Every once in awhile, you get that urge to make that perfect character. But how do you do it? Will you copy fictional works and go for a Conniving Thief? How about a Stupid Bard?Perhaps you will try to do something less overdone than a Drizzt Do'urden clone, or perhaps you will choose a simple 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 Pathfinder Mortals.
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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. The barbarian is a non-magical Glass Cannon 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.
Badass Normal: No magical powers, but can still compete against all of the mystical monsters and creatures.
Empowered Badass Normal: Some of their rage powers clearly go a little beyond the natural, causing the barbarian to sprout horns, claws, and wing, or allowing them to sever magical powers.
Berserk Button: 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.
Barbarian Hero: The bog-standard Barbarian is assumed to be one of these, naturally.
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 Berserker: As is standard depiction for the Barbarian in roleplaying games. The class revolves around its "berserker rage" class feature.
The Wild Rager takes it Up to Eleven 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, axes, 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.
Covered with Scars: 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.
Creepy Souvenir: 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.
Death Glare: 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.
In a Single Bound: Certain rage powers allow a barbarian to make prodigious bounds and leaps across the battlefield.
The Nose Knows: 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.
Now That's Using Your Teeth: 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-Handed Zweihänder: 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.
Size Shifter: The most powerful class feature unique to the Titan Mauler is the Titanic Rage, which lets them mimic the effects of an Enlarge Person spellnote makes the target grow into a giant on themselves for the duration of their rages.
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 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.
Adventurer Archaeologist: There's an archetype actually called the Archaeologist in Ultimate Combat. It has a Luck Manipulation Mechanic, can take Rogue Talents, and has special abilities relating to perception, dodging, disabling devices and detecting traps.
Casting a Shadow: The Shadow Puppeteer archetype does this, and their chosen bardic medium is, as one might suspect, using shadow puppetry.
Celebrity Star: One of the Bardic archetypes in Ultimate Magic is actually called the Celebrity. Its basic class feature is being famous in a given area, giving a bonus to Diplomacy and Intimidate checks in that area.
Charm Person: The Bard's forte, to the point that they can use their Magic Music to create such effects of varying levels without actually spending their spells.
The Animal Speaker archetype is instead able to do this to animals.
The Dead Can Dance: 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 tea ceremony to boost those who partake with assorted benevolent effects.
The Prima Donna: The Chelish Diva archetype is based around this concept and, as the name implies, is even tied to the In-UniverseOpera 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 Red Mage: 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.
Swashbuckler: The Daredevil archetype essentially falls under this, favoring quick wordplay, dashing swordplay, clever repartee and acrobatic feats.
Troll: The spirit is alive and well with the Dragon Yapper, a kobold-focused Bard archetype that specialises in annoying the hell out of people with its yapping, yammering songs.
White Mage: The Songhealer archetype specializes in the bard's healing magic.
Servitors of the gods who wield divine magic to spread their influence upon the world. With access to all of the various spells of divine magic, Clerics excel at augmenting and healing the party.
All Monks Know Kung-Fu: 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).
Church Militant: 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.
The Mendevian Priest archetype emphasizes the warrior aspect of the Cleric's abilities, and is thematically associated with the ongoing crusade against the Worldwound.
One of the archetypes from Ultimate Combat is actually called the Crusader.
Easy Evangelism: There's an archetype called the Evangelist who focuses on spreading the good word by any way they can, up to and including Knocking on Heathens' Door. 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 Charm Person 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.
Extra Ore Dinary: Forgemaster clerics gain a number of metal-focused spells in their arsenal.
The Fundamentalist: 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.
The Necromancer: The Undead Lord archetype is a Clerical necromancer, always devoted to deities who have power over death and the undead.
Really Gets Around: 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 The Hedonist, 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.
Spell Blade: The Forgemaster archetype specializes is being able to imbue arms and armor with temporary magical abilities by drawing magical runes on them. This averts Instant Runes, though, as it takes a full-round action to craft a single rune.
Unequal Rites: 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 Gods Of Evil and amongst worshippers of more benevolent deities who are working in regions dominated by a Religion of Evil, or who have to travel in the more anti-theistic kingdoms.
Walking the Earth: 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.
White Mage: The Merciful Healer archetype loses access to a lot of the combat-related abilities of the class, but is really, really good at healing people.
Mystical servants of the forces of 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.
Animal Motif: 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.
The Beastmaster: 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 Loyal Animal Companion.
Elemental Powers: 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 Air Elementalist, with powers revolving around flying creatures and learning to fly. The Undine Adept, meanwhile, is a Water Elementalist Druid.
Loyal Animal Companion: 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.
Plant Person: A Treesinger druid can shapeshift into plants and plant monsters instead of animals.
Raised by Wolves: 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.
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.
Reptiles Are Abhorrent: Druids are likely to avert this in general, but the Naga Aspirant archetype really averts it; these druids revere the human-headed Snake People known as Nagas, and eventually transform themselves into one permanently.
Speaks Fluent Animal: 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.
Charles Atlas Superpower: The basic principal of the Fighter is that it can, theoretically, keep up with spellcasters of all stripes through sheer training and dedication.
Combat Pragmatist: Advanced Player's Guide introduced the idea of dirty trick combat manuevers, which are based on fighting this way. The Dirty Fighter and Cad archetypes specialize in using these dirty tricks, as one might expect.
Crippling Overspecialization: A criticism of the class is that its combat oriented nature, lack of special abilities, and lack of diverse skills, 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. The Tactician archetype in particular gets a lot more skills and benefits for out of combat.
Drop the Hammer: The Foehammer archetype, obviously, specializes in wielding hammers. It even gains the ability to do a Shockwave Stomp 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.
Dumb Muscle: Fighters can play this straight or avert this as they choose, but one archetype, the Tactician, specifically focuses on averting it, as it's a Fighter who specializes in using their brains and tactical knowledge to control the battlefield.
Celibate Hero: One of the Heroic Vows that a Monk can take is the Vow of Celibacy, which requires abstaining from all sexual and intimate physical activities. The Monk takes it Up to Eleven 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.
Chained by Fashion: One of the Heroic Vows 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.
David Versus Goliath: 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.
Dishing Out Dirt: 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.
Drunken Master: 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.
Fantastic Fighting Style: 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.
Gratuitous Japanese: The Monk itself is effectively an example of this that gets by on Grandfather Clause. 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.
Hates Being Touched: 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.
Heroic Vow: 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.
Ki Attacks: The Qinggong Monk can learn them. Arguably crosses over with Kung-Fu Wizard, since many of the archetype's Ki Attacks are actual arcane or divine spells that the Monk can replicate via their ki.
Lampshade Hanging: 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.
Made of Iron: The Ironskin Monk and Student of Stone archetypes are Monks that specializes in absorbing punishment and tanking blows rather than evading and agility.
Mana: A Monk has a pool of "ki points" that are used for certain class abilities and powers.
Perpetual Poverty: One of the Heroic Vows 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.
Supernatural Martial Arts: The Monk's more spectacular superhuman feats are fuelled by ki energy. One archetype from Ultimate Magic, the Qinggong Monk, emphasizes the supernatural aspect of their training with enhanced abilities and even spell-mimicking Ki Attacks.
Averted by the Martial Artist, who loses access to the ki-pool class feature in exchange for Fighter feats, a Pressure Point based ability, and an assortment of Charles Atlas Superpower features.
Taken for Granite: One of the most powerful abilities of the Terra-Cotta Monk archetype is the ability to petrify a person by touching them.
Technical Pacifist: One of the Heroic Vows 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.
The Voiceless: One of the Heroic Vows 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.
Walking the Earth: 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.
Wrestler in All of Us: The Tetori archetype is a monk specialized in grapples, holds and locks. The archetype's description even references it as a "majestic wrestler".
Holy warriors of Justice and Righteousness, chosen and blessed by the gods of light to carry out their task.
Armor and Magic Don't Mix: Averted. The Paladin depends on armor to protect themselves in melee, but can still cast spells, as per Clerics.
Celibate Hero: Oathbound Paladins pursuing the Oath of Chastity have to be this, with their Code of Conduct specifically stating "never engage in a romantic relationship or a sexual act".
Dishing Out Dirt: The Stonelord Paladin archetype has mystical powers over earth and stone.
The Dragonslayer: 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.
Fantastic Racism: 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".
Heroic Vow: 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).
The Hunter: A paladin of the Divine Hunter archetype is one.
Knight in Shining Armor: Embodies the archetype. The Sword of Valor class archetype takes it Up to Eleven, while the Empyreal Knight quite literally becomes an angelic knight as they level up.
Lawful Stupid: Of all the classes - the most prone to being played like this, due to the incredibly stringent alignment/conduct requirements required to qualify. Player and GM alike may often falsely believe Paladins must be lawful stupid to stay Paladins.
Order Versus Chaos: Receives an archetype that allows the Paladin to Smite Chaos rather than Evil.
Redemption Quest: The Redeemer archetype believes heavily in 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.
Religion Is Magic: As is common with the "divine classes", Paladins receive actual magical powers due to their faith in the deities they worship.
The Strategist: There's an archetype called the Holy Tactician based on this.
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.
What Is Evil?: The great Paladin conundrum. Expect to have this discussion at least once if you play a Paladin.
Skilled hunters and trackers, adepts of the wilderness. A warrior class that brings in some minor spells and nature-related abilities to aid in survival.
Army Scout: It's called the Battle Scout, but the archetype is obvious.
The Deep Walker is dedicated to protecting the lands and creatures of the underground.
Casting a Shadow: The Dusk Stalker archetype is a Ranger from the Shadow Plane, who thusly gains shadow-related magical powers.
Expy: The Skirmisher archetype closely resembles the Scout class from 3.5, in both form and function.
Forest Ranger: The basic idea of the class, though they can specialize in a variety of terrains, including the "urban jungle".
One archetype, the Wave Warden, specializes in operating underwater. Needless to say, it's most associated with amphibious races like Gillfolk, Gripplis and Merfolk.
The Warden is based at being even more at home in their favored terrain than ordinary rangers.
Gaias Revenge: Wild Stalkers are rangers so dedicated to preserving nature against civilization that they actively campaign against pioneers and settlers. They are also The Berserker, having access to Barbarian Rage Powers.
Great White Hunter: 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.
The Falconer is based on the tradition of using falcons as hunting tool, and thusly is always accompanied by a bird of prey animal companion.
Not Good with People: 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.
Trap Master: A class feature and archetype (the Trapper) introduced in Ultimate Magic.
Your typical thief. Good at stealing things, getting into places where they aren't wanted, and murdering people by surprise.
Adventurer Archaeologist: 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.
Badass Normal: In theory. Taking the Minor/Major Magic talents bumps them to Empowered Badass Normal status, giving them some minor spellcasting without becoming full-fledged casters.
The Brute: 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.
Master Swordsman: 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.
Mata Hari: 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.
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.
Bad Habits: The Razmiran Priest archetype is this; since the cult of Razmir is a Scam Religion 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 falsely claim it (and their knack for stealthily activating divine wands and scrolls) are miraculous blessings from Razmir.
Elemental Powers: Several Bloodlines ultimately tie to one of the elements or to elemental creatures.
Friend to Bugs: One half of the Pestilence Bloodline from Mother of Fliesnote Pathfinder Adventure Path #29 is an increasing affinity for vermin, including several bonus spells relating to them, the ability to charm vermin (normally, they're immune to such effects) and the Shroud of Vermin ability, which not only makes the sorcerer immune to swarms and able to command them, but also gives them an armor bonus to reflect the vermin constantly crawling over their bodies.
I Love the Dead: Monster Codex introduces the Ghoul bloodline, which is (thankfully) usually born of surviving the dreaded Ghoul Fever rather than this.
In the Blood: A Sorcerer's Bloodline is their most defining 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).
Some Bloodlines are directly focused on racial ties, including Kobold, Ghoul and Orc.
Lamarck Was Right: 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.
Magic Music: 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.
Make a Wish: 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.
Necromancer: Several Bloodlines have connections to this archetype, like the Ghoul Bloodline.
Power Tattoo: The Tattooed Sorcerer archetype specializes in wielding power through these.
The Tattooed Sorcerer can also, once a certain level is reached, grant single-use versions to allies.
Royal Blood: The Imperious Bloodline gains power from a lineage of ancient empires and forgotten kings.
Squick: Some of the Bloodlines are quite disgusting, when you think about it. Aberrant, Pestilience, Ghoul...
Witch Species: The "Accursed" Bloodline connects the Sorcerer to a hag ancestor, while the "Dreamweaver" archetype is tied to both Changelingsnote the Cute Monster Girl daughter-forms of hags and Night Hagsnote extraplanar hags that specialize in invading peoples' dreams to torment and murder them. One could argue that the Sorcerer itself represents a Witch Species, given that they are defined as casters whose power is In the Blood.
Trained masters of the arcane arts.
Blood Magic: 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.
Elemental Powers: Beyond the myriad elemental spells, there are actually a number of class archetypes based around mastery over a particular element.
The Wind Listener is an unusual variant; an 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.
The Gunslinger: 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 Magic Knight.
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.
Jack-of-All-Trades: A "Universalist" Wizard is this for all the schools, dabbling in all instead of specializing and forming opposition schools.
Mad Bomber: 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.
Signature Move: 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.
Speaks Fluent Animal: One of the Arcane Discoveries introduced in Ultimate Magic is Feral Speech, which is the ability to talk to animals.
Spell Book: All Wizards have them, all need them to study their spells and prepare their spells.
Squishy Wizard: Although thankfully not as much as in 3.5; Pathfinder having upgraded the Wizard and Sorcerer to d6 hit dice instead of d4's.
Practitioners of strange scientific arts that allow them to brew up miraculous tonics, elixirs and chemical compounds. 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.
The Alchemist's 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 familiars!
Plague Master: The Plague Bringer archetype trades its mutagens for the ability to brew up plagues and make itself into a disease variant of the Poisonous Person.
Regret Eating Me: The Nauseous Flesh Discovery from Ultimate Combat makes the alchemist into a low-grade Poisonous Person; their skin and flesh are so suffused with noxious chemicals that any attack that leaves them Swallowed Whole will force their attacker to spit them back out.
I Know What You Fear: Antipaladins of the Fearmonger archetype specialise in the ability to mystically terrorize their foes, and grow stronger by literally feeding on their fear.
Really Gets Around: Standard for Antipaladins of Lamashtu and Urgathoa, as mentioned under Clerics.
Wandering knights and mounted champions, dedicated to a purpose. Essentially the non-magical equivalent to the 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.
Cavaliers of the Order of the Dragon dedicate themselves to serving with and aiding a group of like-minded individuals.
The Standard Bearer archetype, meanwhile, focuses its abilities on bolstering their allies and being able to rally them in a crisis.
Black Knight: Cavaliers of the Order of the Cockatrice are essentially this. All other Orders are some variant of the Knight in Shining Armor. 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.
Canis Major: 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.
Crippling Overspecialization: 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.
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.
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.
Cool Horse: Though not necessarily limited to horses, Cavaliers always have mounts, as their class has special bonuses for fighting whilst mounted. The Fell Rider, in particular, favors battle from atop a fearsome, intimidating steed.
Glory Hound: 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.
The Gunslinger: One Ultimate Combat archetype for the Cavalier is the Musketeer, who specializes in using guns over melee weapons.
Horse Archer: The Luring Cavalier archetype is devoted to playing this archetype.
Horse of a Different Color: 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.
It's All About Me: The defining trait of Cavaliers of the Order of the Cockatrice, which is made up the most selfish and personal-goal obsessed cavaliers.
Technical Pacifist: 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.
Agents of the church charged with hunting down enemies of the faith both within and without. Precisely what that enemy is varies depending on Inquisitor, and several archetypes actually focus on very specific interpretations; the Vampire Hunter and Witch Hunter, for example, focus on hunting vampires and "witches"note generally defined as "evil magic-users", while the Exorcist focuses on combatting creatures that can possess or otherwise control the minds of people.
Anti-Magic: Inquisitors with the Spellkiller Inquisition, or who follow the Spellbreaker archetype, specialize in fighting spellcasters by disrupting their spells.
Burn the Witch!: Besides being something that Inquisitors are generally inclined to do, there's the Immolator archetype, which is an Inquisitor whose abilities revolve around Playing with Fire.
Cannibalism Superpower: 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.
Good Is Not Nice: Thanks to bonuses to intimidate, it's easy to build an inquisitor that does this.
The Cowl: 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.
The Fundamentalist: 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.
The Gunslinger: Ultimate Combat introduces an Inquisition called Black Powder, which lets the inquisitor have access to the firearm weapon proficiencies and gunsmithing feats.
The Heretic: Not only do inquisitors hunt these in general, but there's an actual archetype for the Inquisitor called the Heretic.
The Hunter: 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.
Vampire Hunter: 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 "the Kinslayer".
Witch Hunter: 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 Mage Killer by way of being an Anti-Magic using Witch Hunter.
The Missionary: Ultimate Magic introduces the Preacher archetype, which reflects an Inquisitor whose primary role is Walking the Earth 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 Preacher Man.
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 Mystery (the precise connection they have to the divine, akin to the Sorcerer's Bloodlines) and their Curse.
Bad Powers, Bad People/Bad Powers, Good People: 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.
Black Blood: 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.
Blessed with Suck/Cursed with Awesome: 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.
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 Mind over Matter 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.
In-Universe, 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 antitheist cities of 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.
Blind Seer: Invoked with the Clouded Vision curse, which cripples the Oracle's sight in exchange for their magical powers.
Bloody Murder: One of the revelations unique to the Black Blood Oracle is "Black Blood Spray", where being struck with piercing or slashing damage lets the Oracle hurl their blood on an adjacent target, inflicting cold damage on them if it hits.
Kung-Fu Wizard: Rather literally, the Shigenjo archetype is based on an Oracle who also knows martial arts abilities, complete with gaining a ki pool, like the Monk and Ninja, and the Monk's Ki Strike and Quivering Palm abilities.
Kind of invoked with the Ancestors Mystery from Ultimate Magic, which is derived from ancestor worship and calling upon the spirits of powerful ancestors, personal and racial.
The Occult Mystery, from Reign of Winter #5: 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.
The Philosopher: 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.
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 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 Born-Again Immortality.
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.
Willing Channeler: 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 Powers via Possession as a result.
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 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.
Bond Creature: The Eidolon. The Broodmaster archetype focuses on commanding a group of weaker Eidolons instead of a singular, more powerful one.
Cannibalism Superpower: 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.
Casting a Shadow: The Shadow Caller archetype specializes in summoning shadow-based monsters and Eidolons.
Dishing Out Dirt: The Shaitan Binder calls upon earthen elementals and Eidolons.
Fairy Companion: 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.
Fusion Dance: The Synthesist archetype is able to merge the Summoner and their Eidolon into a single, more powerful entity.
Loyal Animal Companion: 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.
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 Vancian Magic, however.
Mook Maker: The Summoner's primary combat role — and this time, he's on the party's side.
Summon Magic: The class's specialty. The Master Summoner archetype trades a weaker Eidolon for increased aptitude with summoning spells.
Squishy Wizard: Even more so than the normal wizard, since the summoner's purpose is to hide behind her eidolon and summoned creatures.
Mysterious and primal casters who wield eerie powers on behalf of mysterious 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.
Baba Yaga: 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.
Creepy Good: Witches aren't precluded from being any variety of Good alignment, but their powers and abilities still tend to be pretty spooky.
Dark Is Not Evil: Though heavily based on folkloric Witches and hags — one "hex" lets them use a hideous cackling to extend the duration of their Magical Eye hexes — this class has no Character Alignment restriction and, though usually Creepy Good, it's quite possible to be a good 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.
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.
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 their spells and powers.
The Bouda carries some form of grisly little fetish for this role, like a carved idol or a necklace of teeth and/or bones.
I'm a Humanitarian: 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.
Making a Splash: The Sea Witch archetype draws upon the magic of the ocean, granting her powers and spells related to water and tides, as well as the moon}} and winds. Naturally, they cannot have a Patron whose interests or theme oppose that of water, such a spirit of earth or fire.
Magical Eye: Several "hexes" resolve around this archetype.
Power at a Price: The Scarred Witch Doctor archetype engages in Self Harm 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).
Prehensile Hair: They have a hex actively called this which lets them apply this trope to their hair (and their facial hair, for male witches).
Warriors dedicated to mastering the arts of blackpowder weaponry.
Armor Is Useless: Gunslingers generally prefer lighter armor and mobility for defense, and their weapons use a target's touch armor class rather than their regular AC, effectively invoking this trope without specialized defensive powers.
Averted by the Gun Tank archetype, which focuses on wearing heavy armor to deflect attacks whilst they blow folks away with their own guns.
Firing in the Air a Lot: 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 levelnote level 15 or higher to qualify Deed known as Menacing Shot, which lets the gunslinger spend a Grit point and fire off a round to create a Fear spell.
Grappling-Hook Pistol: One of the experimental guns that the Experimental Gunslinger archetype can create.
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.
Heal It With Fire: 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.
In the Back: 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.
Mad Scientist: The Experimental Gunslinger archetype, with its ability to design customized guns, dips into this territory.
Mana: Like several other classes in Pathfinder, the gunslinger's more spectacular class abilities are fueled by points withdrawn from a pool of energy points. The gunslinger's version is called "Grit".
Only I Can Make It Go: A level 1 gunslinger starts off with a basic gun which only they can use properly, and can therefore only be resold for scrap. This is something of an Obvious Rule Patch, since firearms are among the most expensive non-magical items (the ones available as starting weapons should cost 1000 to 2000gp; more money than they should see for at least a couple of levels).
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.
Shoot Out the Lock: 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 Rogue class.
Arrow Catch: 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.
Back Stab: Like their "parent class", the Rogue, ninjas are capable of sneak attacks.
Mana: Like the Monk, a ninja has a pool of "ki points" that are used for certain class abilities and powers.
Me's a Crowd: The Shadow Clone Trick lets ninjas fake this by spawning illusory doubles.
Ninja: Well, duh. Crunch-wise, it's effectively a beefier Rogue which uses a "ki pool" to power certain special abilities, including duplicating the effects of certain Illusion spells.
Pressure Point: A Trick named this allows ninjas to strike at them and inflict Strength and Dexterity damage.
Roof Hopping: 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.
Heroic Willpower: An actual class feature is "Resolve", which allows them to shrug off various debilitating effects through sheer determination.
Warrior-wizards who wield spells and swords with equal aplomb.
Anti-Magic: Once they reach 9th level, magi can take the Arcana "Spellbreaker", which gives them the spellbreaker feat as a bonus feat.
Armor and Magic Don't Mix: Averted. Being able to cast arcane spells whilst wearing heavy armor is one of the class's special features.
Carry a Big Stick: One archetype for the class from Ultimate Magic, the Staff Magus, forsakes the usual sword and instead wields a similarly empowered quarterstaff.
Dual Wielding: The Spellblade archetype has the ability to create 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 "Sword Beam" by throwing this dagger, which promptly rematerializes in their hand whether they hit the target or not.
Elemental Powers: The Elemental Knight archetype is a Sulinote genie-blooded humanoids Magus who specializes in wielding elemental spells and refined versions of their normal elemental magic.
The entire class is arguably an expy of the popular Duskblade class from the PHBII, which is not part of the SRD, and thus wasn't eligible for import into Pathfinder directly.
The Hexcrafter Archetype is an expy of another popular class, the Hexblade, from the Complete Arcane - another non-SRD source.
Flash Step: Thematically invoked by the Spell Dancer's abilities, culminating in the ability to Dimension Doornote short-ranged personal teleport by spending a mana point.
Full-Contact Magic: 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 Spell Blade type effects.
Luckily My Shield Will Protect Me: 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.
Magic A Is Magic A: 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.
Magic Dance: 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 Dance Battler as well.
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.
Mana: The Magus' "arcane pool" essentially fills this role, allowing for specialized attacks and abilities, whereas the spells it can cast are simple Vancian Magic.
Master Swordsman: 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.
Power at a Price: The tiefling-specific "Fiend Flayer" archetype uses Self Harm to augment its magical powers by drawing upon/spilling its outsider-tainted blood.
Soul Power: 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 Ultimate Blacksmith.
Super Reflexes: 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 Armor and Magic Don't Mix.
Advanced Class Guide
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.
Fire, Ice, Lightning: Three of the basic Arcane Exploits the class can learn are Flame Arc, Ice Missile and Lightning Lance.
Flash Step: The Dimensional Slide Exploit allows an Arcanist to teleport short distances at will by spending arcane points.
Hard Work Hardly Works: Averted. Rather than depend solely on their Sorcerous talent to cast spells, Arcanists deliberately study Wizardly lore and magecraft to gain their abilities.
In the Blood: 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 Vancian Magic. 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.
Unequal Rites: Averted. Arcanists develop by freely merging and hybridisng techniques and lore from both Wizards and Sorcerers.
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.
Full-Contact Magic: 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.
Voluntary Shapeshifting: The effects of a Bloodrager's rages generally involve physically transforming in some fashion — Abyssal and Draconic Bloodragers start by growing claws, for example.
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 Character Alignment.
Badass Normal: Like the fighter, the Brawler has no point systems or magic or ki abilities; all its power derives from sheer physical ability.
Bare-Fisted Monk: The Brawler retains the Monk's Unarmed Strike class feature, and a renamed version of the Flurry of Blows class feature.
Although unlike the Monk, the Brawler can use Close-group weapons, like spiked knuckles, at a slower damage dice progression than their Unarmed Strikes. This, combined with their Brawler's Fury, means Brawlers are quite deadly when their fists are covered as well.
Confusion Fu: To a certain extent; the Brawler has the ability as it levels up to temporarily gain access to Combat Feats it doesn't know, allowing an experienced Brawler to become an Instant Expert in tripping or grappling in one fight and pull an entire Monk fighting style out of nowhere in another. This allows the Brawler to be a very versatile and unpredictable fighter, and one the GM can't always anticipate.
Character Alignment: The biggest difference between a Brawler and a Monk is that Brawlers don't have alignment restrictions.
Name's the Same: An unarmed-combat focused archetype for the Fighter also called the Brawler was released earlier, in Ultimate Combat.
New Powers as the Plot Demands: As long as they still have access to their Martial Flexibility uses for the day, the Brawler can gain whatever combat feat they could qualify for on the fly, including otherwise-situational combat feats that are very effective for their current fight.
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.
Bond Creature: Hunters are always aided by a loyal and fierce animal companion.
Voluntary Shapeshifting: To a much lesser extent than the Druid; they can imbue themselves and their Bond Creature with an "animal aspect" (or two, at max level) for a small but appropriate boon.
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.
Alchemy Is Magic: Like Alchemists, they can create various potent elixirs and tonics.
Awesomeness by Analysis: Normally investigators are fairly weak combatants, but studying their opponent can dramatically improve their fighting abilities against that opponent for a short time.
Back Stab: Their Studied Strike ability is effectively this.
Diabolical Mastermind: The (main — it can be non-evil, in which case think Mycroft Holmes) point of the Mastermind archetype, which lets one play the Moriarty to the Investigator's Holmes.
Inspector Javert: The "relentless inspector" archetype naturally lends itself to this.
Shout-Out: The class is basically about playing a Captain Ersatz version of Sherlock Holmes himself. It even extends to the archetypes — of the six archetypes offered in the book that introduced the class, five are Sherlock Holmes references (four to aspects of the detective himself, one to his arch-enemy or his older brother).
The Smart Guy: 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.
Trap Master: Locating and disarming traps is one of their class features.
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.
Magic A Is Magic A: As with the Witch or Oracle, a Shaman's spell list is determined in large part by their Patron Spirit.
Soul Power: Most of the Shaman's abilities are derived from their patron spirit, and from a wandering spirit they select each day.
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.
Weapon of Choice: The Warpriest's Sacred Weapon means the damage dice of their weapon scales with their level, as long as it is A.) The sacred weapon of their diety, or B.) A weapon they have Weapon Focus in. This eventually results in a warpriest that can make innocuous little weapons like darts or daggers hurt more than Greatswords.