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Veterans of [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]] would recognise these familiar faces; these are the core thirteen classes that have formed the basis of many a tabletop campaign for years. Able to utilise them thanks to D&D's open licence policy, Pathfinder takes these iconic classes and adds their own spin to them, adding a number of improvements that add power and versatility to them, and since the game's inception they have been further enhanced with a plethora of archetypes that allow you to play them however you want.



The ''Advanced Player's Guide'' was Paizo's introduction of their own unique classes that branched away from the core thirteen. These classes touched upon new ideas, or twists on old ones that made them flavourfully and mechanically stand out.



''Ultimate Combat'' was a book focused on martial prowess, physical combat, weapons, and warfare. This book introduced the firearm-toting Gunslinger, along with two Eastern-themed variant classes for existing classes; the Samurai for Cavaliers, and the Ninja for Rogues.



''Ultimate Magic'' delved into the magical arts, exploring new options and powers for both arcane and divine casters, and adding archetypes themed around magical abilities for all classes. To add to the themes of the book, it introduced a new class in the magus; a martial/arcane hybrid that combines learned magical research with powerful physical strikes.



The ''Advanced Class Guide'' introduced ten new classes designated as 'hybrids'; combinations of previous classes that took inspiration and abilities from them, but often had their own unique mechanics that made them stand out and fill a niche of their own.



The ''Occult Adventures'' book introduced a brand new type of spellcaster to the world of Pathfinder: psychic spellcasters. Not to be confused with psionics from [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]], psychic spellcasters utilise internal emotional and mental components, rather than practising arcane gestures and words or calling their powers from a divine influence. Psychic spellcasters often focus on powers that call upon otherwordly spirits, use magical seances to glean insight about the world around them, or influence the minds of others while strengthening their own.



The only one among the Occult classes that doesn't cast spells, Kineticists are masters of the elements, able to wield a strange and ill-controlled power as their bodies strain to act as vessels for the roaring might of the Elemental Planes.

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The only one among non-spellcasting class amongst the Occult classes that doesn't cast spells, occult classes, Kineticists are masters of the elements, able to wield a strange and ill-controlled power as their bodies strain to act as vessels for the roaring might of the Elemental Planes.


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''Ultimate Intrigue'' was a book introduced to inspire campaigns that focused on political machinations, courtly games, or just had a good old-fashioned heist. To enable this style, the book introduced a class designed to play into such themes by being the ultimate deceiver: the masked Vigilante.


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Another holdover from [[TabletopGame/DungeonsAndDragons the world's oldest roleplaying game]], Prestige Classes are special advancements that can only be picked by higher-level characters of sufficient skill. As the name implies, they tend to be a bit more prestigious than generic classes, though they are by no means more powerful; rather they trade a class' high-end advancement for unique powers that grant them a different playstyle.

Though Prestige Classes are nowhere near as prevelant as they were in D&D 3.5 and have generally been phased out in favour of class archetypes, these classic prestige options are still available, and Paizo even occasionally releases their own in their Campaign Setting line of books, usually themed around organisations in the base Golarion setting.

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** The dependency on mounts is averted with the Constable archetype, which gives up the mount- and charge-based abilities in exchange for various bonuses related to police work, greater ability to grant teamwork feats to the party, and their badge grants better passive bonuses than a standard cavalier's banner, albeit in a smaller area of effect.

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** The dependency on mounts is averted with by a number of archetypes that remove the Constable archetype, which gives up mount and focus on either the mount- party support of knight-styled combatant aspects of the class. Examples include the Castellan, the Constable, and charge-based abilities in exchange for various bonuses related to police work, greater ability to grant teamwork feats to the party, and their badge grants better passive bonuses than a standard cavalier's banner, albeit in a smaller area of effect.Daring Champion.



* MookCommander: A PC version of this; Cavaliers have banners that grant allies bonuses to saving throws and attacks as long as it's in line-of-sight.



* MookMaker: The Summoner's primary combat role -- and this time, he's on the party's side.

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* MookMaker: The One of the Summoner's primary combat role roles -- and this time, he's on the party's side.side. While you cannot use the Summon Monster spell-like ability while your Eidolon is out, that trade-off is sometimes worth it, and a Summoner that specialises in summoning minions over an Eidolon-focused build can be more apt at summoning than a conjuration-focused wizard or sorcerer.



** It also prevented the use of many of the old archetypes, many of which were considered [[GameBreaker game breakers]]; notably the Synthesist.



* SquishyWizard: Even more so than the normal wizard, since the summoner's purpose is to hide behind her eidolon and summoned creatures.

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* SquishyWizard: Even more so than Zigzagged; the normal wizard, since the summoner's purpose is summoner doesn't have as much defensive utility as a wizard or sorcerer, encouraging them to hide behind her eidolon their Eidolons and summoned creatures.
minions, but they get higher hit dice and access to light armor to survive more easily when they ''do'' get hit.



* HorseArcher: More ranged focused than the Cavalier; Samurai gain the Mounted Archery feat for free. Also an interesting case of ShownTheirWork, as samurai as mounted archers is more historically accurate than pop culture interpretations that make them out to be [[MasterSwordsman Master Swordsmen]] (though certain archetypes still allow you to play samurai akin to that).



* MookCommander: Like the Cavalier, the Samurai is a PC version of this, sharing the former's Banner ability that grants allies buffs for simply being in their presence.
* {{Ronin}}: An actual order for Samurai, though they technically don't serve anyone; taking the classic interpretation of the role, ronin are KnightErrant-type characters without a lord, either due to death or disgrace, or simply because they don't wish to serve one. A ronin's special abilities are themed around their self-reliance and self-determination, free from the bonds of servitude.
* TakingTheBullet / DivingSave: The purpose of the Yojimbo archetype, who gain the Bodyguard feat for free, along with bonuses when they use it to aid others.
** PraetorianGuard: Flavour-wise the archetype is this, traditionally acting as bodyguards for emperors and warlords.



** The entire class is arguably an {{expy}} of the popular [[MageKnight Duskblade]] class from [[TabletopGame/DungeonsAndDragons the PHBII]], which is not part of the SRD, and thus wasn't eligible for import into Pathfinder directly.

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** The entire class is arguably an {{expy}} of the popular [[MageKnight Duskblade]] class from [[TabletopGame/DungeonsAndDragons the PHBII]], 3.5's Player's Handbook II]], which is not part of the SRD, and thus wasn't eligible for import into Pathfinder directly.



** There's also the Blood Conduit archetype, who focuses on unarmed combat and combat maneuvers, and gains the ability to channel touch spells through his body when he makes physical contact with an unarmed strike or combat maneuver.



* ScarilyCompetentTracker: Like the Ranger, Slayers excel at tracking people down.


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* ScarilyCompetentTracker: Like the Ranger, Slayers excel at tracking people down.

down, though unlike the Ranger, the Slayer tends to focus on ''people'' specifically, not particular kinds of monsters or humanoids.




* ReligiousBruiser: The basic purpose of the class is to be one of these.

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* CombatMedic: Good-aligned Warpriests - like good-aligned Clerics - gain a plethora of healing talents and proficiency in a range of weapons and armor, though Warpriests - as the name implies - tend to focus more on the combat aspect than Clerics do.
* JackOfAllTrades: Warpriests are an extremely versatile class with a number of different builds you can go with them. They are able to dish out significant damage, have good survivability thanks to their proficiency in heavy armour and self-healing abilities, and have a good mix of offensive, defensive and utility spells up to spell level 6. Even their combat styles are even varied; thanks to their Sacred Weapon bonuses, their favoured weapons scale as they level, allowing you to use any weapon you deem to be favoured, and they can be made to be good at both melee and ranged damage depending how you build them. They even have an entire archetype that makes them skilled in unarmed combat (see Sacred Fist below).
* ReligiousBruiser: The basic purpose of the class is to be one of these.these; even more so than the cleric and paladin, Warpriests are combatants as much as they are healers, casters and defenders.



The only class among these that doesn't cast spells, Kineticists are masters of the elements, able to wield a strange and ill-controlled power as their bodies strain to act as vessels for the roaring might of the Elemental Planes.

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The only class one among these the Occult classes that doesn't cast spells, Kineticists are masters of the elements, able to wield a strange and ill-controlled power as their bodies strain to act as vessels for the roaring might of the Elemental Planes.
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* SemiDivine: Sorcerers of the Celestial bloodline either have a good-aligned ancestor from the Outer Planes, or were blessed by a good-aligned deity at their birth. They gain things like the ability to manifest [[GoodWingsEvilWings feathery, angelic wings]] and [[HolyHandGrenade purge things with light.]]
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* TheFairFolk: A sorcerer of the fey bloodline has a fey ancestor, or was somehow altered by fey magic. They gain abilities like the power to turn invisible and cause enemies to be unable to act by making them break out into uncontrollable laughter.
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* AnIcePerson: The Boreal and Rime-Blooded bloodlines, which gives a sorcerer several ice-related powers, including the ability to summon a ''blizzard.''

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* ThrowDownTheBomblet: Throwing bombs makes up the core of the class's offensive capabilities, and many of the class's discoveries and archetypes revolve around modifying or improving them.



* TheStrategist: There's an archetype called this in ''Ultimate Combat''.

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* TheStrategist: There's an archetype called Aside from their CoolHorse, this is the main function of the Cavalier in combat thanks to getting bonus teamwork feats and being able to share them with teammates temporarily. ''Ultimate Combat''.Combat'' adds the [[ExactlyWhatItSaysOnTheTin Strategist archetype]], which focuses on this aspect of the class in exchange for weaker combat abilities.


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* UnskilledButStrong: They're to Clerics as Sorcerers are to Wizards, being able to cast multiple copies of the same spell in exchange for only knowing a limited number of spells at any one time.


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* RedMage: The definitive example among Pathfinder's classes. The witch's spell list is an even mix of damage, healing, and utility magic, though they're somewhat more [[SquishyWizard squishy]] than the average example of this trope.
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* Full-FrontalAssault: The Savage Barbarian archetype throws armor out and grants the Barbarian dodge bonuses and natural armor.

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* Full-FrontalAssault: FullFrontalAssault: The Savage Barbarian archetype throws armor out and grants the Barbarian dodge bonuses and natural armor.
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* Full-Frontal Assault: The Savage Barbarian archetype throws armor out and grants the Barbarian dodge bonuses and natural armor.

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* Full-Frontal Assault: Full-FrontalAssault: The Savage Barbarian archetype throws armor out and grants the Barbarian dodge bonuses and natural armor.
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* Full-Frontal Assault: The Savage Barbarian archetype throws armor out and grants the Barbarian dodge bonuses and natural armor.
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Corrected a small mistake in identifying the wrong book as the location of the Lotus Geisha class


** A second archetype, the Lotus Geisha from the Dragon Empires Gazetteer, has the ability to enrapture onlookers with their performance.

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** A second archetype, the Lotus Geisha from the Dragon Empires Gazetteer, Primer of the Players Companion line, has the ability to enrapture onlookers with their performance.
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* NonIndicativeName: Ironically the Swashbuckler class cannot, by default swashbuckle, due to the fact that the class runs off of "light, one-handed piercing weapons".[[labelnote:Historical Note]]Swashbuckling is defined by fighting with a buckler (which the class can use) and a cutlass (which the class by default does not get bonuses with)[[/labelnote]] With archetypes it can utilize a cutlass effectively, however.
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* CombatMedic: The Chirurgeon archetype trades most of the alchemist's poison-based abilities into ones focused on healing.


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** The dependency on mounts is averted with the Constable archetype, which gives up the mount- and charge-based abilities in exchange for various bonuses related to police work, greater ability to grant teamwork feats to the party, and their badge grants better passive bonuses than a standard cavalier's banner, albeit in a smaller area of effect.

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** 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, with some shades of [[Literature/TheIslandOfDoctorMoreau Dr. Moreau]] as well.


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** Rounding things out, there's also the opportunistic, self-serving Insinuator archetype, who can be of any evil alignment.
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* {{Expy}}: The class enables you to be an expy of a number of famous superheroes from real-life fiction. The Stalker combat option is inspired by stealth-based superheroes such as {{Batman}}. It gets even more blatant with the archetypes; the Brute is [[ComicBook/IncredibleHulk The Hulk]], while the Magical Child is Franchise/SailorMoon (complete with magical animal guide). The Wildsoul allows you to pick an animal from which you derive your powers from, one of which is notably [[SpiderMan an arachnid that allows you to create webs]], another which is a falconine that [[ComicBook/HawkMan gives you wings]]. The Gunmaster archetype is for any SuperheroPackingHeat. The Warlock is ComicBook/DoctorStrange. Additionally, through minor editing/combining of the Magical Child and Mounted Fury archetypes, you can be a Franchise/KamenRider, or, alternatively, [[Franchise/MastersOfTheUniverse He-Man]].

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* {{Expy}}: The class enables you to be an expy of a number of famous superheroes from real-life fiction. The Stalker combat option is inspired by stealth-based superheroes such as {{Batman}}.Franchise/{{Batman}}. It gets even more blatant with the archetypes; the Brute is [[ComicBook/IncredibleHulk The Hulk]], while the Magical Child is Franchise/SailorMoon (complete with magical animal guide). The Wildsoul allows you to pick an animal from which you derive your powers from, one of which is notably [[SpiderMan an arachnid that allows you to create webs]], another which is a falconine that [[ComicBook/HawkMan gives you wings]]. The Gunmaster archetype is for any SuperheroPackingHeat. The Warlock is ComicBook/DoctorStrange. Additionally, through minor editing/combining of the Magical Child and Mounted Fury archetypes, you can be a Franchise/KamenRider, or, alternatively, [[Franchise/MastersOfTheUniverse He-Man]].



* RichIdiotWithNoDayJob: In classic [[{{Batman}} Bruce Wayne]] fashion, if you build your social talents right (and of course get a lot of gold from your adventures), you could well become this.

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* RichIdiotWithNoDayJob: In classic [[{{Batman}} [[Franchise/{{Batman}} Bruce Wayne]] fashion, if you build your social talents right (and of course get a lot of gold from your adventures), you could well become this.

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* HealingHands: Aether- and water-aligned Kineticists can get the ''kinetic healer'' wild talent, which functions as this with a side of CastFromHitPoints. The Kinetic Chirurgeon archetype revolves around making this talent more powerful and versatile.




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* MindOverMatter: The aether element.
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* {{Expy}}: They're essentially [[AvatarTheLastAirbender benders]].

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* {{Expy}}: They're essentially [[AvatarTheLastAirbender [[Franchise/AvatarTheLastAirbender benders]].

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Instant Awesome Just Add Ninja is now Gratuitous Ninja. Shoehorning, Zero Context Examples and examples not fitting "unexpected, gratuitous ninja" are being deleted.


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



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

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* ManBitesMan: 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.
** One of their powers, 'Animal Fury', grants a raging barbarian a bite attack.



* 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.
** One of their powers, 'Animal Fury', grants a raging barbarian a bite attack.



* 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.
* BadassNormal

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* ArmorIsUseless: Averted, as Fighters naturally make better use of armor than other martial classes which might equip similarly heavy armor. With enough practice, a sufficiently skilled fighter can outright ignore the penalty their armor provides, meaning they can be just as nimble and deadly while constantly improving their protection.
**
Averted even harder by the Armor Master archetype, which focuses on mastering the usage of shields and the heaviest armor possible to attain a veritably impregnable defense.
* BadassNormalBadassNormal: Lacking spellcasting or divine blessing, a Fighter carves their place out of the world using only ludicrous amounts of practice and martial skill. Advanced Weapon Training maneuvers can border on supernatural, but remain entirely mundane. They're just that good.



** [[AvertedTrope Averted]] by the Martial Artist Archetype, who has no alignment restrictions.

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** [[AvertedTrope Averted]] by the [[ArrogantKungFuGuy Martial Artist Archetype, Archetype,]] who has no alignment restrictions.



* HealingHands

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* HealingHandsHealingHands: Their Lay On Hands ability patches up teammates enough for some emergency healing. Oathbound Paladins of Charity specialize in this, healing 50% more when assisting other people.



** Averted by the [[TheGunslinger Holy Gun]] archetype, both in flavor and mechanics. They lose proficiency in the heavier styles of armor, as well as the ability to detect evil, in exchange for a gun. They are explicitly described as breaking the mold of the "knight in shining armor."
--> ''" Holy guns roam the world searching for evil. And where they find it, they put it down."''



* LuckilyMyShieldWillProtectMe: The cornerstone of the Sacred Shield archetype.

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* LuckilyMyShieldWillProtectMe: The cornerstone of the Sacred Shield archetype. Their shield even houses the spirit of a powerful celestial!



* MasterOfNone: The CRB Rogue is accused of being this, earning the moniker of weakest class, as it does nothing which any other class can't do - and do far better, especially if you count magic. The Unchained Rogue is at least much more combat capable.

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* MasterOfNone: The CRB standard Rogue is accused of being this, earning the moniker of weakest class, as it does nothing which any other class can't do - and do far better, especially if you count magic. The Unchained Rogue is at least much more combat capable.



* TheSneakyGuy
* TrapMaster

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* TheSneakyGuy
*
TheSneakyGuy: Skulking around in combat and sticking to poorly-lit areas is among the most reliable methods to consistently gain sneak attack damage.
%%*
TrapMaster



** Fortunately, not all bloodlines are the direct result of literal genetics. Many, such as Aberrant, Infernal or Abyssal bloodlines, come from desperate deals struck with outsiders long ago, the stain of which lingers metaphorically over the family.



** Sufficiently powerful wizards may, with time, become [[LinearWarriorsQuadraticWizards more difficult to kill]] than similarly leveled fighters. Where a Paladin might be bolstered with larger hit dice and heavier armor, a wizard might be wearing Mage Armor, with magical natural armor, and using illusions to appear elsewhere - his Armor Class may be just as high, but with an additional miss chance.



* 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.



* 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.


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* 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.





* HolyHitman: The Deliverer archetype is a Slayer chosen by their deity to serve as a holy assassin, where more formal clergy and inquisitors would fail.



* CharmPerson

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* CharmPersonCharmPerson: Mesmerists are to enchantment spells what Summoners are to conjuration.
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* TheAtoner: Cavaliers of the Order of the Penitent is made up of reformed criminals.
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* SecretKeeper/TheyKnowTooMuch: Cavaliers of the Order of the Eastern Star are the former and deal with the latter as the order is too keep dangerous secrets from the commonfolk and those who might be harmed by these secrets.

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* SecretKeeper/TheyKnowTooMuch: SecretKeeper / TheyKnowTooMuch: Cavaliers of the Order of the Eastern Star are the former and deal with the latter as the order is too keep dangerous secrets from the commonfolk and those who might be harmed by these secrets.
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* SecretKeeper/TheyKnowTooMuch: Cavaliers of the Order of the Eastern Star are the former and deal with the latter as the order is too keep dangerous secrets from the commonfolk and those who might be harmed by these secrets.
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* GlorySeeker: Cavaliers of the Order of the Flame are more tolerable then those of the Order of the Cockatrice, seeking glory for both themselves ''and'' those they work with. At least, thats what the Order's edict says.

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* GlorySeeker: Cavaliers of the Order of the Flame are more tolerable then those of the Order of the Cockatrice, seeking glory for both themselves ''and'' those they work with.with by means of being InHarmsWay. At least, thats what the Order's edict says.
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* GlorySeeker: Cavaliers of the Order of the Flame are more tolerable then those of the Order of the Cockatrice, seeking glory for both themselves ''and'' those they work with. At least, thats what the Order's edict says.
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* {{Expy}}: The class enables you to be an expy of a number of famous superheroes from real-life fiction. The Stalker combat option is inspired by stealth-based superheroes such as {{Batman}}. It gets even more blatant with the archetypes; the Brute is [[ComicBook/IncredibleHulk The Hulk]], while the Magical Child is Franchise/SailorMoon (complete with magical animal guide). The Wildsoul allows you to pick an animal from which you derive your powers from, one of which is notably [[SpiderMan an arachnid that allows you to create webs]], another which is a falconine that [[ComicBook/HawkMan gives you wings]]. The Gunmaster archetype is for any SuperheroPackingHeat. The Warlock is ComicBook/DoctorStrange. Additionally, through minor editing/combining of the Magical Child and Mounted Fury archetypes, you can be a Franchise/KamenRider, or, alternatively, [[MastersOfTheUniverse He-Man]].

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* {{Expy}}: The class enables you to be an expy of a number of famous superheroes from real-life fiction. The Stalker combat option is inspired by stealth-based superheroes such as {{Batman}}. It gets even more blatant with the archetypes; the Brute is [[ComicBook/IncredibleHulk The Hulk]], while the Magical Child is Franchise/SailorMoon (complete with magical animal guide). The Wildsoul allows you to pick an animal from which you derive your powers from, one of which is notably [[SpiderMan an arachnid that allows you to create webs]], another which is a falconine that [[ComicBook/HawkMan gives you wings]]. The Gunmaster archetype is for any SuperheroPackingHeat. The Warlock is ComicBook/DoctorStrange. Additionally, through minor editing/combining of the Magical Child and Mounted Fury archetypes, you can be a Franchise/KamenRider, or, alternatively, [[MastersOfTheUniverse [[Franchise/MastersOfTheUniverse He-Man]].
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** The Wyrmwitch bonds with a treasure hoard that has to grow in size as they grow in power, sleeping on it for added power.
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Wrong term used


** 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''!

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** A number of the Revelations Discoveries 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''!
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* HoldTheLine: The Castellan archetype is all about defending using city walls and castles, making them good in city sieges.

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* MadScientist: All Alchemists count, but the [[ExactlyWhatItSaysOnTheTin Mad Scientist]] archetype takes it to extremes, able to deal sanity/wisdom damage to themselves in order to enhance their extracts with unpredictable results.



* 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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* 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. The Gingerbread Witch archetype goes a step further and swallows people alive.


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* SwallowedWhole: The Gingerbread Witch can do this.


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* CharmPerson: The Serial Killer archetype gets this ability. It's not a magical effect, they're just that charming.


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* SerialKiller: An archetype from Horror Adventures turns the Vigilante into one.

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* ElementalPowers: The four classic – air, earth, fire, and water – as well as aether.

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* ElementalPowers: The four classic – air, earth, fire, and water – as well as aether. ''Occult Origins'' adds void and wood.


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* GravityMaster: The void element works like this.
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** Averted with the Gray Paladin archetype from Ultimate Intrigue, which allows a paladin to be LawfulGood, LawfulNeutral, or NeutralGood. This allows the paladin to to be more flexible with their code, but at the cost of reduced divine power.

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