are most common amongst the Samsarans, a race of mysterious humanoids from the Dragon Empires who are blessed with BornAgainImmortality.



* PowerAtAPirce: The Scarred Witch Doctor archetype engages in SelfHarm in order to foster and focus its magical powers. It uses Constitution as its casting stat, rather than Intelligence, and has to carve or brand scars into its body to symbolize its hexes (and loses these hexes if the scarring is removed).

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* PowerAtAPirce: PowerAtAPrice: The Scarred Witch Doctor archetype engages in SelfHarm in order to foster and focus its magical powers. It uses Constitution as its casting stat, rather than Intelligence, and has to carve or brand scars into its body to symbolize its hexes (and loses these hexes if the scarring is removed).


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* AntiMagic: Once they reach 9th level, magi can take the Arcana "Spellbreaker", which gives them the spellbreaker feat as a bonus feat.


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* LuckilyMyShieldWillProtectMe: The Skirnir archetype learns to channel their magic into their shield, augmenting its protective abilities at the price of their spellcasting, instead of channeling into their weapon.


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** The Myrmidarch and Kensai archetypes focus more on the "knight" aspect of the mix, even gaining a number of Fighter abilities as they level up.


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* MasterSwordsman: The magus has an archetype called Kensai, which is dedicated to mastering the sword; it gives up a significant portion of its actual spells to instead have far more deadly swordplay abilities.


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* SoulPower: The Soul Forger archetype is a magus who is able to infuse their soul into armaments, allowing them to create extremely powerful magical items and gear, as well as repairing broken gear instantly, making them a weird cross between this and an UltimateBlacksmith.

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** Emphasized by the True Primitive archetype, which represents a barbarian from the most primeval, savage cultures -- Stone Age type cultures, indeed.
** Zigzagged by the Urban Barbarian (specialized in fighting with barbarian abilities adapted for use in the city) and Armored Hulk (specializes in wearing armor whilst raging) archetypes.



** The Wild Rager takes it UpToEleven and is designed as being even more of a crazy, frothing-mad berserk maniac than the standard barbarian.
* {{BFS}}: Barbarians tend to carry the biggest weapons they can in general, be it swords, [[AnAxeToGrind axes]], [[DropTheHammer hammers]] or anything else, since their specialty is dealing as much damage as quickly as possible.
** The emphasis of the Titan Mauler archetype, which is a barbarian whose specialization in fighting much larger creatures such as giants and dragons has led them to developing techniques for wielding the absolute biggest weapons they can. This results in humans carrying and wielding weapons that are designed to be used two-handed by 20ft tall giants.



* CoveredWithScars: The Scarred Rager archetype always is, and actually gains powers based on them; they're so used to getting hurt and toughing it out that they can ignore certain debilitating effects and cancel bleeding damage. They're also much better at intimidating others because of all the scars they have.



* GrievousHarmWithABody: The Body Bludgeon rage power allows a barbarian to use a grappled opponent as a makeshift club.
* GrislyTrophy: The True Primitive archetype has a class feature called "Trophy Fetish", which lets them make talismans from the teeth, bones, hair or other remnants of vanquished enemies, which can be attached to the barbarian's armor or weapons to grant an enhanced



* ThePowerOfHate / UnstoppableRage: The Barbarian's Rage lets them tap into superhuman physical and mental feats due to the sheer power of their rage and hate.
* NowThatsUsingYourTeeth: The Feral Gnasher archetype reflects a Barbarian so savage and vicious they specialize in biting their enemy to death. Needless to say, it is most common amongst monstrous races, such as goblins and gnolls.

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* ThePowerOfHate / UnstoppableRage: The Barbarian's barbarian's Rage lets them tap into superhuman physical and mental feats due to the sheer power of their rage and hate.
* InASingleBound: Certain rage powers allow a barbarian to make prodigious bounds and leaps across the battlefield.
* TheNoseKnows: One of the rage powers a barbarian can take gives them the scent special quality whilst raging, which allows them to track other beings by their scent. The Primal Scent rage power increases the effectiveness of their scent power.
*
NowThatsUsingYourTeeth: The Feral Gnasher archetype reflects a Barbarian barbarian so savage and vicious they specialize in biting their enemy to death. Needless to say, it is most common amongst monstrous races, such as goblins and gnolls.
* OneHandedZweihander: The Titan Mauler archetype has a class feature called Jotungrip that allows them to wield two-handed weapons in a single grip. In a bit of sanity, this does not overlap with their Massive Weapons feature; a human Titan Mauler could wield a human-sized greatsword in one hand, or wield a giant-sized greatsword in two hands, but he could ''not'' wield a giant-sized greatsword in one hand.
* SizeShifter: The most powerful class feature unique to the Titan Mauler is the Titanic Rage, which lets them mimic the effects of an Enlarge Person spell[[note]][[CaptainObvious makes the target grow into a giant]][[/note]] on themselves for the duration of their rages.



* TheBeastmaster: The Animal Speaker archetype. It has natural affinity with the Handle Animal ability, SpeaksFluentAnimal, can cast the Summon Nature's Ally spells, and their two unique types of bardic performance are performing a [[Literature/ThePiedPiperOfHamlin Pied Piper]] routine by summoning rat swarms via music and actively using MusicSoothesTheSavageBeast.

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* AdventurerArchaelogist: There's an archetype actually ''called'' the Adventurer in ''Ultimate Combat''. It has a LuckManipulationMechanic, can take Rogue Talents, and has special abilities relating to perception, dodging, disabling devices and detecting traps.
* TheBeastmaster: The Animal Speaker archetype. It has natural affinity with the Handle Animal ability, SpeaksFluentAnimal, can cast the Summon Nature's Ally spells, and their two unique types of bardic performance are performing a [[Literature/ThePiedPiperOfHamlin [[Literature/ThePiedPiperOfHamelin Pied Piper]] routine by summoning rat swarms via music and actively using MusicSoothesTheSavageBeast.



* {{Swashbuckler}}: The Daredevil archetype essentially falls under this, favoring quick wordplay, dashing swordplay, clever repartee and acrobatic feats.



** One of the archetypes from ''Ultimate Combat'' is actually ''called'' the Crusader.
* EasyEvangelism: There's an archetype called the Evangelist who focuses on spreading the good word by any way they can, up to and including KnockingOnHeathensDoors. They tend to have a fairly high success rate... well, that's only to be expected, given they have the ability to spontaneously cast all of the clerical CharmPerson type spells -- Command, Enthrall, Suggestion, Greater Command, Geas/Quest, Mass Suggestion, Sympathy and Demand. They can also spontaneously cast the Tongues spell, making them an {{Omniglot}}, so they can preach to anyone they meet.



* TheStrategist: The Divine Strategist archetype.




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* WhiteMage: The Merciful Healer archetype loses access to a lot of the



* AnimalMotif: Many archetypes specifically associate themselves with one kind of animal, and get powers relating to this animal. Examples include apes, bats, boars, dinosaurs, dragons, and sharks.



* WalkingTheEarth: There's an archetype dedicated to it, unimaginatively called the World Walker.



* ArmorIsUseless: Averted by the Armor Master archetype, which focuses on mastering the usage of shields and the heaviest armor possible to attain a veritably impregnable defense.



* CombatPragmatist: ''Advanced Player's Guide'' introduced the idea of dirty trick combat manuevers, which are based on fighting this way. The Dirty Fighter archetype specializes in using these dirty tricks, as one might expect.

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* CombatPragmatist: ''Advanced Player's Guide'' introduced the idea of dirty trick combat manuevers, which are based on fighting this way. The Dirty Fighter archetype specializes and Cad archetypes specialize in using these dirty tricks, as one might expect.




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* DumbMuscle: Fighters can play this straight or avert this as they choose, but one archetype, the Tactitian, specifically focuses on averting it, as it's a Fighter who specializes in using their brains and tactical knowledge to control the battlefield.
* GladiatorGames: There's a Gladiator archetype in ''Ultimate Combat''.
* GoodOldFisticuffs: The Brawler archetype specializes in grappling and close-ranged combat, as well as mentally harassing their opponent. Meanwhile, the Unarmed Fighter archetype [[CaptainObvious specializes in using its bare hands to fight]].
* ImplacableMan: The Unbreakable archetype is all about being one of these.
* LuckilyMyShieldWillProtectMe: The Tower Shield Specialist archetype, as the name suggests, focuses on using a tower shield to make the fighter almost impossible to hurt.
* ShoutOut: ''Ultimate Combat'' introduces the Dragoon archetype for fighters, which specializes in using [[BladeOnAStick spears and lances]] and making [[InASingleBound powerful leaping attacks]]. Very much like the Dragoon class that has appeared in multiple games for ''Franchise/FinalFantasy''.




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* UnstoppableRage: The cornerstone of the Ragechemist archetype, whose mutagen not only transforms them into a hulking, more powerful form, but also plunges them into a berserk rage while in use.
* VoluntaryShapeshifting: The Beastmorph archetype takes on animal shapes by using mutagen.



* BandOfBrothers: Cavaliers of the Order of the Dragon dedicate themselves to serving with and aiding a group of like-minded individuals.

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* BandOfBrothers: BandOfBrothers:
**
Cavaliers of the Order of the Dragon dedicate themselves to serving with and aiding a group of like-minded individuals.individuals.
** The Standard Bearer archetype, meanwhile, focuses its abilities on bolstering their allies and being able to rally them in a crisis.
* BlackKnight: Cavaliers of the Order of the Cockatrice are essentially this. All other Orders are some variant of the KnightInShiningArmor. The Cavaliers of the Order of the Cockatrice are only out for themselves; their charge is to increase their own glory and amass personal wealth.



*** The Gendarme archetype trains to be a mounted terror almost to the exclusion of other abilities -- this is how the archetype is ''described''. Naturally, they fall headfirst into this.



* FantasyGunControl: Averted; one of the valid archetypes is the Musketeer, after all.



* HorseArcher: The Luring Cavalier archetype is devoted to playing this archetype.



** Cavaliers of the Order of the Seal are dedicated to the protection of a specific object, place or secret.
** Cavaliers of the Order of the Tome are dedicated to preserving knowledge.
* LightningBruiser The Emissary archetype focuses on speed and mobility over power, but also learns how to move quickly whilst wearing armor. So, fast-moving MightyGlacier variant.
* TheMusketeer: There's an archetype called this in ''Ultimate Combat''. Naturally, it specializes in using guns.



* PraetorianGuard: Members of the Honor Guard archetype, naturally, fall under this; their specialty is protecting a chosen ally from harm in the battlefield.
* TheStrategist: There's an archetype called this in ''Ultimate Combat''.



* ArmorIsUseless: Gunslingers generally prefer lighter armor and mobility for defense.
** Averted by the Gun Tank archetype, which focuses on wearing heavy armor to deflect attacks whilst they blow folks away with their own guns.



* FiringInTheAirALot: The variant of this trope where a person shoots once into the sky to silence and/or startle people is invoked in the form of the high level[[note]]15 or higher[[/note]] Deed known as Menacing Shot, which lets the gunslinger spend a Grit point and fire off a round to create a Fear spell.

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* FiringInTheAirALot: The variant of this trope where a person shoots once into the sky to silence and/or startle people is invoked in the form of the high level[[note]]15 level[[note]]level 15 or higher[[/note]] higher to qualify[[/note]] Deed known as Menacing Shot, which lets the gunslinger spend a Grit point and fire off a round to create a Fear spell.



* {{Handguns}}: Gunslingers can choose to specialize in pistols, and the Gulch Gunner archetype, which is based on a Gunslinger specializing in fighting in tight, close combat environments, is mentioned as typically favoring these guns.

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* {{Handguns}}: Gunslingers can choose to specialize in pistols, the Pistolero archetype is dedicated to the usage of pistols, and the Gulch Gunner archetype, which is based on a Gunslinger specializing in fighting in tight, close combat environments, is mentioned as typically favoring these guns.



* MysteriousStranger: There's an actual archetype for the class ''called this''.




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* NamesTheSame: An unarmed-combat focused archetype for the Fighter also called the Brawler was released earlier, in ''Ultimate Combat''.
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Typo.


Wandering entertainers who weave together magic and music into a single skillful whole. With a diverse array of skills and abilities, Bards are a difficult class to define. They typically aim for shoring up weakspots in the overall party, or else focusing their abilities on an area that the party lacks. Their innate tie-in with the diplomatic skills, not to mention their innate ability to manipulate emotions and minds, makes them excel in the role of the Party Face.

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Wandering entertainers who weave together magic and music into a single skillful whole. With a diverse array of skills and abilities, Bards are a difficult class to define. They typically aim for shoring up weakspots weak spots in the overall party, or else focusing their abilities on an area that the party lacks. Their innate tie-in with the diplomatic skills, not to mention their innate ability to manipulate emotions and minds, makes them excel in the role of the Party Face.
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Typo.


* CelebrityStar: One of the Bardic archetypes in ''Ultimate Magic'' is actually called the Ceelbrity. Its basic class feature is being famous in a given area, giving a bonus to Diplomacy and Intimidate checks in that area.

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* CelebrityStar: One of the Bardic archetypes in ''Ultimate Magic'' is actually called the Ceelbrity.Celebrity. Its basic class feature is being famous in a given area, giving a bonus to Diplomacy and Intimidate checks in that area.

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* DishingOutDirt: The Terra-Cotta Monk archetype has some limited geomantic abilities; their Sudden Adit ability lets them create passages through stone and dirt, their Petrifying Strike turns victims to stone, and the misleadingly named Rainmaker ability allows them to collapse cavern roofs more or less at will.



* TakenForGranite: One of the most powerful abilities of the Terra-Cotta Monk archetype is the ability to petrify a person by touching them.



* DungeonCrawling: The Dungeon Rover [[CaptainObvious is specialized in surving in underground environments]].



* LoyalAnimalCompanion: Save for a few archetypes that give them all, most Rangers can take one. Some archetypes open up different possible animal companions.
** The Dungeon Rover is capable of taking [[BigCreepyCrawlies giant slugs, giant centipedes, giant scorpions]], [[ReptilesAreAbhorrent poisonous snakes]] and [[YouDirtyRat goblin dogs]] as animal companions.



* BreathWeapon: One of the Discoveries available for Alchemists in ''Ultimate Combat'' is Breath Weapon Bomb, which [[CaptainObvious lets the alchemist drink an explosive's formula to then exhale it as a breath weapon]].



* LandMineGoesClick: The Trap Breaker archetype specializes in creating land mine versions of their normal bombs.



* LoyalPhlebotinium: An Alchemist's mutagen only works for the Alchemist, as a general rule of thumb. The Oenopion Researcher is an exception, via its Experimental Mutagen class feature.

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* LoyalPhlebotinium: LoyalPhlebotinum: An Alchemist's mutagen only works for the Alchemist, as a general rule of thumb. The Oenopion Researcher is an exception, via its Experimental Mutagen class feature.



* RegretEatingMe: The Nauseous Flesh Discovery from ''Ultimate Combat'' makes the alchemist into a low-grade PoisonousPerson; their skin and flesh are so suffused with noxious chemicals that any attack that leaves them SwallowedWhole will force their attacker to spit them back out.




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* TrapMaster: The Trap Breaker archetype is a variant that focuses on disabling traps exclusively, rather than setting them.



* FiringInTheAirALot: The variant of this trope where a person shoots once into the sky to silence and/or startle people is invoked in the form of the high level[[note]]15 or higher[[/note]] Deed known as Menacing Shot, which lets the gunslinger spend a Grit point and fire off a round to create a Fear spell.



* HealItWithFire: The Utility Shot Deed's abilities include "stop bleeding", where the gunslinger fires a bullet and then presses the heated metal of their gun barrel to a bleeding wound to cauterize it closed.



* ImprobableAimingSkills: The Targeting Deed allows for this.



* {{Mana}}: Like several other classes in Pathfinder, the Gunslinger's more spectacular class abilities are fueled by points withdrawn from a pool of energy. The Gunslinger's version is called "Grit".
* {{Pirate}}: One of the archetypes for the Gunslinger from the ''Advanced Races Guide'' is the Buccaneer, which is a seafaring specialized variant of the Gunslinger most commonly seen amongst pirate ships.

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* {{Mana}}: Like several other classes in Pathfinder, the Gunslinger's gunslinger's more spectacular class abilities are fueled by points withdrawn from a pool of energy. energy points. The Gunslinger's gunslinger's version is called "Grit".
* {{Pirate}}: One of the archetypes for the Gunslinger gunslinger from the ''Advanced Races Guide'' is the Buccaneer, which is a seafaring specialized variant of the Gunslinger most commonly seen amongst pirate ships.
* ShootOutTheLock: One of the things a gunslinger can do after taking the Utility Shot deed is to fire at locks in order to blast them open.



Legendary experts of stealth and murder. Officially described as a "Japanese/Oriental" replacement for the Ranger class.

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Legendary experts of stealth and murder. Officially described as a "Japanese/Oriental" replacement for the Ranger class.
Rogue class.

* ArrowCatch: The variant where one uses one's bare hands to knock an arrow aside is represented in-game as Deflect Arrows, which is one of the Tricks that a ninja can select.
* BackStab: Like their "parent class", the Rogue, ninjas are capable of sneak attacks.
* HiddenWeapons: A Trick actually named this is available to ninjas.
* InASingleBound: The High Jumper ninja Trick allows ninjas to leap higher with ease.



* {{Ninja}}: Well, duh. Crunch-wise, it's effectively a beefier Rogue/stealthier Ranger which uses a "ki pool" to power certain special abilities, including duplicating the effects of certain Illusion spells.

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* MesACrowd: The Shadow Clone Trick lets ninjas fake this by spawning illusory doubles.
* {{Ninja}}: Well, duh. Crunch-wise, it's effectively a beefier Rogue/stealthier Ranger Rogue which uses a "ki pool" to power certain special abilities, including duplicating the effects of certain Illusion spells.spells.
* PressurePoint: A Trick named this allows ninjas to strike at them and inflict Strength and Dexterity damage.
* RoofHopping: Invoked by the Light Steps ability, which allows ninjas to move at rapid speed over difficult terrain and things that shouldn't be able to support them -- too thin branches, ice, water, ''lava''.
* ShoutOut: The Shadow Clone trick can be seen as one to ''Manga/{{Naruto}}''.
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* DishingOutDirty: The Shaitan Binder calls upon earthen elementals and Eidolons.
* FaerieCompanion: Summoners can theme their Eidolons this way in general, but it is the specialty of the First Worlder archetype, which can summon various fey creatures through its Summon Nature's Ally spell-like ability and which grants the Fey type to its Eidolon.

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* DishingOutDirty: DishingOutDirt: The Shaitan Binder calls upon earthen elementals and Eidolons.
* FaerieCompanion: FairyCompanion: Summoners can theme their Eidolons this way in general, but it is the specialty of the First Worlder archetype, which can summon various fey creatures through its Summon Nature's Ally spell-like ability and which grants the Fey type to its Eidolon.

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* TheWhiteMage: The Songhealer archetype specializes in the bard's healing magic.

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* TheWhiteMage: WhiteMage: The Songhealer archetype specializes in the bard's healing magic.



* TheFundamentalist: Clerics of the Theologian archetype tend to be this, as they focus intensely on a single particular area of their patron god's religion. The Seperatist archetype, meanwhile, also tends to be this, as they are dedicated to forging a new branch of their parent religion.



* TheZealot: Clerics of the Theologian archetype tend to be this, as they focus intensely on a single particular area of their patron god's religion. The Seperatist archetype, meanwhile, also tends to be this, as they are dedicated to forging a new branch of their parent religion.

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* TheZealot: Clerics of the Theologian archetype tend to be this, as they focus intensely on a single particular area of their patron god's religion. The Seperatist archetype, meanwhile, also tends to be this, as they are dedicated to forging a new branch of their parent religion.



* CelibateHero: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Celibacy, which requires abstaining from all sexual and intimate physical activities. The Nonk takes it UpToEleven compared to the Paladin; they refuse to share a room with another person, sleep on the opposite side of the camp from the rest of the group, and are forbidden from even touching others or allowing others to touch them -- combat is, thankfully, a valid exception, but all peaceful or pleasurable contact must be shunned, including receiving helpful touch-delivered spells.
* ChainedByFashion: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Chains, which requires that the Monk always wears shackles on their wrists and legs, binding their limbs together.



* HatesBeingTouched: A Monk with the Vow of Celibacy does, because they break their oath and lose all their ki powers if they ever allow someone to touch them in a non-violent fashion.
* HeroicVow: A character option introduced in ''Ultimate Magic'' is the Monk Vows, where a Monk tries to uphold one or more sacred personal codes; this augments their ki pool, but causes them to lose all access to their ki abilities if they ever break their vow.
* KiAttacks: The Qinggong Monk can learn them. Arguably crosses over with KungFuWizard, since many of the archetype's KiAttacks are actual arcane or divine spells that the Monk can replicate via their ki.
* LampshadeHanging: The entry on the Vow of Peace notes that many monstrous enemies that a Monk is likely to face don't receive the benefit of the "cannot kill them if they could be redeemed" aspect of that Vow, since they cannot ''be'' redeemed.



* SupernaturalMartialArts: The Monk's more spectacular superhuman feats are fuelled by ki energy. One archetype from Ultimate Magic, the Quigong Monk, emphasizes the supernatural aspect of their training with enhanced abilities and even spell-mimicking KiAttacks.

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* PerpetualPoverty: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Poverty, which requires they deliberately do this. They can only ever own six items (a pair of shoes, a simple set of clothes, a bowl, a sack, a blanket, and one other item of their choice), cannot ever have any more money on their person than they would need to modestly feed, bathe and shelter themselves for a week, and cannot bother or carry any form of wealth or items worth more than 50 gold pieces that belong to others.
* SupernaturalMartialArts: The Monk's more spectacular superhuman feats are fuelled by ki energy. One archetype from Ultimate Magic, ''Ultimate Magic'', the Quigong Qinggong Monk, emphasizes the supernatural aspect of their training with enhanced abilities and even spell-mimicking KiAttacks.KiAttacks.
* TechnicalPacifist: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Peace, which does not prevent them from fighting if they absolutely must, but does require that they strive to attain peace. Such a Monk can only use violence as a last resort, can never strike the first blow in combat (mechanically, they have to use the fight defensively or total defenses options for the first two rounds of each combat), must always give an opponent the option to flee, and cannot purposefully slay a creature that could reasonably be influenced to join a civilized society as a productive member.
* TheVoiceless: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Silence, which requires that they never speak any words and should always attempt to make the minimum amount of noise via their actions.



* CelibateHero: Oathbound Paladins pursuing the Oath of Chastity [{CaptainObvious have to be this]], with their Code of Conduct specifically stating "never engage in a romantic relationship or a sexual act".



* TheDragonslayer: The ideal that an Oathbound Paladin upholding the Oath against the Wyrm seeks to live up to. Their Code revolves around slaying evil and dangerous dragons, as well as protecting people from draconic predation in all its forms.
* FantasticRacism: ''Ultimate Magic'' notes that Wyrmslayer Oathbound Paladins have been known to fall to this, even pursuing dragon-blooded beings -- a definition that can include "Sorcerer with the Draconic Bloodline" -- and slaying them as if they were true dragons. Mention is even made of teaming up with Inquisitors for the specific purpose of rooting out those whose ancestry carries a draconic taint. Even their Code of Conduct lists, as one of its commandments, "prevent the bloodlines of other creatures from being corrupted with draconic power".



* HeroicVow: The Oathbound Paladin archetype from ''Ultimate Magic'' is based on this idea; they swear a specific oath and try to live up to it, and in return they receive extra powers in pursuit of that Oath. Oaths tend to focus on either specific enemies (Corruption, Fiends, Savagery, Undeath, Wyrms) or specific ideals (Charity, Chastity, Loyalty, Vengeance).



* StealthExpert: The Nirmathi Irregular.

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* StealthExpert: The Nirmathi Irregular.
Irregular.
* TrapMaster: A class feature and archetype (the Trapper) introduced in ''Ultimate Magic''.



* MakeAWish: The Wishcrafter Bloodline represents a Sorcerer who has a genie ancestor, allowing them to draw upon their bloodline and grant wishes to express their magic.

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* MakeAWish: The Wishcrafter Bloodline represents a Sorcerer who has a genie ancestor, allowing them to draw upon their bloodline and grant wishes to express their magic. ''Ultimate Magic'' includes separate Bloodlines for the four kinds of genies (Djinn, Efreet, Marid and Shaitain), with all of these Bloodlines culminating in the ability to grant somebody else's wish as per a Limited Wish spell once per day.



* {{Immortality}}: An Arcane Discovery that a 20th level Wizard can learn is a "personal cure for aging", which removes all aging related penalties they may already have and gives them an infinite lifespan. They can still get ''killed'', but they'll never age again.



* PaperMaster: The Scrollmaster archetype crosses this with ImprobableWeaponUser, as they are capable of using magical scrolls as weapons and shields.



* SpeaksFluentAnimal: One of the Arcane Discoveries introduced in ''Ultimate Magic'' is Feral Speech, which is the ability to talk to animals.



** InUniverse, the former is often the viewpoint of the Oracles themselves, especially since they rarely, if ever, asked to be "blessed". The iconic Oracle lost her home and family because of her powers, since she was originally a member of the militantly atheist cities of Rahadoum.

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** InUniverse, the former is often the viewpoint of the Oracles themselves, especially since they rarely, if ever, asked to be "blessed". The iconic Oracle lost her home and family because of her powers, since she was originally a member of the militantly atheist antitheist cities of Rahadoum.Rahadoum.
** The Dual-Cursed Oracle archetype has two curses simultaneously and one of them never gets better. On the plus side, this allows them to manipulate luck in order to curse enemies with bad luck and twist their own luck for the better.



* DarkIsNotEvil: Some of the Oracle's Mysteries are quite sinister in nature, such as the Dark Tapestry, which draws upon the sinister powers of outer space, transforms the Oracle into a HumanoidAbomination, and is most associated with [[MotherOfAThousandYoung Lamashtu]], [[ProfessionalKiller Norgorber]], [[BondageIsBad Zon-Kuthon]] and [[Literature/CthulhuMythos the Outer Gods/Great Old Ones]]. None of them require a specific CharacterAlignment.
* ExtraOreDinary: The Metal Mystery, as one might expect, focuses around metal-related powers and spells.
* GreenThumb: The Wood Mystery.



** Kind of invoked with the Ancestors Mystery from ''Ultimate Magic''.

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** Kind of invoked with the Ancestors Mystery from ''Ultimate Magic''.Magic'', which is derived from ancestor worship and calling upon the spirits of powerful ancestors, personal and racial.



* ThePhilosopher: The Enlightened Philosopher archetype is an Oracle who seeks enlightenment through compassion, moderation and humility, which they see as the key to becoming one with the universe.




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* {{Seers}}: One archetype from ''Ultimate Magic'' is actually called the Seer. Arguably, the Stargazer, who seeks meaning and prophetic insight in the movements of the celestial bodies, counts as well.
* TimeMaster: The Time Mystery.
* WillingChanneler: The Possessed Oracle archetype is based on the idea of an Oracle who allows otherworldly entities (spirits, demons, etcetera) to temporarily coopt their body, gaining PowerThroughPossession as a result.



* BondCreature: The Eidolon.

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* BondCreature: The Eidolon. The Broodmaster archetype focuses on commanding a group of weaker Eidolons instead of a singular, more powerful one.



* FusionDance: The Synthesist archetype is able to merge the Summoner and their Eidolon into a single, more powerful entity.



* SummonMagic: The class's specialty.

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* SummonMagic: The class's specialty. The Master Summoner archetype trades a weaker Eidolon for increased aptitude with summoning spells.



* BabaYaga: Not only is she an epically powerful Witch in the setting, one of the Grand Hexes a Witch can have is to have a Witch's Hut, an animated hut that obeys the witch in various ways.



* DarkIsNotEvil: Though heavily based on folkloric Witches and hags -- one "hex" lets them use a hideous cackling to extend the duration of their MagicalEye hexes -- this class has no CharacterAlignment restriction and, though usually CreepyGood, it's quite possible to be a good Witch.
* {{Familiar}}: Serves as a source for their magic spells. Certain archetypes take different interpretations of them.

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* DarkIsNotEvil: Though heavily based on folkloric Witches and hags -- one "hex" lets them use a hideous cackling to extend the duration of their MagicalEye hexes -- this class has no CharacterAlignment restriction and, though usually CreepyGood, it's quite possible to be a good Witch.
Witch. Indeed, the Hedge Witch archetype specifically focuses on healing and protective hexes and abilities.
* {{Familiar}}: Serves as a source for their magic spells. The Beast-Bonded archetype emphasizes the Familiar's role and focuses on developing ways to strengthen and enhance the bond between witch and familiar. Certain archetypes take different interpretations of them.



* ImAHumanitarian: Evil Witches can take the "Cook People" hex from Ultimate Magic, which lets them brew up certain potions by murdering a sentient humanoid and boiling their remains down in a cauldron.

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** The Gravewalker carries a "spell poppet", a nasty little doll made from humanoid skin stuffed with grave dirt, bone shards and fingernails, that serves as the source of the
* ImAHumanitarian: Evil Witches can take the "Cook People" hex from Ultimate Magic, ''Ultimate Magic'', which lets them brew up certain potions by murdering a sentient humanoid and boiling their remains down in a cauldron.cauldron.
* MakingASplash: The Sea Witch archetype draws upon the magic of the ocean, granting her powers and spells related to water and tides, as well as [[{{Lunacy}} the moon}}]] and [[BlowYouAway winds]]. [[CaptainObvious Naturally]], they cannot have a Patron whose interests or theme oppose that of water, such a spirit of earth or fire.


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* TheNecromancer: The Gravewalker archetype is this.
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*TheHunter: Inquisitors have abilities that lend themselves to this type of character. Extra damage against specific creature types? Check. The ability to discern the weaknesses of monsters? Check.
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*GoodIsNotNice: Thanks to bonuses to intimidate, it's easy to build an Inquisitor that does this.
*TheCowl: Inquisitors have an inherent bonus to the intimidate skill and lack the strict code of ethics of the paladin class. It's well within the Inquisitor's abilities to hunt evil by using Batman like interrogation tactics.

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* TheBeastmaster: The Animal Speaker archetype. It has natural affinity with the Handle Animal ability, SpeaksFluentAnimal, can cast the Summon Nature's Ally spells, and their two unique types of bardic performance are performing a [[Literature/ThePiedPiperOfHamlin Pied Piper]] routine by summoning rat swarms via music and actively using MusicSoothesTheSavageBeast.



* CelebrityStar: One of the Bardic archetypes in ''Ultimate Magic'' is actually called the Ceelbrity. Its basic class feature is being famous in a given area, giving a bonus to Diplomacy and Intimidate checks in that area.



* DanceBattler:
** The Dervish Dancer archetype is this trope played straight.
** The Dawnflower Dervish archetype, on the other hand, has a similar motif, but specializes in dances that invoke their magical spells, especially healing spells.

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* DanceBattler:
** The Animal Speaker archetype is instead able to do this to animals.
* DanceBattler:
The Dervish Dancer archetype is this trope played straight.
**
straight. The related Dawnflower Dervish archetype, on the other hand, has a similar motif, but [[MagicDance specializes in dances that invoke their magical spells, especially healing spells.spells]].
* TheDeadCanDance: One archetype is the Dirge Bard, who is essentially a bardic necromancer -- a performance unique to them is the Dance of the Dead, which animates zombies and skeletons through the power of the Bard's music.
* {{Geisha}}: There's an archetype named this in the ''Ultimate Magic'' sourcebook. It even has the ability to perform a [[USefulNotes/TeaAndTeaCulture tea ceremony]] to boost those who partake with assorted benevolent effects.



* MakeMeWannaShout: The Sound Striker archetype specializes in dishing out sonic damage. Its unique bardic performances invoke WordsCanBreakMyBones.
* TheNecromancer: The Dirge Bard archetype.




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* TheRedMage: The fundamental idea behind the Bard is that it can fight with weapons and cast healing, offensive, buffing and debuffing spells, all at the same time.
* TheWhiteMage: The Songhealer archetype specializes in the bard's healing magic.



* 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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* TheZealot: Clerics of the Theologian archetype tend to be this, as they focus intensely on a single particular area of their patron god's religion. The Seperatist archetype, meanwhile, also tends to be this, as they are dedicated to forging a new branch of their parent religion.



* CircleOfStandingStones: Invoked by the Menhir Savant archetype, which erects these in order to manipulate {{Ley Line}}s, which it can tap into for various powers.



* EverythingsBetterWithDinosaurs: One archetype from ''Ultimate Magic'' is the Saurian Shaman, who draws upon the powers of dinosaurs and even has ''dinosaur animal companions''.



* LoyalAnimalCompanion: A part of the standard class abilities, though various archetypes will modify this somehow. Treesingers can have killer plant companions instead.

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* InstantAwesomeJustAddDragons: The Dragon Shaman attempts to emulate the power and abilities of dragons.
* LoyalAnimalCompanion: A part of the standard class abilities, though various archetypes will modify this somehow. Treesingers can have killer plant companions instead. Pack Lords have multiple companions at the same time.
* {{Lunacy}}: The Mooncaller archetype specializes in powers drawn from the moon and its cycles.



* {{Reincarnation}}: The focus of the Reincarnated Druid archetype, who tends to consistently reincarnate and focuses on embodying nature's eternal powers of renewal. From fifth level on, this druid automatically reincarnates whenever slain, so long as they haven't died more than one time in the past seven days.



* ThreateningShark: The Shark Shaman draws upon the powers of sharks and seeks to emulate them, complete with the eventual ability to turn into a SharkMan (or Shark Woman, depending on gender).



* WeatherManipulation: The specialty of the Tempest Druid, which is most associated with the Sodden Lands, wracked as they are under a permanent hurricane.

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* WeatherManipulation: The specialty of the Tempest Druid, which is most associated with the Sodden Lands, wracked as they are under a permanent hurricane.
hurricane. The Storm Druid has a similar power set.



Agents of the church charged with hunting down enemies of the faith both within and without.

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Agents of the church charged with hunting down enemies of the faith both within and without.
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.



* CannibalismSuperpower: From a tenuous point of view, the Sin Eater archetype, where performing a ritual to "eat the sins" of a recently slain creature heals the Sin Eater and, at higher levels, can be used to prevent people from coming back as the undead. The ritual doesn't necessarily need to involve eating parts of the deceased's corpse, though some Sin Eaters do consume some of the flesh or blood as part of their ritual.



* TheMissionary: ''Ultimate Magic'' introduces the Preacher archetype, which reflects an Inquisitor whose primary role is WalkingTheEarth as a missionary, often tending to focus on subverting hostile powers or defending fellow believers from the depredations of the unfaithful. May overlap some with PreacherMan.
* UndercoverCopReveal: One Inquisitor archetype, the Infiltrator, [[CaptainObvious specializes in infiltrating and undermining enemies of the faith from within]], inevitably leading to this.



Armored warrior-wizards who wield spells and swords with equal aplomb.

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Armored warrior-wizards Warrior-wizards who wield spells and swords with equal aplomb.



* CarryABigStick: One archetype for the class from ''Ultimate Magic'' forsakes the usual sword and instead wields a similarly empowered quarterstaff.

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* CarryABigStick: One archetype for the class from ''Ultimate Magic'' Magic'', the [[ExactlyWhatItSaysOnTheTin Staff Magus]], forsakes the usual sword and instead wields a similarly empowered quarterstaff.quarterstaff.
* DualWielding: The Spellblade archetype has the ability to create [[EnergyWeapon daggers of magical force]] in their off-hand, which are dual-wielded alongside their physical weapon. They even have the ability to create a makeshift "SwordBeam" by throwing this dagger, which promptly rematerializes in their hand whether they hit the target or not.


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* MagicAIsMagicA: Averted by the Hexcrafter archetype, which is able to learn some of the Hexes possessed by the Witch class by giving up its own Magus arcana in trade.

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* DanceBattler:
** The Dervish Dancer archetype is this trope played straight.
** The Dawnflower Dervish archetype, on the other hand, has a similar motif, but specializes in dances that invoke their magical spells, especially healing spells.




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* ThePrimaDonna: The Chelish Diva archetype is based around this concept and, as the name implies, is even tied to the InUniverse {{Opera}} traditions of Cheliax. Their 2nd level class feature is even ''called'' Prima Donna, and allows them to spend additional rounds of their bardic performance to augment their countersong, deadly performance, fascinate, frightening tune and scathing tirade special performance styles.



** The Mendevian Priest archetype emphasizes the warrior aspect of the Cleric's abilities, and is thematically associated with the ongoing crusade against the [[HellGate Worldwound]].




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* UnequalRites: The Hidden Priest archetype ultimately plays into this trope, as its basic concept is a Cleric who disguises themselves as an arcane casters in order to avoid being recognized as a cleric. Equally common amongst worshippers of the various GodsOfEvil and amongst worshippers of more benevolent deities who are working in regions dominated by a ReligionOfEvil, or who have to travel in the more anti-theistic kingdoms.
* WalkingTheEarth: The Varisian Pilgrim archetype is based on the concept of a Cleric who spends most of their time travelling from place to place, worshipping on the move rather than at stable temples.




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* WeatherManipulation: The specialty of the Tempest Druid, which is most associated with the Sodden Lands, wracked as they are under a permanent hurricane.



* KnightInShiningArmor: Embodies the archetype.

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* KnightInShiningArmor: Embodies the archetype. The Sword of Valor class archetype takes it UpToEleven.




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* StealthExpert: The Nirmathi Irregular.



* BadHabits: The Razmiran Priest archetype is this; since the {{cult}} of Razmir is a ScamReligion based on one powerful Wizard's attempt to create a theocracy worshipping him, he secretly fosters Sorcerers who disguise themselves as Clerics to "prove" his claims. They wield arcane magic, disguised as divine magic, and claim it



* ElementalPowers: Beyond the myriad elemental spells, there are actually six class archetypes based around mastery over a particular element; ''Advanced Player's Guide'' gives us the Western classics of the [[DishingOutDirt Earth Elementalist]], the [[BlowYouAway Air Elementalist]], the [[MakingASplash Water Elementalist]] and the [[KillItWithFire Fire Elementalist]], whilst ''Ultimate Magic'' adds the [[ElementNumberSix more Eastern-themed]] [[ExtraOreDinary Metal Elementalist]] and [[GreenThumb Wood Elementalist]].

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* ElementalPowers: Beyond the myriad elemental spells, there are actually six a number of class archetypes based around mastery over a particular element; element.
**
''Advanced Player's Guide'' gives us the Western classics of the [[DishingOutDirt Earth Elementalist]], the [[BlowYouAway Air Elementalist]], the [[MakingASplash Water Elementalist]] and the [[KillItWithFire Fire Elementalist]], whilst Elementalist]]
**
''Ultimate Magic'' adds the [[ElementNumberSix [[ElementNumberFive more Eastern-themed]] [[ExtraOreDinary Metal Elementalist]] and [[GreenThumb Wood Elementalist]].



** The Shadowcaster specializes in [[CastingAShadow spells that manipulate darkness and shadows]], [[CaptainObvious as one might guess from the name]].
* EntropyAndChaosMagic: The Primalist archetype specializes in using and manipulating type 1 Chaos Magic, or "Primal Magic" as it's known InUniverse.



* HollywoodAcid: The Crypt Breaker archetype specializes in creating corrosive bombs called "alkahest bombs" that explode in showers of acid especially lethal against constructs and the undead.



* LoyalPhlebotinium: An Alchemist's mutagen only works for the Alchemist, as a general rule of thumb. The Oenopion Researcher is an exception, via its Experimental Mutagen class feature.




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* SuperSenses: Crypt Breaker Alchemists use draughts that amplify their sensory abilities instead of creating mutagens.



* BloodyMurder: One of the revelations unique to the BlackBlood Oracle is "Black Blood Spray", where being struck with piercing or slashing damage lets the Oracle hurl their blood on an adjacent target, inflicting [[KillItWithIce cold damage]] on them if it hits.



* LoyalAnimalCompanion: Eidolons in general can be flavored as animals, but the Wild Caller in particular specializes in animal or nature-themed Eidolons, as well as trading its wizardly summoning spells for the druidic "Summon Nature's Ally/Elder Worm/Froghemoth" spells.

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* FaerieCompanion: Summoners can theme their Eidolons this way in general, but it is the specialty of the First Worlder archetype, which can summon various fey creatures through its Summon Nature's Ally spell-like ability and which grants the Fey type to its Eidolon.
* LoyalAnimalCompanion: Eidolons in general can be flavored as animals, but the Wild Caller in particular specializes in animal or nature-themed Eidolons, as well as trading its wizardly summoning spells for the druidic "Summon Nature's Ally/Elder Worm/Froghemoth" spells. Similarly, the First Worlder archetype has the ability to cast Summon Nature's Ally as a class ability, as opposed to the default Summoner's similar affinity for Summon Monster.


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* AnIcePerson: The Winter Witch archetype.


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* SuperReflexes: The Spire Defender archetype develops these via its magic, as it tends to operate in difficult terrain and thusly places mobility and ability at a premium over armor. They gain Combat Expertise and Dodge as bonus feats, and can spend arcane points to boost various agility and mobility related skills, but lose innate training with armor, as well as the innate ability to avert ArmorAndMagicDontMix.

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* CastingAShadow: The Shadow Puppeteer archetype does this, and their chosen bardic medium is, as one might suspect, using shadow puppetry.




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* MakingASplash: The Watersinger archetype has the ability to manipulate and control water via their MagicMusic.



* ElementalPowers: Certain archetypes focusing on bonding with one element in particular over plants, elements and nature as a whole. The Sky Druid, for example, is a Druidic [[BlowYouAway Air Elementalist]], with powers revolving around flying creatures and learning to fly. The Undine Adept, meanwhile, is a [[MakingASplash Water Elementalist]] Druid.



* ReptilesAreAbhorrent: Druids are likely to avert this in general, but the Naga Aspirant archetype really averts it; these druids revere the human-headed SnakePeople known as Nagas, and eventually transform themselves into one permanently.



* CombatPragmatist: ''Advanced Player's Guide'' introduced the idea of dirty trick combat manuevers, which are based on fighting this way. The Dirty Fighter archetype specializes in using these dirty tricks, as one might expect.



* MadeOfIron: The Ironskin Monk archetype is a Monk that specializes in absorbing punishment and tanking blows rather than evading and agility.

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* MadeOfIron: The Ironskin Monk archetype is a Monk and Student of Stone archetypes are Monks that specializes in absorbing punishment and tanking blows rather than evading and agility.



** One archetype, the Wave Warden, specializes in operating ''underwater''. Needless to say, it's most associated with amphibious races like Gillfolk, Gripplis and [[OurMermaidsAreDifferent Merfolk]].



* BackStab
* BadassNormal

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* BackStab
AdventurerArchaeologist: The Eldritch Raider archetype is a variant, specializing in seeking out and exploring magical ruins, as well as tracking down and recovering magical relics and lore. As a result, while all Rogues can potentially know a few magic tricks via selecting the right talents, Eldritch Raiders know much more potent spells.
* BadassNormalBackStab: Sneak Attack, of course.
* BadassNormal: In theory. Taking the Minor/Major Magic talents bumps them to EmpoweredBadassNormal status, giving them some minor spellcasting without becoming full-fledged casters.



* MasterSwordsman: Oddly enough, the Swordmaster archetype, which specializes in wielding swords in mystical trances, is a Rogue archetype. Needless to say, it emphasizes the combat traits and abilities of the Rogue over stealing.
* MataHari: Invoked with the Deadly Courtesan archetype, which specializes in playing the role of an entertainer or prostitute whilst secretly being an assassin, bodyguard, spy, or any combination thereof. Even has the Bard's Bardic Performance class feature as a result.



* WitchSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor, while the "Dreamweaver" bloodline 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.

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* WitchSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor, while the "Dreamweaver" bloodline 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.



** The Wind Listener is an unusual variant; an [[BlowYouAway Air Elementalist]]-themed wizard specializing in divination spells, which are themed as the wizard learning to speak with the wind and have it convey information to them from afar.



* PlagueMaster: The Plague Bringer archetype trades its mutagens for the ability to brew up plagues and make itself into a disease variant of the PoisonousPerson.



* CripplingOverspecialization: Cavalier's fighting style typically emphasizes mounted combat. Fighting in areas where mounted combat is impractical or impossible can severely hamper the Cavalier's fighting strength (and given that this is '''Dungeons''' and dragons, a Cavalier can generally expect to see these kinds of areas often). Although, some players have worked around this by using small sized characters.

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* CripplingOverspecialization: The Cavalier's fighting style typically emphasizes mounted combat. Fighting in areas where mounted combat is impractical or impossible can severely hamper the Cavalier's fighting strength (and given that this is '''Dungeons''' and dragons, a Cavalier can generally expect to see these kinds of areas often). Although, some players have worked around this by using small sized characters.characters.
** That said, the class is actually better off than its counterparts in D&D 3.5; Pathfinder Cavaliers spend a mere five features on getting a mount, better ability to train a mount, and better charges whilst mounted, with the rest of its levels focused on aiding allies and Order-related abilities. That said, they're still less than optimal if they can't access their mount, which is particularly important for Beast Riders and Fell Riders.



* BadPowersBadPeople[=/=]BadPowersGoodPeople: One of the alternate Mysteries introduced in ''Inner Sea Magic'' is the Spellscar Rift Mystery, which is an Oracle whose powers are quite literally slanted towards the demonic, but despite this there's nothing forcing them to be evil or preventing them from using their powers to fight evil.
* BlackBlood: An Archetype introduced in ''Inner Sea Magic'' is the Black Blood Oracle, who gains powers -- and weaknesses -- because their blood is tainted with the mystical necromantic substance known as the Black Blood of Orv which, you guessed it, stains their blood black.



* KungFuWizard: Rather literally, the Shigento archetype is based on an Oracle who also knows martial arts abilities, complete with gaining a [[{{mana}} ki pool]], like the Monk and Ninja, and the Monk's Ki Strike and Quivering Palm abilities.

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* KungFuWizard: Rather literally, the Shigento Shigenjo archetype is based on an Oracle who also knows martial arts abilities, complete with gaining a [[{{mana}} ki pool]], like the Monk and Ninja, and the Monk's Ki Strike and Quivering Palm abilities.




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* {{Reincarnation}}: The Reincarnated Oracle archetype, as one might expect, is based on the idea of an Oracle whose powers come because of their ability to draw upon the knowledge and power of their past lives. Always having either the Haunted or [[SpeakingInTongues Tongues]] curses, melding best with the Mysteries of Ancestors, Lore and Time, they are most common amongst the Samsarans, a race of mysterious humanoids from the Dragon Empires who are blessed with BornAgainImmortality.


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* DishingOutDirty: The Shaitan Binder calls upon earthen elementals and Eidolons.


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* {{Handguns}}: Gunslingers can choose to specialize in pistols, and the Gulch Gunner archetype, which is based on a Gunslinger specializing in fighting in tight, close combat environments, is mentioned as typically favoring these guns.
* InTheBack: The Bushwhacker archetype specializes in this sort of behavior, to the point that its class features are Craven Deeds (replacing the Utility Shot and Targeting deeds with Shifty Shot and a Long Ranged version thereof) and Sneak Shot (replacing the class's bonus feats). Shifty Shot is essentially a Grit-fuelled, firearm based version of the Rogue's Sneak Attack ability, while Sneak Shot causes the Bushwhacker to deal extra damage when shooting targets who can't defend themselves.


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* ElementalPowers: The Elemental Knight archetype is a Suli[[note]]genie-blooded humanoids[[/note]] Magus who specializes in wielding elemental spells and refined versions of their normal elemental magic.
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* CripplingOverspecialization: A criticism of the class is that its combat oriented nature, lack of special abilities, and lack of diverse skills, [[SacrificedBasicSkillForAwesomeTraining all it's really good for is]] "hitting things really hard." Fighters can have difficulty finding an identity outside of combat, although the Fighter's simplicity also makes it excellent for new players.


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* CripplingOverspecialization: Cavalier's fighting style typically emphasizes mounted combat. Fighting in areas where mounted combat is impractical or impossible can severely hamper the Cavalier's fighting strength (and given that this is '''Dungeons''' and dragons, a Cavalier can generally expect to see these kinds of areas often). Although, some players have worked around this by using small sized characters.

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Why is there no \"exorcist\" trope, and only a page on the horror movie The Exorcist? You\'d think exorcisms would be tropes enough to exist here.



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* NowThatsUsingYourTeeth: The Feral Gnasher archetype reflects a Barbarian so savage and vicious they specialize in biting their enemy to death. Needless to say, it is most common amongst monstrous races, such as goblins and gnolls.



* RaisedByWolves: A possible origin for druids. The Feral Child archetype, infact, specifically represents Druids who acquired their natural powers by being raised by a specific kind of animal, forsaking shapeshifting for a more potent animal companion and bestial-focused abilities.



* DavidVersusGoliath: The Underfoot Adept archetype reflects a monk who specializes in fighting much larger opponents, particularly by tripping them up and dodging them. It is most common amongst halflings.



* MadeOfIron: The Ironskin Monk archetype is a Monk that specializes in absorbing punishment and tanking blows rather than evading and agility.




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* WalkingTheEarth: The fundamental idea behind the Wanderer archetype; a monk who travels the world to both learn and to share wisdom and philosophy with those they meet.



* TechnicalPacifist: Redeemer Paladins accept that sometimes violence is necessary, but prefer to try and redeem monsters rather than kill them. Consequently, they have a specialized Smite ability called Merciful Smite that lets them do non-lethal damage without penalty.

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* TechnicalPacifist: TechnicalPacifist:
**
Redeemer Paladins accept that sometimes violence is necessary, but prefer to try and redeem monsters rather than kill them. Consequently, they have a specialized Smite ability called Merciful Smite that lets them do non-lethal damage without penalty.
** Tranquil Guardians are missionaries of peace and tranquility, and though they will fight, their abilities focus around defeating their foes with non-lethal damage and ending fights before they grow too serious.




* CastingAShadow: The Dusk Stalker archetype is a Ranger from the Shadow Plane, who thusly gains shadow-related magical powers.



* FiveFingerDiscount

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* FiveFingerDiscountClassyCatBurglar[=/=]GentlemanThief: A Cat Burglar that focuses on stealing things with skill and finesse, making them excel at picking locks and disarming traps, is one of the archetypes for the class. In an IncrediblyLamePun, it's most associated with the CatFolk race.
* FiveFingerDiscount: Thieving ''is'' usually one of their skill specialities.



* MakeAWish: The Wishcrafter Bloodline represents a Sorcerer who has a genie ancestor, allowing them to draw upon their bloodline and grant wishes to express their magic.



* WitchSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor, while the "Dreamweaver" bloodline 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 one

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* RoyalBlood: The Imperious Bloodline gains power from a lineage of ancient empires and forgotten kings.
* WitchSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor, while the "Dreamweaver" bloodline 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 one
a Witch Species, given that they are defined as casters whose power is InTheBlood.



* BloodMagic: The Cruoromancer archetype is a necromancy specialized wizard who learns to use their blood to further augment and empower their necromantic spells. It's most associated with the {{dhampyr}} race, since their blood is tainted with necromantic energy.



* MadBomber: One possible way of building the Alchemist, thanks to its bomb-related class features. The Fire Bomber archetype, which literally boils down to its ability to hurl around fiery explosives, is an obvious choice for this.



* CanisMajor: Halfling Cavaliers typically ride oversized dogs or tamed wolves as their steeds, and one Halfling-exclusive Order, the Order of the Paw, is dedicated to riding canid mounts and using them to protect communities.



* CoolHorse: Though not necessarily limited to horses, Cavaliers always have mounts, as their class revolves heavily around their skill at fighting whilst mounted.

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* CoolHorse: Though not necessarily limited to horses, Cavaliers always have mounts, as their class revolves heavily around their skill at has special bonuses for fighting whilst mounted.mounted. The Fell Rider, in particular, favors battle from atop a fearsome, intimidating steed.



* VampireHunter: An archetype by that specific name appears in ''Inner Sea Magic'', whilst the ''Advanced Races Guide'' houses an archetype for vampire-hunting {{dhampyr}} Inquisitors called "[[HunterOfHisOwnKind the Kinslayer]]".



* {{Medium}}: Kind of invoked with the Ancestors Revelation from ''Ultimate Magic''. The Occult Revelation, from ''Reign of Winter #5: [[GrigoriRasputin Rasputin]] Must Die!'', is emphatically based on this.

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* {{Medium}}: {{Medium}}:
**
Kind of invoked with the Ancestors Revelation Mystery from ''Ultimate Magic''. Magic''.
**
The Occult Revelation, Mystery , from ''Reign of Winter #5: [[GrigoriRasputin Rasputin]] Must Die!'', is emphatically based on this.
** The Purifier archetype is the exorcist variant, with abilities focusing on protecting against mind altering magic and breaking such effects, especially in regards casting out body-snatching outsiders. Ancestor is even one of the recommended Mysteries for the archetype.



* CastingAShadow: The Shadow Caller archetype specializes in summoning shadow-based monsters and Eidolons.



* PowerAtAPirce: The Scarred Witch Doctor archetype engages in SelfHarm in order to foster and focus its magical powers. It uses Constitution as its casting stat, rather than Intelligence, and has to carve or brand scars into its body to symbolize its hexes (and loses these hexes if the scarring is removed).




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* {{Pirate}}: One of the archetypes for the Gunslinger from the ''Advanced Races Guide'' is the Buccaneer, which is a seafaring specialized variant of the Gunslinger most commonly seen amongst pirate ships.


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* PowerAtAPrice: The tiefling-specific "Fiend Flayer" archetype uses SelfHarm to augment its magical powers by drawing upon/spilling its outsider-tainted blood.

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* BerserkButton: The Hateful Rager archetype loses some general access to Rage for the Favored Enemy ability, and abilities allowing the Hateful Rager to rage more easily/effectively by fighting their Favored Enemy.



* TheJester: The Prankster archetype is based on playing this role.



* ExtraOreDinary: Forgemaster clerics gain a number of metal-focused spells in their arsenal.




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* SpellBlade: The Forgemaster archetype specializes is being able to imbue arms and armor with temporary magical abilities by drawing magical runes on them. This averts InstantRunes, though, as it takes a full-round action to craft a single rune.



* LoyalAnimalCompanion

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* LoyalAnimalCompanionElementalShapeshifting: The high level Druid has the ability to shapeshift into elementals as well as animals.
* GreenThumb: The Treesinger archetype, which specializes in communicating with and controlling plants.
* LoyalAnimalCompanion: A part of the standard class abilities, though various archetypes will modify this somehow. Treesingers can have killer plant companions instead.



* SpeaksFluentAnimal

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* SpeaksFluentAnimalPlantPerson: A Treesinger druid can shapeshift into plants and plant monsters instead of animals.
* SpeaksFluentAnimal: By default. Specialist archetypes usually can only communicate with specific kinds of animal -- Aquatic Druids that can only talk to aquatic animals, for example. The Treesinger changes this for the ability to instead talk to ''plants''.



* CharlesAtlasSuperpower

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* CharlesAtlasSuperpower
CharlesAtlasSuperpower: The basic principal of the Fighter is that it can, theoretically, keep up with spellcasters of all stripes through sheer training and dedication.
* DropTheHammer: The Foehammer archetype, obviously, specializes in wielding hammers. It even gains the ability to do a ShockwaveStomp type attack with its Ground Breaker ability, where they smash the ground with their hammer so hard that they knock over anyone adjacent as the crack the ground and turn it into difficult terrain.



* AllMonksKnowKungFu
* BareFistedMonk

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* AllMonksKnowKungFu
AllMonksKnowKungFu: As always, this is the basic precept of the class.
* BareFistedMonkBareFistedMonk: Monks gain special bonuses to let them emulate this trope.



* DishingOutDirt: The Stonelord Paladin archetype has mystical powers over earth and stone.



* RedemptionQuest: The Redeemer archetype believes heavily in [[RedemptionEarnsLife redeeming rather than killing]] -- especially because most Redeemers are, themselves, half-orcs. As a result, it has the ability to compel evil beings as per a modified Lesser Geas spell.




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* TechnicalPacifist: Redeemer Paladins accept that sometimes violence is necessary, but prefer to try and redeem monsters rather than kill them. Consequently, they have a specialized Smite ability called Merciful Smite that lets them do non-lethal damage without penalty.



* ForestRanger

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* ForestRangerForestRanger: The basic idea of the class, though they can specialize in a variety of terrains, including the "urban jungle".




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* NotGoodWithPeople: Rangers of the Wild Shadow archetype are really, really not suited for cities. In other terrains, they excel, but in cities, they lose their powers and they cannot "bond" with cities the way normal Rangers can. As a result, this is a common personality trope.



* TheBrute: The Skulking Slayer archetype goes for this angle, relying on brute force and thuggery over subtle tactics and finesse. They still excel at stealth, however, making them a very nasty ambush attacker.



* WitchSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor.

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* PowerTattoo: The Tattooed Sorcerer archetype specializes in wielding power through these.
* WitchSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor.
ancestor, while the "Dreamweaver" bloodline 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 one



* SignatureMove: The basis of the Spellbinder archetype; a wizard who forges an arcane bond with one (or more) specific spells, allowing them to "trade" other prepared spells for that bonded spell in the heat of battle.



* GreenThumb: The Bramble Brewer archetype specializes in plant-based and plant-manipulating tonics, even using its mutagen to become a PlantPerson.



* BurnTheWitch: Besides being something that Inquisitors are generally inclined to do, there's the Immolator archetype, which is an Inquisitor whose abilities revolve around PlayingWithFire.
* TheFundamentalist: The Exarch archetype is based upon the idea of an Inquisitor dedicated to adhering to strict orthodoxy, and punishing those who would diverge from it.
* TheHeretic: Not only do Inquisitors hunt these in general, but there's an actual archetype for the Inquisitor ''called'' the Heretic.



* KungFuWizard: Rather literally, the Shigento archetype is based on an Oracle who also knows martial arts abilities, complete with gaining a [[{{mana}} ki pool]], like the Monk and Ninja, and the Monk's Ki Strike and Quivering Palm abilities.



* CannibalismSuperpower: The Blood God Disciple archetype grants the Summoner the ability to grant its Eidolon "free" manifestation points by letting the Eidolon eat a recently fallen foe.
* LoyalAnimalCompanion: Eidolons in general can be flavored as animals, but the Wild Caller in particular specializes in animal or nature-themed Eidolons, as well as trading its wizardly summoning spells for the druidic "Summon Nature's Ally/Elder Worm/Froghemoth" spells.



* {{Familiar}}: Serves as a source for their magic spells.

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* {{Familiar}}: Serves as a source for their magic spells. Certain archetypes take different interpretations of them.
** The Bonded Witch archetype instead uses a "bonded item", similar to the wizard class feature, which presents the Witch with specific spells based on the type of object that serves as the conduit for their powers.
** The Scarred Witch Doctor uses a gruesome fetish-mask for this role instead.



* TheGunslinger: Well, yeah. They come in many different types.

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* GrapplingHookPistol: One of the experimental guns that the Experimental Gunslinger archetype can create.
* TheGunslinger: Well, yeah. They come in many different types. types.
* MadScientist: The Experimental Gunslinger archetype, with its ability to design customized guns, dips into this territory.


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* FlashStep: Thematically invoked by the Spell Dancer's abilities, culminating in the ability to Dimension Door[[note]]short-ranged personal teleport[[/note]] by spending a mana point.


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* MagicDance: The Spell Dancer archetype is a magus who uses dance as a way to focus and channel their spells. Naturally, their physical combat style makes them a DanceBattler as well.
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expanded Squishy Wizard entry for Wizard


* SquishyWizard

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* SquishyWizardSquishyWizard: Although thankfully not as much as in 3.5; Pathfinder having upgraded the Wizard and Sorcerer to d6 hit dice instead of d4's.

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* DarkIsNotEvil: Though heavily based on folkloric Witches and hags -- one "hex" lets them use a hideous cackling to extend the duration of their EvilEye hexes -- this class has no CharacterAlignment restriction and, though usually CreepyGood, it's quite possible to be a good Witch.
* EvilEye: Several "hexes" resolve around this archetype.

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* DarkIsNotEvil: Though heavily based on folkloric Witches and hags -- one "hex" lets them use a hideous cackling to extend the duration of their EvilEye MagicalEye hexes -- this class has no CharacterAlignment restriction and, though usually CreepyGood, it's quite possible to be a good Witch.
* EvilEye: Several "hexes" resolve around this archetype.
Witch.


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* MagicalEye: Several "hexes" resolve around this archetype.

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The Advanced Class Guide hasn\'t been officially released yet, but an official full playtest version is up on the Paizo website, so figured it warranted adding.


* CreepyGood: Witches aren't precluded from being any variety of Good alignment, but their powers and abilities still tend to be pretty spooky.



* PrehensileHair: They have a hex actively called this which lets them apply this trope to their hair (and their facial hair, for male witches).



* InstantAwesomeJustAddNinja: The whole purpose behind adding the class to the game.



* {{Ninja}}

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* {{Ninja}}{{Ninja}}: Well, duh. Crunch-wise, it's effectively a beefier Rogue/stealthier Ranger which uses a "ki pool" to power certain special abilities, including duplicating the effects of certain Illusion spells.


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[[/folder]]

[[folder: Advanced Class Guide]]
!!Arcanist

A synthesis of the Wizard and the Sorcerer, the Arcanist is an individual who simultaneously has inherent magical talents ''and'' studies the arts of wizardry, learning to combine external and internal magic to bend or even break the rules of arcane spellcraft.

* FireIceLightning: Three of the basic Arcane Exploits the class can learn are Flame Arc, Ice Missile and Lightning Lance,
* FlashStep: The Dimensional Slide Exploit allows an Arcanist to teleport short distances at will by spending arcane points.
* HardWorkHardlyWorks: Averted. Rather than depend solely on their Sorcerous talent to cast spells, Arcanists deliberately study Wizardly lore and magecraft to gain their abilities.
* InTheBlood: Like the Sorcerer, the Arcanist has inherent affinity for magic -- they just choose to deliberately learn to control external magic as well.
* {{Mana}}: Called the Arcane Reservoir, but has the same effect; a system of "energy points" used to fuel the Arcanist's Exploits, though their spells are still VancianMagic. They have the ability to "convert" Vancian-style spells into arcane points and their 20th level ability does let them cast their Vancian spells by spending points from their reservoir, as well, though.
* UnequalRites: Averted. Arcanists develop by freely merging and hybridisng techniques and lore from both Wizards and Sorcerers.

!!Bloodrager

A synthesis of Barbarian and Sorcerer, the Bloodrager combines a deep well of inner rage with an inherent affinity for magic that they can tap into through their rage, allowing them to perform superhuman feats whilst lost in the throes of fury, as well as casting a limited array of spells.

* FullContactMagic: Beyond the fact the Bloodrager is all about magically becoming more deadly in the melee, the spell list for this class revolves around physically empowering or close-to-medium-ranged spells.
* InTheBlood: As per the Sorcerer.
* LamarckWasRight: Again, as per the Sorcerer.
* UnstoppableRage: As per the Barbarian
* VoluntaryShapeshifting: The effects of a Bloodrager's rages generally involve physically transforming in some fashion -- Abyssal and Draconic Bloodragers start by growing claws, for example.

!!Brawler

A synthesis of Fighter and Monk, the Brawler combines the latter's mobility and adeptness at unarmed combat with the former's freedom from a Lawful CharacterAlignment.

* BareFistedMonk: The Brawler retains the Monk's Unarmed Strike class feature, and a renamed version of the Flurry of Blows class feature.
* CharacterAlignment: The biggest difference between a Brawler and a Monk is that Brawlers don't have alignment restrictions.
* GoodOldFisticuffs: The basic theme of the Brawler class.

!!Hunter

A synthesis of Druid and Ranger, the Hunter combines the combat talents of the Ranger with the magical affinity to nature of the Druid, most distinguishable for their loyal animal companion.

* BondCreature: Hunters are always aided by a loyal and fierce animal companion.
* CharacterAlignment: Must be NeutralGood, LawfulNeutral, TrueNeutral, ChaoticNeutral, or NeutralEvil, just like the Druid.
* VoluntaryShapeshifting: To a much lesser extent than the Druid; they can imbue themselves and their BondCreature with an "animal aspect" (or two, at max level) for a small but appropriate boon.

!!Investigator

A synthesis of Alchemist and Rogue, the Investigator specializes in using their brain to adventure; their role is providing support and advice to their fellows, sometimes through knowledge and keen observations, sometimes through a well-placed blade or an alchemical solution.

* AlchemyIsMagic: Like Alchemists, they can create various potent elixirs and tonics.
* BackStab: Their Studied Strike ability is effectively this.
* ShoutOut: The class is basically about playing a CaptainErsatz version of ''Literature/SherlockHolmes'' himself.
* TheSmartGuy: This is their basic role in the party, with tricks like always taking 10 on Knowledge checks, or being able to make any kind of Knowledge check untrained.
* TrapMaster: Locating and disarming traps is one of their class features.

!!Shaman

A synthesis of Oracle and Witch, the Shaman communes with the spirits of all the world around them in order to request their aid in battle on behalf of the Shaman and their allies.

* BondCreature: The Spirit Animal, which otherwise functions as a {{Familiar}}, akin to the Witch's.
* MagicAIsMagicA: As with the Witch or Oracle, a Shaman's spell list is determined in large part by their Patron Spirit.

!!Skald

A synthesis of Barbarian and Bard, the Skald is a warrior-poet, using the powers of song and saga to incite their allies to fight harder and with greater fury, even being capable of going berserk themselves.

* BarbarianHero: The bardic equivalent of one.
* MagicMusic: Similar to the Bard.
* MasterOfNone: Averted, in theory; the Skald has less talents in healing or knowledge-type skills than the common bard, but is tougher and better in a straight-up fight.
* UnstoppableRage: Can go berserk, like a Barbarian.

!!Slayer

A synthesis of Ranger and Rogue, the Slayer specializes in tracking and ending the lives of sentient quarry, whether for purposes noble, foul or purely mercenary.

* BackStab: It's a Rogue-based class. It comes with the territory.
* BountyHunter: The basic archetype of the Slayer.
* ScarilyCompetentTracker: Like the Ranger, Slayers excel at tracking people down.


!!Swashbuckler

A synthesis of Gunslinger and Fighter, the Swashbuckler is a quick and agile warrior who focuses on nimbly evading and outmaneuvering their foes whilst delivering quick and precise strikes.

* DualWielding: The standard Swashbuckler carries a sword in one hand and a pistol in the other.
* TheFightingNarcissist: With the "Panache" system, Swashbucklers are encouraged to be flashy and showy fighters, and are rewarded by being more effective at what they do in return.
* GlassCannon: Swashbucklers can't take punishment like the more heavily armored Fighter can, but like the Gunslinger, they can dish it out pretty well.
* {{Mana}}: Like Gunslingers, Swashbucklers have a pool of energy points called "Panache" which are spent to fuel {{Flynning}}-type effects.
* {{Swashbuckler}}: Well, what did you think?
* SwordAndGun: It's part of the basic character design, though nothing says they ''have'' to.

!!Warpriest

A synthesis of Fighter and Cleric, the Warpriest combines martial skill with powerful holy magic into one lethal package.

* CharacterAlignment: As per the Cleric, the Warpriest has to stay within one step on the grid as their patron deity. For example, a Warpriest of Erastil, who is LawfulGood, ''must'' be either LawfulGood, NeutralGood or LawfulNeutral.
* ReligiousBruiser: The basic purpose of the class is to be one of these.

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* CharacterAlignment: As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Paladins must be LawfulGood. They received an EvilCounter class, the Antipaladin, which must be ChaoticEvil, in the Advanced Player's Guide.

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* CharacterAlignment: As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Paladins must be LawfulGood. They received an EvilCounter EvilCounterpart class, the Antipaladin, which must be ChaoticEvil, in the Advanced Player's Guide.



* DraconicHumanoid: The Dragon Bloodline returns for Pathfinder sorcerers.



* LamarkWasRight: In general, many of the Bloodlines use the idea that something magical that affected an ancestor could pass down that magic and result in the birth of a similarly empowered Sorcerer.

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* LamarkWasRight: LamarckWasRight: In general, many of the Bloodlines use the idea that something magical that affected an ancestor could pass down that magic and result in the birth of a similarly empowered Sorcerer.



* ElementalPowers: Beyond the myriad elemental spells, there are actually six class archetypes based around mastery over a particular element; ''Advanced Player's Guide'' gives us the Western classics of the [[DishingOutDirt Earth Elementalist]], the [[BlowYouAway Air Elementalist]], the [[MakingASplash Water Elementalist]] and the [[KillItWithFire Fire Elementalist]], whilst ''Ultimate Magic'' adds the more Eastern-themed [[ExtraOreDinary Metal Elementalist]] and [[GreenThumb Wood Elementalist]].

to:

* ElementalPowers: Beyond the myriad elemental spells, there are actually six class archetypes based around mastery over a particular element; ''Advanced Player's Guide'' gives us the Western classics of the [[DishingOutDirt Earth Elementalist]], the [[BlowYouAway Air Elementalist]], the [[MakingASplash Water Elementalist]] and the [[KillItWithFire Fire Elementalist]], whilst ''Ultimate Magic'' adds the [[ElementNumberSix more Eastern-themed Eastern-themed]] [[ExtraOreDinary Metal Elementalist]] and [[GreenThumb Wood Elementalist]].



** ''Ultimate Magic'' has the Reanimator archetype, which is quite obviously one to ''Literature/HerbertWestReanimator''

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** ''Ultimate Magic'' has the Reanimator archetype, which is quite obviously one to ''Literature/HerbertWestReanimator''''Literature/{{Reanimator}}''




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** ''Ultimate Combat'' introduces the Ragechemist archetype, which is quite clearly one to ''ComicBook/TheIncredibleHulk''.



Wandering knights and mounted champions, dedicated to a purpose. Essentially the non-magical equivalent to the Paladin.

* CoolHorse: Though not necessarily limited to horses...

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Wandering knights and mounted champions, dedicated to a purpose. Essentially the non-magical equivalent to the Paladin.

Paladin in terms of archetype, cavaliers specialize in challenging specific opponents to fight, mounted combat, and boosting their allies via teamwork feats. This makes them more viable when they naturally can't ride their steeds. They are defined by their Orders, which give them various bonuses and special abilities.

* BandOfBrothers: Cavaliers of the Order of the Dragon dedicate themselves to serving with and aiding a group of like-minded individuals.
* CharacterAlignment: Averted. Unlike in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], where both the Knight class and the Cavalier PrestigeClass required a Lawful alignment, Pathfinder Cavaliers have no alignment restrictions.
* CoolHorse: Though not necessarily limited to horses...horses, Cavaliers always have mounts, as their class revolves heavily around their skill at fighting whilst mounted.
* GloryHound: Cavaliers of the Neutral or Evil alignments in general are usually this. It's essentially a requisite for the Order of the Cockatrice, who are out to advance their own goals above all else.
* TheGunslinger: One ''Ultimate Combat'' archetype for the Cavalier is the Musketeer, who specializes in using guns over melee weapons.
* HorseOfADifferentColor: Cavaliers can ride just about anything that the DM says is valid as a steed -- even by default, medium-sized cavaliers can ride camels instead of horses, and small-sized ones can ride ponies, wolves, boars and hunting dogs. The Beast Rider archetype is dedicated to expanding the variety of creatures that it can ride.
* ItsAllAboutMe: The defining trait of Cavaliers of the Order of the Cockatrice, which is made up the most selfish and personal-goal obsessed cavaliers.




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** Cavaliers of the Order of the Dragon believe first and foremost in loyalty and friendship, and are willing to lay their lives down the protect their allies.
** Cavaliers of the Order of the Shield, meanwhile, are dedicated first and foremost to the protection of the common folk.
** Cavaliers of the Order of the Sword are perhaps this in its purest form, since their defining theme is their dedication to the classic ideals of chivalry.
** Cavaliers of the Order of the Star are protectors and defenders of their chosen faith.
** Cavaliers of the Order of the Lion dedicate themselves to the service of a sovereign and the defense of that sovereign's domain.
** Cavaliers of the Order of the Blue Rose seek to defend the weak and promote peace, being skilled warrior-diplomats who prefer not to fight, but will do so in order to preserve or restore peace.
* OldSchoolChivalry: Good -- or at least well-intentioned -- Cavaliers of the Order of the Sword are likely to fall into this. More JerkAss or [[PoliticallyIncorrectVillain outright Evil]] members tend to be more StayInTheKitchen, if possibly believing their own claims that's what chivalry expects of women.
* TechnicalPacifist: Cavaliers of the Order of the Blue Rose are invariably this as, while they want peace and prefer to settle things diplomatically, they're not above using force to defend those who are threatened or to stop evil -- at least long enough and hard enough to make them willing to listen to reason.



** InUniverse, the former is often the viewpoint of the Oracles themselves, especially since they rarely, if ever, asked to be "blessed". The iconic Oracle lost her home and family because of her powers, since she was originally a member of the militantly atheist cities of Rahadoum.



* {{Medium}}: Kind of invoked with the Ancestors Revelation from ''Ultimate Magic''. The Occult Revelation, from ''Reign of Winter #5: {{Rasputin}} Must Die!'', is emphatically based on this.

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* {{Medium}}: Kind of invoked with the Ancestors Revelation from ''Ultimate Magic''. The Occult Revelation, from ''Reign of Winter #5: {{Rasputin}} [[GrigoriRasputin Rasputin]] Must Die!'', is emphatically based on this.



* CharacterAlignment: Averted. Though the Samurai of [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]] were required to be Lawful in alignment and lost their abilities if they ceased to be Lawful, the Pathfinder Samurai has no such restriction. Even the "anti-Samurai", or {{ronin}}, is a class archetype rather than a "state of fallen grace" or "EvilOpposite" PrestigeClass, in contrast to the fallen and anti-paladins.

to:

* CharacterAlignment: Averted. Though the Samurai of [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]] were required to be Lawful in alignment and lost their abilities if they ceased to be Lawful, the Pathfinder Samurai has no such restriction. Even the "anti-Samurai", or {{ronin}}, is a class archetype rather than a "state of fallen grace" or "EvilOpposite" "EvilCounterpart" PrestigeClass, in contrast to the fallen and anti-paladins.
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** Becomes increasingly the latter trope as an Oracle gains levels. The Haunted curse, for instance, causes a group of mischievous spirits to throw your stuff everywhere, in return for mild MindOverMatter abilities. By 20th level, the Oracle can fly and even reverse gravity, while he or she doesn't suffer from anything worse than mild klutziness.

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* AllMonksKnowKungFu: Averted deliberately with the Cloistered Cleric archetype, which is based upon/inspired by the actual monks of Medieval Europe. It trades armor and weapon proficiencies, and a significant amount of spellcasting ability, for knowledge-related perks (bonus to Knowledge checks in general, bonus to checks relating to written things, ability to help others pass skill and ability checks by giving them instructions).



* ReallyGetsAround: Clerics of Calistria, Lamashtu and Urgthoa all tend to be this way. Calistria is the goddess of lust and thusly supports prostitution; a cleric may have been - or may still ''be'' -- a prostitute. Lamashtu's portfolio covers miscegenation and perverse fertility, and thusly she commands her faithful to have children as often as possible, with no mandate towards monogamy. Urgathoa's holy creed encourages her followers to be a particularly dark form of TheHedonist, and thusly sleeping around is quite common for her clerics -- at the same time, though, she expects those who married to stay together for eternity. Divorce is not allowed. Killing your no-longer-wanted spouse and reanimating them as an undead slave is A-OK, though.




to:

* CharlesAtlasSuperpower



* CharacterAlignment: As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Paladins must be LawfulGood. They received an EvilOpposite class, the Antipaladin, which must be ChaoticEvil, in the Advanced Player's Guide.

to:

* CharacterAlignment: As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Paladins must be LawfulGood. They received an EvilOpposite EvilCounter class, the Antipaladin, which must be ChaoticEvil, in the Advanced Player's Guide.




to:

* ReligionIsMagic



* BecauseDestinySaysSo: Literally, with the "Destiny" Bloodline.
* DealWithTheDevil: One of the ways the "Infernal" Bloodline can be acquired -- such a deal could even be inherited from an ancestor's pact, rather than one made by the Sorcerer themselves.



* InTheBlood: A Sorcerer's Bloodline is their most defining feature.

to:

* InTheBlood: A Sorcerer's Bloodline is their most defining feature.
feature. ''Ultimate Magic'' even introduced the idea of Crossblooded Sorcerers (who have two Bloodlines simultaneously) and Wildblooded Sorcerers (who bear more focused spin-offs of specific bloodlines).
* LamarkWasRight: In general, many of the Bloodlines use the idea that something magical that affected an ancestor could pass down that magic and result in the birth of a similarly empowered Sorcerer.
** The "Arcane" Bloodline basically goes "you can use magic as a sorcerer because either one of your distant ancestors was a really, really powerful Wizard, or else you come from a long line of Wizards".
** The "Starsoul" Bloodline basically says "you have powers over space because your ancestors were great stargazers or space travelers themselves".
** The "Verdant" Bloodline is usually born as a result of ancestral dabbling in splicing plant traits into themselves.
* MagicMusic: The "Maestro" Bloodline from ''Ultimate Magic'' focuses on this power, with possible origins including lillend, trumpet archon or even harpy ancestry, an ancient pact with an azata, a family heritage of being bards, or a forefather that was driven mad by the gibberings of a shoggoth.
* WitchSpecies: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor.



*** The Vivisectionist, from the same book, has elements of ''Literature/{{Frankenstein}}'' to it.

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*** The Vivisectionist, from the same book, has elements of ''Literature/{{Frankenstein}}'' to it.
it.

!!Antipaladin

Dark and malevolent warriors, wielders of infernal power, chosen by demon lords and the most malevolent deities to serve as their agents in the world. An EvilCounterpart to the Paladin.

* ArmorAndMagicDontMix: Averted. The Paladin depends on armor to protect themselves in melee, but can still cast spells, as per Clerics.
* BlackKnight: The basic archetype of the class.
* CharacterAlignment: Because the Antipaladin is the EvilCounterpart to the Paladin, it must have a ChaoticEvil alignment.
* ReallyGetsAround: Standard for Antipaladins of Lamashtu and Urgathoa, as mentioned under Clerics.

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* BadassNormal

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* BadassNormalBadassNormal: No magical powers, but can still compete against all of the mystical monsters and creatures.



* TheBerserker

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* TheBerserkerTheBerserker: As is standard depiction for the Barbarian in roleplaying games. The class revolves around its "berserker rage" class feature.




to:

* ThePowerOfHate / UnstoppableRage: The Barbarian's Rage lets them tap into superhuman physical and mental feats due to the sheer power of their rage and hate.



* MagicMusic

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* MagicMusic
MagicMusic: Quite literally.



* TheBeastmaster

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* TheBeastmasterTheBeastmaster: Druids have a number of spells relating to summoning or otherwise interacting with animals, and class features that let them talk with animals, become animals, and form a bond with a LoyalAnimalCompanion.



* {{Druid}}

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* {{Druid}}{{Druid}}: Well, yeah.



* SummonMagic
* VoluntaryShapeshifting

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* SummonMagic
SummonMagic: One of the class's specialties.
* VoluntaryShapeshifting
VoluntaryShapeshifting: Via the Wildshape class ability.



* SupernaturalMartialArts: The Monk's more spectacular, superhuman feats are fuelled by ki energy.



to:

* SupernaturalMartialArts: The Monk's more spectacular, spectacular superhuman feats are fuelled by ki energy.


energy. One archetype from Ultimate Magic, the Quigong Monk, emphasizes the supernatural aspect of their training with enhanced abilities and even spell-mimicking KiAttacks.



* ArmorAndMagicDontMix: Averted. The Paladin depends on armor to protect themselves in melee, but can still cast spells, as per Clerics.



* KnightInShiningArmor

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* KnightInShiningArmorKnightInShiningArmor: Embodies the archetype.



Skilled hunters and trackers, adepts of the wilderness.

Meta: A warrior class that brings in some minor spells and nature-related abilities to aid in survival.

to:

Skilled hunters and trackers, adepts of the wilderness.

Meta:
wilderness. A warrior class that brings in some minor spells and nature-related abilities to aid in survival.



* ElementalPowers: Several Bloodlines ultimately tie to one of the elements or to elemental creatures.



* ElementalPowers: Beyond the myriad elemental spells, there are actually six class archetypes based around mastery over a particular element; ''Advanced Player's Guide'' gives us the Western classics of the [[DishingOutDirt Earth Elementalist]], the [[BlowYouAway Air Elementalist]], the [[MakingASplash Water Elementalist]] and the [[KillItWithFire Fire Elementalist]], whilst ''Ultimate Magic'' adds the more Eastern-themed [[ExtraOreDinary Metal Elementalist]] and [[GreenThumb Wood Elementalist]].
* TheNecromancer: One of the class archetypes is the Necromancer, who [[CaptainObvious 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.



* BodyHorror: The Alchemist's Mutagen.

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* BodyHorror: BodyHorror:
**
The Alchemist's Mutagen.Mutagen, which horrifically twists the alchemist's body to the extent they appear to be completely different entities.
** A number of the Revelations introduced in ''Ultimate Magic'' go this route as well, as they involve growing (or grafting on!) tentacles, vestigial limbs, parasitic twins and even ''sapient tumors that act like {{familiar}}s''!



* ShoutOut: The mutagen's effects, and the Master Chymist PrestigeClass, are ones to Literature/TheStrangeCaseOfDoctorJekyllAndMrHyde.

to:

* ShoutOut: ShoutOut:
**
The mutagen's effects, and the Master Chymist PrestigeClass, are ones to Literature/TheStrangeCaseOfDoctorJekyllAndMrHyde.
** ''Ultimate Magic'' has the Reanimator archetype, which is quite obviously one to ''Literature/HerbertWestReanimator''
*** The Vivisectionist, from the same book, has elements of ''Literature/{{Frankenstein}}'' to it.



Strange and enigmatic figures, touched by the gods themselves and given divine power -- but always at a cost to themselves. Essentially the divine counterpart to the Sorcerer, the Oracle's defining attributes are their Revelation (the precise connection they have to the divine, akin to the Sorcerer's bloodlines) and their Curse.

to:

Strange and enigmatic figures, touched by the gods themselves and given divine power -- but always at a cost to themselves. Essentially the divine counterpart to the Sorcerer, the Oracle's defining attributes are their Revelation Mystery (the precise connection they have to the divine, akin to the Sorcerer's bloodlines) Bloodlines) and their Curse.




to:

* {{Medium}}: Kind of invoked with the Ancestors Revelation from ''Ultimate Magic''. The Occult Revelation, from ''Reign of Winter #5: {{Rasputin}} Must Die!'', is emphatically based on this.



* ImAHumanitarian: Evil Witches can take the "Cook Person" hex from Ultimate Magic, which lets them brew up certain powerful potions by murdering a sentient humanoid and boiling their remains down in a cauldron.

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* ImAHumanitarian: Evil Witches can take the "Cook Person" People" hex from Ultimate Magic, which lets them brew up certain powerful potions by murdering a sentient humanoid and boiling their remains down in a cauldron.



* TheGunslinger

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* TheGunslingerTheGunslinger: Well, yeah. They come in many different types.



* {{Expy}}: The Black Blade archetype is one of Elric of Melnibone.

to:

* ArmorAndMagicDontMix: Averted. Being able to cast arcane spells whilst wearing heavy armor is one of the class's special features.
* CarryABigStick: One archetype for the class from ''Ultimate Magic'' forsakes the usual sword and instead wields a similarly empowered quarterstaff.
* {{Expy}}: The Black Blade Bladebound archetype is one of [[Literature/TheElricSaga Elric of Melnibone.Melnibone]], complete with acquiring an [[EmpathicWeapon sentient]] [[BlackSwordsAreBetter black sword]] that [[VampiricDraining drains the souls of those the wielder kills]] and guides the bearer towards the sword's own inscrutable goals.
* FullContactMagic: Invoked by both the class's list of spells (touch and short-ranged only) and the class features, which include the ability to cast touch-range spells through its sword and create SpellBlade type effects.
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* {{Familiar}}: Serves as a source for their magic spells.
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A master of conjuration, the Summoner far outstrips the summoning abilities of wizards. Not only can they wield conjuration spells with expertise, they have formed a spiritual bond with a once-formless spirit and given it life and a body of their own design. This entity, known as the Eidolon, is an enternally loyal minion that obeys the Summoner's every command. The ultimate expression of the Conjurer, this Wizard spin-off class does one thing, but does it well, and the right summoned minion can more than make up for the caster's personal lack of versatility.

to:

A master of conjuration, the Summoner far outstrips the summoning abilities of wizards. Not only can they wield conjuration spells with expertise, they have formed a spiritual bond with a once-formless spirit and given it life and a body of their own design. This entity, known as the Eidolon, is an enternally eternally loyal minion that obeys the Summoner's every command. The ultimate expression of the Conjurer, this Wizard spin-off class does one thing, but does it well, and the right summoned minion can more than make up for the caster's personal lack of versatility.
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* ChurchMillitant: The default cleric archetype is proficient with light and medium armor, has a decent attack bonus, and is proficient with their deity's favored weapon. Clerics of gods such as Iomedae, Sarenrae, and Gorum especially tend to be this.

to:

* ChurchMillitant: ChurchMilitant: The default cleric archetype is proficient with light and medium armor, has a decent attack bonus, and is proficient with their deity's favored weapon. Clerics of gods such as Iomedae, Sarenrae, and Gorum especially tend to be this.
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* ChurchMillitant: The default cleric archetype is proficient with light and medium armor, has a decent attack bonus, and is proficient with their deity's favored weapon. Clerics of gods such as Iomedae, Sarenrae, and Gorum especially tend to be this.

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A brutal berserker warrior that uses raw savagery and passion to hew down all that stands in their way, most associated with primal and barbaric lands beyond the reach of civilization.

Meta: The barbarian is a non-magical GlassCannon character, capable of hitting hard and fast, but not as adept at soaking up damage as its cousin, the Fighter. It emphasizes attack over defense and is better at evading or shrugging off effects, through straightforward hitpoint damage will drop it faster than the Fighter.

to:

A brutal berserker warrior that uses raw savagery and passion to hew down all that stands in their way, most associated with primal and barbaric lands beyond the reach of civilization.

Meta:
civilization. The barbarian is a non-magical GlassCannon character, capable of hitting hard and fast, but not as adept at soaking up damage as its cousin, the Fighter. It emphasizes attack over defense and is better at evading or shrugging off effects, through straightforward hitpoint damage will drop it faster than the Fighter.



Wandering entertainers who weave together magic and music into a single skillful whole.

Meta: With a diverse array of skills and abilities, Bards are a difficult class to define. They typically aim for shoring up weakspots in the overall party, or else focusing their abilities on an area that the party lacks. Their innate tie-in with the diplomatic skills, not to mention their innate ability to manipulate emotions and minds, makes them excel in the role of the Party Face.

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Wandering entertainers who weave together magic and music into a single skillful whole.

Meta:
whole. With a diverse array of skills and abilities, Bards are a difficult class to define. They typically aim for shoring up weakspots in the overall party, or else focusing their abilities on an area that the party lacks. Their innate tie-in with the diplomatic skills, not to mention their innate ability to manipulate emotions and minds, makes them excel in the role of the Party Face.



Servitors of the gods who wield divine magic to spread their influence upon the world.

Meta: With access to all of the various spells of divine magic, Clerics excel at augmenting and healing the party.

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Servitors of the gods who wield divine magic to spread their influence upon the world.

Meta:
world. With access to all of the various spells of divine magic, Clerics excel at augmenting and healing the party.



Mystical servants of the forces of nature.

Meta: Though capable of mimicking the Cleric's role to an extent, the Druid's ability to summon and communicate with animals, assume far more physically imposing bestial forms, and command the loyalty of a mighty animal companion make it far more suited to direct combat.

to:

Mystical servants of the forces of nature.

Meta:
nature. Though capable of mimicking the Cleric's role to an extent, the Druid's ability to summon and communicate with animals, assume far more physically imposing bestial forms, and command the loyalty of a mighty animal companion make it far more suited to direct combat.



Meta: Though orientated towards the traditional MeatShield role first and foremost, a Fighter's capacity for wielding weapons





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\n* DrunkenMaster: One of the "archetypes" (alternate/variant classes) is this. It even has the ability to gain temporary "drunken ki" by drinking alcohol, and some of its class powers require that the monk has at least one point of "drunken ki" before they can be used.
* {{Mana}}: A Monk has a pool of "ki points" that are used for certain class abilities and powers.
* SupernaturalMartialArts: The Monk's more spectacular, superhuman feats are fuelled by ki energy.





[Class details]

* [Tropes]

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[Class details]

Skilled hunters and trackers, adepts of the wilderness.

Meta: A warrior class that brings in some minor spells and nature-related abilities to aid in survival.

* [Tropes]
ForestRanger
* TheHunter



[Class details]

* [Tropes]

to:

[Class details]

Your typical thief. Good at stealing things, getting into places where they aren't wanted, and murdering people by surprise.

* [Tropes]
BackStab
* BadassNormal
* FiveFingerDiscount
* MasterOfUnlocking
* TheSneakyGuy
* TrapMaster



[Class details]

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[Class details]
Casters with lineage tracing back to some powerful supernatural figure or imbued in their blood by strange mystical events, the Sorcerer wields magic with instinct and powers bestowed by their special Bloodline.



[Class details]

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[Class details]
Trained masters of the arcane arts.



Practitioners of strange scientific arts that allow them to brew up miraculous tonics, elixirs and chemical compounds.

Meta: An alchemist not only supports the party with potent augmentation potions and useful items via its "spells", but can both play a potent, bomb-wielding ranged attacker, or drink its mutagen and assume a more monstrous form to attack in melee.

to:

Practitioners of strange scientific arts that allow them to brew up miraculous tonics, elixirs and chemical compounds. \n\nMeta: An alchemist not only supports the party with potent augmentation potions and useful items via its "spells", but can both play a potent, bomb-wielding ranged attacker, or drink its mutagen and assume a more monstrous form to attack in melee.



[Class details]

to:

[Class details]
Wandering knights and mounted champions, dedicated to a purpose. Essentially the non-magical equivalent to the Paladin.




to:

* KnightInShiningArmor: Their basic character concept.



[Class details]

* [Tropes]

to:

[Class details]

Agents of the church charged with hunting down enemies of the faith both within and without.

* [Tropes]
WitchHunter: The general motif, and a specific class archetype.



Strange and enigmatic figures, touched by the gods themselves and given divine power -- but always at a cost to themselves.

Meta: Essentially the divine counterpart to the Sorcerer, the Oracle's defining attributes are their Revelation (the precise connection they have to the divine, akin to the Sorcerer's bloodlines) and their Curse.

to:

Strange and enigmatic figures, touched by the gods themselves and given divine power -- but always at a cost to themselves.

Meta:
themselves. Essentially the divine counterpart to the Sorcerer, the Oracle's defining attributes are their Revelation (the precise connection they have to the divine, akin to the Sorcerer's bloodlines) and their Curse.



A master of conjuration, the Summoner far outstrips the summoning abilities of wizards. Not only can they wield conjuration spells with expertise, they have formed a spiritual bond with a once-formless spirit and given it life and a body of their own design. This entity, known as the Eidolon, is an enternally loyal minion that obeys the Summoner's every command.

Meta: The ultimate expression of the Conjurer, this Wizard spin-off class does one thing, but does it well, and the right summoned minion can more than make up for the caster's personal lack of versatility.

* BondCreature

to:

A master of conjuration, the Summoner far outstrips the summoning abilities of wizards. Not only can they wield conjuration spells with expertise, they have formed a spiritual bond with a once-formless spirit and given it life and a body of their own design. This entity, known as the Eidolon, is an enternally loyal minion that obeys the Summoner's every command.

Meta:
command. The ultimate expression of the Conjurer, this Wizard spin-off class does one thing, but does it well, and the right summoned minion can more than make up for the caster's personal lack of versatility.

* BondCreatureBondCreature: The Eidolon.
* {{Mana}}: Technically, the "evolution pool", which is a pool of mystical energy used to "buy" the various abilities and aspects of the Eidolon. Normal spells are simple VancianMagic, however.



* SummonMagic

to:

* SummonMagicSummonMagic: The class's specialty.



Mysterious and primal casters who wield eerie powers on behalf of mysterious patrons.

Meta: With a wide array of mystical abilities and access to an arsenal of both arcane and divine spells, the Witch is a highly versatile caster.

to:

Mysterious and primal casters who wield eerie powers on behalf of mysterious patrons.

Meta:
patrons. With a wide array of mystical abilities and access to an arsenal of both arcane and divine spells, the Witch is a highly versatile caster.



[Class details]

to:

[Class details]
Warriors dedicated to mastering the arts of blackpowder weaponry.




to:

* {{Mana}}: Like several other classes in Pathfinder, the Gunslinger's more spectacular class abilities are fueled by points withdrawn from a pool of energy. The Gunslinger's version is called "Grit".



[Class details]

* [Tropes]

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[Class details]

Legendary experts of stealth and murder. Officially described as a "Japanese/Oriental" replacement for the Ranger class.

* [Tropes]
{{Mana}}: Like the Monk, a ninja has a pool of "ki points" that are used for certain class abilities and powers.
* {{Ninja}}
* SupernaturalMartialArts: The Ninja's more spectacular, superhuman feats are fuelled by Ki.



[Class details]

* [Tropes]

to:

[Class details]

Disciplined, organized and well-equipped warriors. Officially described as a replacement for the Cavalier for more "Japanese/Oriental" themed regions and games.

* [Tropes]CharacterAlignment: Averted. Though the Samurai of [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]] were required to be Lawful in alignment and lost their abilities if they ceased to be Lawful, the Pathfinder Samurai has no such restriction. Even the "anti-Samurai", or {{ronin}}, is a class archetype rather than a "state of fallen grace" or "EvilOpposite" PrestigeClass, in contrast to the fallen and anti-paladins.
* HeroicWillpower: An actual class feature is "Resolve", which allows them to shrug off various debilitating effects through sheer determination.



* MagicKnight

to:

* MagicKnightMagicKnight: The basis of the class.
* {{Mana}}: The Magus' "arcane pool" essentially fills this role, allowing for specialized attacks and abilities, whereas the spells it can cast are simple VancianMagic.

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Tried to add a bit more to the page.


Note: For the iconic characters based on some of these classes, see Characters/DungeonsAndDragons.

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Note: For the iconic characters based on some of these classes, see Characters/DungeonsAndDragons.Characters/PathfinderMortals.



Meta: The barbarian is a non-magical GlassCannon character, capable of hitting hard and fast, but not as adept at soaking up damage as its cousin, the Fighter. It emphasizes attack over defense and is better at evading or shrugging off effects, through straightforward hitpoint damage will drop it faster than the Fighter.



Meta: With a diverse array of skills and abilities, Bards are a difficult class to define. They typically aim for shoring up weakspots in the overall party, or else focusing their abilities on an area that the party lacks. Their innate tie-in with the diplomatic skills, not to mention their innate ability to manipulate emotions and minds, makes them excel in the role of the Party Face.



Meta: With access to all of the various spells of divine magic, Clerics excel at augmenting and healing the party.



Meta: Though capable of mimicking the Cleric's role to an extent, the Druid's ability to summon and communicate with animals, assume far more physically imposing bestial forms, and command the loyalty of a mighty animal companion make it far more suited to direct combat.



Meta: Though orientated towards the traditional MeatShield role first and foremost, a Fighter's capacity for wielding weapons



* CharacterAlignment


to:

* CharacterAlignment

CharacterAlignment: As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Monks must be LawfulGood, LawfulNeutral or LawfulEvil.




* CharacterAlignment

to:

* CharacterAlignmentCharacterAlignment: As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Paladins must be LawfulGood. They received an EvilOpposite class, the Antipaladin, which must be ChaoticEvil, in the Advanced Player's Guide.



* [Tropes]

to:

* [Tropes]
InTheBlood: A Sorcerer's Bloodline is their most defining feature.



* [Tropes]

to:

* [Tropes]SquishyWizard



[Class details]

to:

[Class details]
Practitioners of strange scientific arts that allow them to brew up miraculous tonics, elixirs and chemical compounds.

Meta: An alchemist not only supports the party with potent augmentation potions and useful items via its "spells", but can both play a potent, bomb-wielding ranged attacker, or drink its mutagen and assume a more monstrous form to attack in melee.

* AlchemyIsMagic: The basis of the class.



* ShoutOut: The Mutagen's effects, and the Master Chymist PrestigeClass, are ones to Literature/DoctorJeckyllAndMisterHyde.

to:

* LiteralSplitPersonality: An InUniverse drawback to the mutagen formula, which only worsens if the Alchemist becomes a Master Chymist.
* MagicPoweredPseudoScience: The Alchemist's potions and elixirs are essentially magical tonics disguised as chemistry.
* ShoutOut: The Mutagen's mutagen's effects, and the Master Chymist PrestigeClass, are ones to Literature/DoctorJeckyllAndMisterHyde.
Literature/TheStrangeCaseOfDoctorJekyllAndMrHyde.



* CoolMount

to:

* CoolMount
CoolHorse: Though not necessarily limited to horses...



[Class details]

* [Tropes]

to:

[Class details]

Strange and enigmatic figures, touched by the gods themselves and given divine power -- but always at a cost to themselves.

Meta: Essentially the divine counterpart to the Sorcerer, the Oracle's defining attributes are their Revelation (the precise connection they have to the divine, akin to the Sorcerer's bloodlines) and their Curse.

* [Tropes]
BlessedWithSuck[=/=]CursedWithAwesome: An Oracle's Curse always has some deleterious effect and cannot be lifted, but also has beneficial effects as well, in addition to being the key to the Oracle's magic. For example, the Clouded Vision curse effectively blinds the Oracle, but gives them supernatural senses to compensate.
* BlindSeer: Invoked with the Clouded Vision curse, which cripples the Oracle's sight in exchange for their magical powers.



[Class details]

to:

[Class details]
A master of conjuration, the Summoner far outstrips the summoning abilities of wizards. Not only can they wield conjuration spells with expertise, they have formed a spiritual bond with a once-formless spirit and given it life and a body of their own design. This entity, known as the Eidolon, is an enternally loyal minion that obeys the Summoner's every command.

Meta: The ultimate expression of the Conjurer, this Wizard spin-off class does one thing, but does it well, and the right summoned minion can more than make up for the caster's personal lack of versatility.




to:

* MookMaker: The Summoner's primary combat role -- and this time, he's on the party's side.
* SummonMagic
* SquishyWizard: Even more so than the normal wizard, since the summoner's purpose is to hide behind her eidolon and summoned creatures.



[Class details]

* [Tropes]

to:

[Class details]

Mysterious and primal casters who wield eerie powers on behalf of mysterious patrons.

Meta: With a wide array of mystical abilities and access to an arsenal of both arcane and divine spells, the Witch is a highly versatile caster.

* [Tropes]DarkIsNotEvil: Though heavily based on folkloric Witches and hags -- one "hex" lets them use a hideous cackling to extend the duration of their EvilEye hexes -- this class has no CharacterAlignment restriction and, though usually CreepyGood, it's quite possible to be a good Witch.
* EvilEye: Several "hexes" resolve around this archetype.
* ImAHumanitarian: Evil Witches can take the "Cook Person" hex from Ultimate Magic, which lets them brew up certain powerful potions by murdering a sentient humanoid and boiling their remains down in a cauldron.



* [Tropes]

to:

* [Tropes]
FantasyGunControl: Actively averts this.
* TheGunslinger
Is there an issue? Send a MessageReason:
Very, very bare-bones framework; will try to add to it when I can, but definitely looking for others to add stuff too.

Added DiffLines:

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]]?

Perhaps you will try to do something [[OverusedCopycatCharacter less overdone than a Drizzt Do'urden clone]], or perhaps you will choose a simple [[HumanShield meat shield]] fighter to give your wizard less to complain about. Either way, here is a compiled list of almost all archetypes of classes. Good luck.

Note: For the iconic characters based on some of these classes, see Characters/DungeonsAndDragons.
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[[foldercontrol]]

[[folder: Core Classes]]
!!Barbarian

A brutal berserker warrior that uses raw savagery and passion to hew down all that stands in their way, most associated with primal and barbaric lands beyond the reach of civilization.

* BadassNormal
* BarbarianHero: The bog-standard Barbarian is assumed to be one of these, naturally.
* TheBerserker
* CharacterAlignment: As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Golarion's barbarians cannot be Lawful in alignment.
* DeathGlare: One of the "rage powers" that a barbarian can take is Intimdating Glare, which lets them shoot one of these against an adjacent foe to demoralizing them temporarily.
* HotBlooded: The Barbarian's special skillset is their rage, which they learn to use in various ways to enhance their physical and mental prowess.

!!Bard

Wandering entertainers who weave together magic and music into a single skillful whole.

* CharmPerson: The Bard's forte, to the point that they can use their MagicMusic to create such effects of varying levels without actually spending their spells.
* JackOfAllTrades: Attempts to be this, rather than the MasterOfNone that their counterpart in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]] was.
* MagicMusic

!!Cleric

Servitors of the gods who wield divine magic to spread their influence upon the world.

* ReligionIsMagic: Their spells come from their faith in their patron god(s).

!!Druid

Mystical servants of the forces of nature.

* TheBeastmaster
* CharacterAlignment: As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Druids must be NeutralGood, LawfulNeutral, TrueNeutral, ChaoticNeutral or NeutralEvil in alignment.
* {{Druid}}
* LoyalAnimalCompanion
* NatureHero
* SpeaksFluentAnimal
* SummonMagic
* VoluntaryShapeshifting

!!Fighter

Masters of arms in all shapes and sizes.

* BadassNormal

!!Monk

Mystical martial artists who seek to hone body, mind and soul into a perfect fighting force.

* AllMonksKnowKungFu
* BareFistedMonk
* CharacterAlignment


!!Paladin

Holy warriors of Justice and Righteousness, chosen and blessed by the gods of light to carry out their task.

* CharacterAlignment
* KnightInShiningArmor
* HealingHands

!!Ranger

[Class details]

* [Tropes]

!!Rogue

[Class details]

* [Tropes]

!!Sorcerer

[Class details]

* [Tropes]

!!Wizard

[Class details]

* [Tropes]
[[/folder]]

[[folder: Advanced Player's Guide]]
!!Alchemist

[Class details]

* BodyHorror: The Alchemist's Mutagen.
* ShoutOut: The Mutagen's effects, and the Master Chymist PrestigeClass, are ones to Literature/DoctorJeckyllAndMisterHyde.

!!Cavalier

[Class details]

* CoolMount

!!Inquisitor

[Class details]

* [Tropes]

!!Oracle

[Class details]

* [Tropes]

!!Summoner

[Class details]

* BondCreature

!!Witch

[Class details]

* [Tropes]
[[/folder]]

[[folder: Ultimate Combat]]
!!Gunslinger

[Class details]

* [Tropes]

!!Ninja

[Class details]

* [Tropes]

!!Samurai

[Class details]

* [Tropes]
[[/folder]]

[[folder: Ultimate Magic]]
!!Magus

Armored warrior-wizards who wield spells and swords with equal aplomb.

* {{Expy}}: The Black Blade archetype is one of Elric of Melnibone.
* MagicKnight
[[/folder]]

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