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View Full Version : [PF] Archetype Combos: Doing all the work b/c reading charts is bloody annoying



Cieyrin
2012-01-18, 08:37 PM
Welcome, welcome, to the Archetype Combo Guide. I'm rewriting this intro to be more relevant, now that it's complete in it's initial form. Let me lay out the rules of what to expect and then the lists.
Sources: Advanced Class Guide (ACG)
Advanced Class Origins (ACO)
Advanced Player's Guide (APG)
Advanced Race Guide (ARG)
Adventurer's Guide (AG)
Blood of the Beast (BotB)
Blood of Shadows (BoS)
Cohorts and Companions (C&C)
Dirty Tactics Handbook (DTH)
Dungeoneer’s Handbook (DH)
Elemental Master’s Handbook (EMH)
Familiar Folio (FF)
Haunted Heroes Handbook (HHH)
Heroes from the Fringe (HftF)
Heroes of the High Court (HotHC)
Heroes of the Street (HotS)
Horror Adventures (HA)
Inner Sea Magic (ISM)
Legacy of the First World (LotFW)
Martial Arts Handbook (MAH)
Magic Tactics Toolbox (MaTT)
Melee Tactics Toolbox (MeTT)
Monster Codex (MC)
Occult Adventures (OA)
Occult Origins (OO)
Pathfinder Society Field Guide (PFSG)
People of the Waste (PotW)
Psychic Anthology (PA)
Ultimate Combat (UC)
Ultimate Intrigue (UI)
Ultimate Magic (UM)
Ultimate Wilderness (UW)
Villain Codex (VC)
Weapon Master's Handbook (WMH)
There are three special things to note:
Italics means the class feature is modified instead of replaced, though it still means it can't be replaced or modified a second time.
Underlined means the class feature that should have been replaced, like Pistoleros replacing Gun Training with Pistol Training.
(Parenthesed) shows a race restriction.
While I work on expanding the list, if others want to make their own assessments and additions, I will consider adding them to the Guide.
Without further ado, in alphabetical order:

AlchemistAlchemical SapperUI
Features Replaced: Class Skills, Alchemy, Bomb, Mutagen, Discovery (6th), Poison Resistance, Swift Alchemy, Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Blazing Torchbearer, Dimensional Excavator, Ectochymist, Ectoplasm Master
Alchemical Trapper (Kobold)MC
Features Replaced: Discovery (2nd, 4th)
Valid Archetypes: Alchemical Sapper, Beastmorph, Blood Alchemist, Chirurgeon, Clone Master, Crimson Chymist, Crypt Breaker, Ectochymist, Ectoplasm Master, Energy Scientist, First World Innovator, Gloom Chymist, Grenadier, Gun Chemist, Herbalist (Vine Leshy), Homunculist, Inspired Chemist, Internal Alchemist, Interrogator, Metamorph, Mindchemist, Oenopian Researcher, Preservationist, Promethean Alchemist, Psychonaut, Ragechemist, Reanimator, Royal Alchemist, Toxicant, Trap Breaker, Vaultbreaker, Vivisectionist
BeastmorphUC
Features Replaced: Poison Resistance, Swift Alchemy, Swift Poisoning, Poison Immunity, Persistent Mutagen
Valid Archetypes: Alchemical Trapper (Kobold), Blazing Torchbearer, Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Construct Rider, Crimson Chymist, Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Mad Scientist, Mindchemist, Promethean Alchemist, Reanimator, Saboteur (Gnome), Vaultbreaker, Vivisectionist
Blazing TorchbearerDH
Features Replaced: Brew Potion, Discovery (4th), Poison Use
Valid Archetypes: Alchemical Sapper, Beastmorph, Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Clone Master, Crimson Chymist, Ectochymist, Ice Chemist, Inspired Chemist, Internal Alchemist, Interrogator, Metamorph, Plague Bringer (Ratfolk), Psychonaut, Reanimator, Saboteur (Gnome), Toxicant, Vivisectionist, Winged Marauder (Goblin)
Blood AlchemistHA
Features Replaced: Bomb, Mutagen
Valid Archetypes: Alchemical Trapper (Kobold), Beastmorph, Blazing Torchbearer, Bogborn Alchemist (Grippli), Chirurgeon, Deep Bomber (Svirfneblin), Dimensional Excavator, Ectoplasm Master, Grenadier, Internal Alchemist, Oenopian Researcher, Preservationist, Ragechemist, Royal Alchemist, Trap Breaker
Bogborn Alchemist (Grippli)ARG
Features Replaced: Class Skills, Throw Anything
Valid Archetypes: Beastmorph, Blazing Torchbearer, Blood Alchemist, Chirurgeon, Clone Master, Crimson Chymist, Crypt Breaker, Dimensional Excavator, Ectoplasm Master, First World Innovator, Gloom Chymist, Grenadier, Homunculist, Horticulturist, Ice Chemist, Inspired Chemist, Mad Scientist, Mindchemist, Oenopian Researcher, Psychonaut, Ragechemist, Reanimator, Toxicant, Trap Breaker, Vivisectionist
Bramble Brewer (Half-Elf)ARG
Features Replaced: Mutagen, Discovery (2nd)
Valid Archetypes: Blazing Torchbearer, Chirurgeon, Clone Master, Dimensional Excavator, Ectochymist, Ectoplasm Master, Energy Scientist, First World Innovator, Gloom Chymist, Grenadier, Gun Chemist, Internal Alchemist, Metamorph, Oenopian Researcher, Preservationist, Psychonaut, Ragechemist, Reanimator, Royal Alchemist, Trap Breaker, Vaultbreaker, Vivisectionist
ChirurgeonUM
Features Replaced: Poison Resistance (+4), Poison Use, Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Construct Rider, Crimson Chymist, Crypt Breaker, Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Internal Alchemist, Interrogator, Mad Scientist, Metamorph, Promethean Alchemist, Reanimator, Saboteur (Gnome), Toxicant, Vivisectionist, Winged Marauder (Goblin)
Clone MasterUM
Features Replaced: Bomb, Poison Resistance (+6), Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Blazing Torchbearer, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Construct Rider, Crimson Chymist, Deep Bomber (Svirfneblin), Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Internal Alchemist, Mad Scientist, Mindchemist, Oenopian Researcher, Royal Alchemist, Saboteur (Gnome), Toxicant, Winged Marauder (Goblin)
Construct RiderC&C
Features Replaced: Class Skills, Alchemy, Brew Potion, Mutagen, Discoveries, Discovery (2nd)
Valid Archetypes: Beastmorph, Chirurgeon, Clone Master, Deep Bomber (Svirfneblin), Gloom Chymist, Herbalist (Vine Leshy), Oenopian Researcher, Psychonaut, Ragechemist, Reanimator, Trap Breaker, Vivisectionist
Crimson ChymistAG
Features Replaced: Mutagen, Discoveries
Valid Archetypes: Alchemical Trapper (Kobold), Beastmorph, Blazing Torchbearer, Bogborn Alchemist (Grippli), Chirurgeon, Clone Master, Deep Bomber (Svirfneblin), Ectochymist, Energy Scientist, First World Innovator, Gloom Chymist, Grenadier, Herbalist (Vine Leshy), Ice Chemist, Metamorph, Oenopian Researcher, Preservationist, Psychonaut, Ragechemist, Reanimator, Royal Alchemist, Trap Breaker, Vivisectionist
Crypt BreakerISM
Features Replaced: Bomb, Brew Potion, Mutagen, Discoveries, Persistent Mutagen
Valid Archetypes: Alchemical Trapper (Kobold), Bogborn Alchemist (Grippli), Chirurgeon, Deep Bomber (Svirfneblin), Internal Alchemist, Oenopian Researcher, Ragechemist, Royal Alchemist, Trap Breaker
Deep Bomber (Svirfneblin)ARG
Features Replaced: Poison Use, Swift Alchemy, Swift Poisoning, Instant Alchemy
Valid Archetypes: Blood Alchemist, Clone Master, Construct Rider, Crimson Chymist, Crypt Breaker, Dimensional Excavator, Ectoplasm Master, Ice Chemist, Inspired Chemist, Interrogator, Mad Scientist, Promethean Alchemist, Psychonaut, Reanimator, Saboteur (Gnome), Toxicant, Vivisectionist
Dimensional ExcavatorMaTT
Features Replaced: Discoveries, Discovery (4th)
Valid Archetypes: Alchemical Sapper, Beastmorph, Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Chirurgeon, Clone Master, Deep Bomber (Svirfneblin), Ectochymist, Energy Scientist, First World Innovator, Gloom Chymist, Grenadier, Herbalist (Vine Leshy), Homunculist, Ice Chemist, Interrogator, Metamorph, Oenopian Researcher, Plague Bringer (Ratfolk), Preservationist, Promethean Alchemist, Psychonaut, Ragechemist, Reanimator, Royal Alchemist, Toxicant, Trap Breaker, Vivisectionist
EctochymistOA
Features Replaced: Class Skills, Bomb, Discovery (8th), Poison Resistance, Swift Poisoning, Poison Immunity
Valid Archetypes: Alchemical Sapper, Alchemical Trapper (Kobold), Blazing Torchbearer, Bramble Brewer (Half-Elf), Crimson Chymist), Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Mad Scientist, Mindchemist, Oenopian Researcher, Toxicant
Ectoplasm MasterHHH
Features Replaced: Alchemy, Brew Potion, Discoveries
Valid Archetypes: Alchemical Sapper, Alchemical Trapper (Kobold), Beastmorph, Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Chirurgeon, Clone Master, Deep Bomber (Svirfneblin), Ectochymist, Gloom Chymist, Homunculist, Horticulturist, Ice Chemist, Interrogator, Oenopian Researcher, Plague Bringer (Ratfolk), Preservationist, Psychonaut, Ragechemist, Reanimator, Royal Alchemist, Toxicant, Trap Breaker, Vivisectionist
Energy ScientistEMH
Features Replaced: Class Skills, Alchemy, Bomb, Brew Potion, Poison Resistance, Poison Use, Swift Poisoning, Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Bramble Brewer (Half-Elf), Crimson Chymist, Dimensional Excavator, Inspired Chemist, Toxicant
Fire Bomber (Goblin)ARG
Features Replaced: Weapon Proficiencies, Bomb, Throw Anything, Discoveries, Discovery (4th), Poison Resistance (+6), Poison Immunity, Persistent Mutagen
Valid Archetypes: Oenopian Researcher, Royal Alchemist
First World InnovatorLotFW
Features Replaced: Bomb, Brew Potion, Poison Resistance, Poison Use, Swift Poisoning, Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Crimson Chymist, Dimensional Excavator, Inspired Chemist, Mad Scientist, Saboteur (Gnome), Toxicant, Winged Marauder (Goblin)
Gloom ChymistBoS
Features Replaced: Bomb, Poison Resistance, Poison Use, Swift Poisoning
Valid Archetypes: Alchemical Trapper (Kobold), Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Construct Rider, Crimson Chymist, Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Mad Scientist, Saboteur (Gnome), Toxicant, Winged Marauder (Goblin)
GrenadierPSFG, MC
Features Replaced: Brew Potion, Poison Resistance, Poison Use, Swift Poisoning, Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Crimson Chymist, Dimensional Excavator, Inspired Chemist, Interrogator, Mad Scientist, Reanimator, Saboteur (Gnome), Toxicant, Vivisectionist, Winged Marauder (Goblin)
Gun ChemistPotW
Features Replaced: Weapon Proficiencies, Bomb, Brew Potion, Throw Anything, Discoveries, Poison Resistance, Swift Poisoning
Valid Archetypes: Alchemical Trapper (Kobold), Bramble Brewer (Half-Elf), Mad Scientist, Oenopian Researcher, Toxicant
Herbalist (Vine Leshy)UW
Features Replaced: Alchemy, Bomb, Throw Anything, Poison Resistance, Poison Use, Poison Immunity
Valid Archetypes: Construct Rider, Crimson Chymist, Dimensional Excavator, Inspired Chemist, Toxicant
HomunculistFF
Features Replaced: Mutagen, Poison Resistance, Poison Use, Swift Poisoning, Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Bogborn Alchemist (Grippli), Dimensional Excavator, Ectoplasm Master, Reanimator, Vivisectionist
HorticulturistUW
Features Replaced: Bomb, Mutagen, Discovery (2nd, 4th), Poison Resistance, Poison Use, Poison Immunity, Persistence Mutagen
Valid Archetypes: Bogborn Alchemist (Grippli), Ectoplasm Master, Internal Alchemist
Ice ChemistUW
Features Replaced: Bomb, Discovery (2nd), Poison Resistance, Poison Immunity
Valid Archetypes: Blazing Torchbearer, Bogborn Alchemist (Grippli), Crimson Chymist, Deep Bomber (Svirfneblin), Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Internal Alchemist, Mindchemist, Oenopian Researcher, Royal Alchemist, Saboteur (Gnome), Toxicant, Winged Marauder (Goblin)
Inspired ChemistACG
Features Replaced: Mutagen, Discoveries
Valid Archetypes: Alchemical Trapper (Kobold), Beastmorph, Blazing Torchbearer, Bogborn Alchemist (Grippli), Chirurgeon, Clone Master, Deep Bomber (Svirfneblin), Ectochymist, Energy Scientist, First World Innovator, Gloom Chymist, Grenadier, Herbalist (Vine Leshy), Ice Chemist, Metamorph, Oenopian Researcher, Preservationist, Psychonaut, Ragechemist, Reanimator, Royal Alchemist, Trap Breaker, Vivisectionist
Internal AlchemistUM
Features Replaced: Throw Anything, Discoveries, Swift Alchemy, Swift Poisoning
Valid Archetypes: Alchemical Trapper (Kobold), Blazing Torchbearer, Blood Alchemist, Bramble Brewer (Half-Elf), Chirurgeon, Clone Master, Crypt Breaker, Horticulturist, Ice Chemist, Interrogator, Mad Scientist, Plague Bringer (Ratfolk), Preservationist, Psychonaut, Reanimator, Toxicant, Vivisectionist
InterrogatorUI
Features Replaced: Class Skills, Bomb, Mutagen, Persistent Mutagen
Valid Archetypes: Alchemical Trapper (Kobold), Blazing Torchbearer, Chirurgeon, Deep Bomber (Svirfneblin), Dimensional Excavator, Ectoplasm Master, Grenadier, Internal Alchemist, Oenopian Researcher, Ragechemist, Trap Breaker
Mad ScientistHA
Features Replaced: Alchemy, Mutagen, Discovery (2nd, 4th)
Valid Archetypes: Beastmorph, Bogborn Alchemist (Grippli)), Chirurgeon, Clone Master, Deep Bomber (Svirfneblin), Ectochymist, First World Innovator, Gloom Chymist, Grenadier, Gun Chemist, Internal Alchemist, Oenopian Researcher, Preservationist, Psychonaut, Ragechemist, Reanimator, Royal Alchemist, Trap Breaker, Vaultbreaker, Vivisectionist
MetamorphUI
Features Replaced: Class Skills, Alchemy, Bomb, Throw Anything, Swift Alchemy, Swift Poisoning, Instant Alchemy
Valid Archetypes: Alchemical Trapper (Kobold), Blazing Torchbearer, Bramble Brewer (Half-Elf), Chirurgeon, Crimson Chymist, Dimensional Excavator, Inspired Chemist, Mindchemist, Plague Bringer (Ratfolk), Toxicant
MindchemistUM
Features Replaced: Mutagen, Discoveries, Poison Use
Valid Archetypes: Alchemical Trapper (Kobold), Beastmorph, Bogborn Alchemist (Grippli), Clone Master, Ectochymist, Ice Chemist, Metamorph, Psychonaut, Reanimator, Vivisectionist
Oenopian ResearcherISM
Features Replaced: Poison Use, Swift Alchemy
Valid Archetypes: Alchemical Trapper (Kobold), Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Clone Master, Construct Rider, Crimson Chymist, Crypt Breaker, Dimensional Excavator, Ectochymist, Ectoplasm Master, Fire Bomber (Goblin), Gun Chemist, Ice Chemist, Inspired Chemist, Internal Alchemist, Interrogator, Mad Scientist, Plague Bringer (Ratfolk), Promethean Alchemist, Psychonaut, Reanimator, Saboteur (Gnome), Toxicant, Vivisectionist, Winged Marauder (Goblin)
Plague Bringer (Ratfolk)ARG
Features Replaced: Mutagen, Poison Resistance, Poison Immunity
Valid Archetypes: Blazing Torchbearer, Dimensional Excavator, Ectoplasm Master, Internal Alchemist, Metamorph, Oenopian Researcher, Reanimator, Royal Alchemist, Vaultbreaker, Vivisectionist
PreservationistUM
Features Replaced: Class Skills, Poison Resistance (+4, +6), Poison Use, Poison Immunity, Persistent Mutagen
Valid Archetypes: Alchemical Trapper (Kobold), Blood Alchemist, Bramble Brewer (Half-Elf), Crimson Chymist, Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Internal Alchemist, Mad Scientist, Promethean Alchemist, Reanimator, Toxicant, Vivisectionist
Promethean AlchemistOA
Features Replaced: Bomb, Brew Potion, Mutagen, Throw Anything
Valid Archetypes: Alchemical Trapper (Kobold), Beastmorph, Chirurgeon, Deep Bomber (Svirfneblin), Dimensional Excavator, Oenopian Researcher, Preservationist, Ragechemist, Royal Alchemist, Trap Breaker
PsychonautUM
Features Replaced: Bomb, Bomb Damage (15th, 17th), Poison Resistance (+4, +6), Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Blazing Torchbearer, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Construct Rider, Crimson Chymist, Deep Bomber (Svirfneblin), Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Internal Alchemist, Mad Scientist, Mindchemist, Oenopian Researcher, Royal Alchemist, Saboteur (Gnome), Toxicant, Winged Marauder (Goblin)
RagechemistUC
Features Replaced: Poison Use, Swift Poisoning, Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Construct Rider, Crimson Chymist, Crypt Breaker, Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Interrogator, Mad Scientist, Promethean Alchemist, Reanimator, Saboteur (Gnome), Toxicant, Vivisectionist, Winged Marauder (Goblin)
ReanimatorUM
Features Replaced: Bomb, Bomb Damage (7th, 13th, 15th)
Valid Archetypes: Alchemical Trapper (Kobold), Beastmorph, Blazing Torchbearer, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Chirurgeon, Construct Rider, Crimson Chymist, Deep Bomber (Svirfneblin), Dimensional Excavator, Ectoplasm Master, Grenadier, Homunculist, Inspired Chemist, Internal Alchemist, Mad Scientist, Mindchemist, Oenopian Researcher, Plague Bringer (Ratfolk), Preservationist, Ragechemist, Royal Alchemist, Saboteur (Gnome), Toxicant, Trap Breaker, Winged Marauder (Goblin)
Royal AlchemistHotHC
Features Replaced: Class Skills, Poison Use, Swift Poisoning
Valid Archetypes: Alchemical Trapper (Kobold), Blood Alchemist, Bramble Brewer (Half-Elf), Clone Master, Crimson Chymist, Crypt Breaker, Dimensional Excavator, Ectoplasm Master, Fire Bomber (Goblin), Ice Chemist, Inspired Chemist, Mad Scientist, Plague Bringer (Ratfolk), Promethean Alchemist, Psychonaut, Reanimator, Toxicant, Vivisectionist
Saboteur (Gnome)ARG
Features Replaced: Class Skills, Mutagen, Discoveries
Valid Archetypes: Beastmorph, Blazing Torchbearer, Chirurgeon, Clone Master, Deep Bomber (Svirfneblin), First World Innovator, Gloom Chymist, Grenadier, Ice Chemist, Oenopian Researcher, Psychonaut, Ragechemist, Reanimator, Trap Breaker, Vivisectionist
ToxicantDTH
Features Replaced: Mutagen, Persistent Mutagen
Valid Archetypes: Alchemical Trapper (Kobold), Blazing Torchbearer, Bogborn Alchemist (Grippli), Chirurgeon, Clone Master, Deep Bomber (Svirfneblin), Dimensional Excavator, Ectoplasm Master, Energy Scientist, First World Innovator, Gloom Chymist, Grenadier, Gun Chemist, Herbalist (Vine Leshy), Ice Chemist, Internal Alchemist, Metamorph, Oenopian Researcher, Preservationist, Psychonaut, Ragechemist, Reanimator, Royal Alchemist, Trap Breaker, Vaultbreaker, Vivisectionist
Trap BreakerDH
Features Replaced: Poison Resistance, Poison Use, Swift Poisoning, Poison Immunity
Valid Archetypes: Alchemical Trapper (Kobold), Blood Alchemist, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Construct Rider, Crimson Chymist, Crypt Breaker, Dimensional Excavator, Ectoplasm Master, Inspired Chemist, Interrogator, Mad Scientist, Promethean Alchemist, Reanimator, Saboteur (Gnome), Toxicant, Vivisectionist, Winged Marauder (Goblin)
VaultbreakerVC
Features Replaced: Class Skills, Bomb, Brew Potion, Throw Anything, Discoveries, Poison Use
Valid Archetypes: Alchemical Trapper (Kobold), Beastmorph, Bramble Brewer (Half-Elf), Mad Scientist, Plague Bringer (Ratfolk), Toxicant
VivisectionistUM
Features Replaced: Bomb
Valid Archetypes: Alchemical Trapper (Kobold), Beastmorph, Blazing Torchbearer, Bogborn Alchemist (Grippli), Bramble Brewer (Half-Elf), Chirurgeon, Construct Rider, Crimson Chymist, Deep Bomber (Svirfneblin), Dimensional Excavator, Ectoplasm Master, Grenadier, Homunculist, Inspired Chemist, Internal Alchemist, Mad Scientist, Mindchemist, Oenopian Researcher, Plague Bringer (Ratfolk), Preservationist, Ragechemist, Royal Alchemist, Saboteur (Gnome), Toxicant, Trap Breaker, Winged Marauder (Goblin)
Winged Marauder (Goblin)MC
Features Replaced: Class Skills, Mutagen, Discoveries, Persistent Mutagen
Valid Archetypes: Blazing Torchbearer, Chirurgeon, Clone Master, First World Innovator, Gloom Chymist, Grenadie, Ice Chemist, Oenopian Researcher, Psychonaut, Ragechemist, Reanimator, Trap Breaker, Vivisectionist
BarbarianArchetypes that don't Combine with any others: Armored HulkUC, Scarred RagerUC, Titan MaulerUC
BreakerAPG
Features Replaced: Fast Movement, Trap Sense
Valid Archetypes: Wild Rager
Brutal PugilistAPG
Features Replaced: Uncanny Dodge, Trap Sense, Improved Uncanny Dodge
Valid Archetypes: Drunken Brute, Hurler, Urban Barbarian
Drunken BruteAPG
Features Replaced: Fast Movement
Valid Archetypes: Brutal Pugilist, Elemental Kin, Hateful Rager (Half-Orc), Invulnerable Rager, Savage Barbarian, Superstitious, Wild Rager
Elemental KinAPG
Features Replaced: Trap Sense
Valid Archetypes: Drunken Brute, Hurler, Mounted Fury, Sea Reaver, Urban Barbarian, Wild Rager
Hateful Rager (Half-Orc)ARG
Features Replaced: Rage Rounds, Rage Power (2nd, 8th, 14th, 20th), Trap Sense (9th), Improved Uncanny Dodge
Valid Archetypes: Drunken Brute, Hurler, Urban Barbarian
HurlerAPG
Features Replaced: Fast Movement
Valid Archetypes: Brutal Pugilist, Elemental Kin, Hateful Rager (Half-Orc), Invulnerable Rager, Savage Barbarian, Superstitious, Wild Rager
Invulnerable RagerAPG
Features Replaced: Uncanny Dodge, Trap Sense, Improved Uncanny Dodge, Damage Reduction
Valid Archetypes: Drunken Brute, Hurler, Urban Barbarian
Mounted FuryAPG
Features Replaced: Fast Movement, Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Elemental Kin, Savage Barbarian, Superstitious
Savage BarbarianAPG
Features Replaced: Trap Sense, Damage Reduction
Valid Archetypes: Drunken Brute, Hurler, Mounted Fury, Sea Reaver, Urban Barbarian, Wild Rager
Sea ReaverUC
Features Replaced: Armor Proficiency, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Elemental Kin, Savage Barbarian, Superstitious
SuperstitiousAPG
Features Replaced: Trap Sense, Damage Reduction
Valid Archetypes: Drunken Brute, Hurler, Mounted Fury, Sea Reaver, Urban Barbarian, Wild Rager
True PrimitiveUC
Features Replaced: Armor and Weapon Proficiency, Fast Movement, Trap Sense
Valid Archetypes: Wild Rager
Urban BarbarianUC
Features Replaced: Class Skills, Armor Proficiency, Fast Movement, Rage
Valid Archetypes: Brutal Pugilist, Elemental Kin, Hateful Rager (Half-Orc), Invulnerable Rager, Savage Barbarian, Superstitious
Wild RagerUC
Features Replaced: Rage, Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Breaker, Drunken Brute, Elemental Kin, Hurler, Savage Barbarian, Superstitious, True Primitive
BardArchetypes that don't Combine with any others: Arcane DuelistAPG, Court BardAPG, Dervish DancerUC, SandmanAPG
Animal SpeakerUM
Features Replaced: Bardic Performance (Fascinate, Inspire Competence), Well-Versed, Lore Master
Valid Archetypes: Geisha, Songhealer
ArchaeologistUC
Features Replaced: Bardic Performance, Versatile Performance, Well-Versed
Valid Archetypes: Geisha
ArchivistAPG
Features Replaced: Bardic Performance (Inspire Courage, Suggestion, Mass Suggestion), Versatile Performance, Well Versed, Lore Master, Jack of All Trades
Valid Archetypes: Geisha
CelebrityUM
Features Replaced: Bardic Performance (Inspire Courage, Dirge of Doom), Lore Master
Valid Archetypes: Geisha, Savage Skald, Sea Singer, Songhealer, Sound Striker
DaredevilUC
Features Replaced: Bardic Knowledge, Bardic Performance (Inspire Courage), Versatile Performance, Well-Versed, Loremaster
Valid Archetypes: Savage Skald, Sound Striker
DemagogueUM
Features Replaced: Bardic Performance (Inspire Courage, Suggestion, Mass Suggestion), Lore Master
Valid Archetypes: Geisha, Songhealer
DetectiveAPG
Features Replaced: Bardic Knowledge, Bardic Performance (Inspire Courage, Inspire Greatness, Inspire Heroics), Versatile Performance, Well-Versed
Valid Archetypes: Prankster (Gnome), Savage Skald, Sound Striker
Dirge BardUM
Features Replaced: Versatile Performance, Well-Versed, Lore Master, Jack of All Trades
Valid Archetypes: Geisha, Sound Striker
GeishaUM
Features Replaced: Weapon and Armor Proficiencies, Bardic Knowledge
Valid Archetypes: Animal Speaker, Archaeologist, Archivist, Celebrity, Demagogue, Dirge Bard, Prankster (Gnome), Savage Skald, Songhealer, Sound Striker
MagicianAPG
Features Replaced: Bardic Knowledge, Bardic Performance (Countersong, Inspire Courage, Dirge of Doom, Frightening Tune), Versatile Performance, Well-Versed, Lore Master, Jack of All Trades
Valid Archetypes: Sound Striker
Prankster (Gnome)ARG
Features Replaced: Bardic Performance (Fascinate, Suggestion, Mass Suggestion), Lore Master
Valid Archetypes: Detective, Geisha, Songhealer
Savage SkaldAPG
Features Replaced: Bardic Performance (Fascinate, Suggestion, Mass Suggestion), Jack of All Trades
Valid Archetypes: Celebrity, Daredevil, Detective, Geisha, Songhealer, Street Performer
Sea SingerAPG
Features Replaced: Bardic Knowledge, Bardic Performance (Countersong, Inspire Competence, Suggestion, Mass Suggestion), Versatile Performance, Well-Versed
Valid Archetypes: Celebrity
SonghealerUM
Features Replaced: Bardic Performance (Frightening Tune, Deadly Performance), Versatile Performance
Valid Archetypes: Animal Speaker, Celebrity, Demagogue, Geisha, Prankster (Gnome), Savage Skald, Sound Striker, Street Performer
Sound StrikerUM
Features Replaced: Bardic Performance (Inspire Competence, Suggestion)
Valid Archetypes: Celebrity, Daredevil, Detective, Dirge Bard, Geisha, Magician, Songhealer, Street Performer
Street PerformerAPG
Features Replaced: Bardic Knowledge, Bardic Performance (Countersong, Inspire Courage, Inspire Competence, Inspire Greatness, Inspire Heroics), Lore Master
Valid Archetypes: Savage Skald, Songhealer
BloodragerBlood ConduitACG
Features Replaced: Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Bloodline Feats, Indomitable Will
Valid Archetypes: Crossblooded Rager, Enlightened Bloodrager, Greenrager, Primalist, Prowler at World’s End (Catfolk), Untouchable Rager, Urban Bloodrager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
BloodriderACG
Features Replaced: Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Bloodline Feat (9th)
Valid Archetypes: Crossblooded Rager, Enlightened Bloodrager, Primalist, Untouchable Rager, Urban Bloodrager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
Bloody-Knuckled RowdyMeTT
Features Replaced: Fast Movement, Uncanny Dodge, Spellcasting, Improved Uncanny Dodge, Damage Reduction
Valid Archetypes: Crossblooded Rager, Greenrager, Primalist, Prowler at World’s End (Catfolk)
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
Crossblooded RagerACG
Features Replaced: Bloodline
Valid Archetypes: Blood Conduit, Bloodrider, Blood-Knuckled Rowdy, Blue Shifted, Enlightened Bloodrager, Greenrager, Metamagic Rager, Primalist, Rageshaper, Spelleater, Steelblood, Symbol Striker, Untouchable Rager, Urban Bloodrager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
Enlightened BloodragerAG
Features Replaced: Bloodrage, Bloodline Power(1st, 4th), Bloodline Powers, Spellcasting, Bloodline Spells, Damage Reduction (7th, 13th, 19th)
Valid Archetypes: Blood Conduit, Bloodrider, Crossblooded Rager, Greenrager, Metamagic Rager, Rageshaper
Bloodline Mutations: Blood Havoc (Bloodline Feat Only), Blood Intensity, Blood Piercing (Bloodline Feat Only)
GreenragerACG
Features Replaced: Blood Sanctuary, Bloodline Feat (6th, 9th)
Valid Archetypes: Blood Conduit, Blood-Knuckled Rowdy, Crossblooded Rager, Enlightened Bloodrager, Metamagic Rager, Primalist, Spelleater, Steelblood, Untouchable Rager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
Id RagerOO
Features Replaced: Bloodline, Bloodline Powers, Spellcasting, Bloodline Feats, Bloodline Spells
Valid Archetypes: Metamagic Rager, Rageshaper, Spelleater, Steelblood, Urban Bloodrager
Bloodline Mutations: None
Metamagic RagerACG
Features Replaced: Improved Uncanny Dodge
Valid Archetypes: Crossblooded Rager, Enlightened Bloodrager, Greenrager, Id Rager, Primalist, Prowler at World’s End (Catfolk), Symbol Striker, Untouchable Rager, Urban Bloodrager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
PrimalistACG
Features Replaced: Bloodline Powers
Valid Archetypes: Blood Conduit, Bloodrider, Blood-Knuckled Rowdy, Crossblooded Rager, Greenrager, Metamagic Rager, Primalist, Rageshaper, Spelleater, Steelblood, Untouchable Rager, Urban Bloodrager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
Prowler at World’s End (Catfolk)BotB
Features Replaced: Bloodline, Bloodline Powers, Bloodline Feat (9th, 12th, 15th), Greater Bloodrage, Mighty Bloodrage
Valid Archetypes: Blood Conduit, Blood-Knuckled Rowdy, Metamagic Rager, Rageshaper, Spelleater, Steelblood, Urban Bloodrager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
RageshaperACG
Features Replaced: Blood Sanctuary, Improved Uncanny Dodge
Valid Archetypes: Crossblooded Rager, Enlightened Bloodrager, Id Rager, Primalist, Prowler at World’s End (Catfolk), Symbol Striker, Untouchable Rager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
SpelleaterACG
Features Replaced: Uncanny Dodge, Improved Uncanny Dodge, Damage Reduction
Valid Archetypes: Crossblooded Rager, Greenrager, Id Rager, Primalist, Prowler at World’s End (Catfolk), Symbol Striker, Untouchable Rager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
SteelbloodACG
Features Replaced: Armor Proficiency, Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Damage Reduction
Valid Archetypes: Crossblooded Rager, Greenrager, Id Rager, Primalist, Prowler at World’s End (Catfolk), Untouchable Rager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
Symbol StrikerHftF
Features Replaced: Class Skills, Fast Movement, Bloodline Feat (6th, 9th, 12th, 18th)
Valid Archetypes: Crossblooded Rager, Metamagic Rager, Rageshaper, Spelleater, Untouchable Rager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
Untouchable RagerACG
Features Replaced: Spellcasting, Bloodcasting, Eschew Materials, Bloodline Spells
Valid Archetypes: Blood Conduit, Bloodrider, Blue Shifted, Crossblooded Rager, Greenrager, Metamagic Rager, Primalist, Rageshaper, Spelleater, Steelblood, Symbol Striker, Urban Bloodrager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
Urban BloodragerHotS
Features Replaced: Class Skills, Armor Proficiency, Bloodrage, Blood Sanctuary, Damage Reduction
Valid Archetypes: Blood Conduit, Bloodrider, Crossblooded Rager, Id Rager, Metamagic Rager, Primalist, Prowler at World’s End (Catfolk), Untouchable Rager
Bloodline Mutations: Blood Havoc, Blood Intensity, Blood Piercing
BrawlerBattle DancerMAH
Features Replaced: Class Skills, Armor Proficiencies, Brawler’s Cunning, Brawler’s Flurry, AC Bonus, Knockout
Valid Archetypes: Feral Striker, Verdant Grappler
Constructed PugilistPotW
Features Replaced: Class Skills, Martial Flexibility, Bonus Combat Feats
Valid Archetypes: Exemplar, Shield Champion, Turfer, Strongside Boxer, Ulfen Beast-Wrestler, Venomfist, Verdant Grappler, Winding Path Renegade
ExemplarACG
Features Replaced: Unarmed Strike, Maneuver Training, AC Bonus, Brawler’s Strike, Close Weapon Mastery
Valid Archetypes: Constructed Pugilist, Feral Striker, Mutagenic Mauler
Feral StrikerUW
Features Replaced: Martial Flexibility
Valid Archetypes: Battle Dancer, Exemplar, Living Avalanche, Shield Champion, Steel-Breaker, Strangler, Strongside Boxer, Turfer, Ulfen Beast-Wrestler, Venomfist, Verdant Grappler, Wild Child, Winding Path Renegade
Living AvalancheUW
Features Replaced: Bonus Combat Feat(2nd, 5th), Maneuver Training, AC Bonus, Awesome Blow, Improved Awesome Blow
Valid Archetypes: Feral Striker, Venomfist
Mutagenic MaulerACG
Features Replaced: Martial Flexibility, AC Bonus
Valid Archetypes: Exemplar, Shield Champion, Snakebite Striker, Steel-Breaker, Turfer, Venomfist, Verdant Grappler, Wild Child
Shield ChampionACG
Features Replaced: Weapon and Armor Proficiencies, Maneuver Training, Brawler’s Strike
Valid Archetypes: Constructed Pugilist, Feral Striker, Mutagenic Mauler, Strangler, Venomfist, Winding Path Renegade
Snakebite StrikerACG
Features Replaced: Class Skills, Martial Flexibility, Maneuver Training
Valid Archetypes: Mutagenic Mauler, Venomfist, Winding Path Renegade
Steel-BreakerACG
Features Replaced: Class Skills, Maneuver Training, Brawler’s Strike
Valid Archetypes: Feral Striker, Mutagenic Mauler, Venomfist, Winding Path Renegade
StranglerACG
Features Replaced: Class Skills, Unarmed Strike, Brawler’s Flurry, AC Bonus, Knockout, Awesome Blow, Improved Awesome Blow
Valid Archetypes: Feral Striker, Shield Champion, Verdant Grappler
Strongside BoxerMAH
Features Replaced: Maneuver Training, AC Bonus, Close Weapon Mastery
Valid Archetypes: Constructed Pugilist, Feral Striker
TurferUW
Features Replaced: Maneuver Training, Knockout
Valid Archetypes: Constructed Pugilist, Feral Striker, Mutagenic Mauler, Winding Path Renegade
Ulfen Beast-WrestlerACO
Features Replaced: Maneuver Training, AC Bonus
Valid Archetypes: Constructed Pugilist, Feral Striker, Venomfist, Verdant Grappler
VenomfistUW
Features Replaced: Unarmed Strike, Knockout, Close Weapon Mastery
Valid Archetypes: Constructed Pugilist, Feral Striker, Living Avalanche, Mutagenic Mauler, Shield Champion, Snakebite Striker, Steel-Breaker, Ulfen Beast-Wrestler, Winding Path Renegade
Verdant GrapplerUW
Features Replaced: Bonus Combat Feat(2nd, 11th), Maneuver Training, Close Weapon Mastery
Valid Archetypes: Battle Dancer, Constructed Pugilist, Feral Striker, Mutagenic Mauler, Strangler, Ulfen Beast-Wrestler
Wild ChildACG
Features Replaced: Class Skills, Bonus Combat Feats, Maneuver Training, Close Weapon Mastery
Valid Archetypes: Feral Striker, Mutagenic Mauler
Winding Path RenegadeAG
Features Replaced: Bonus Combat Feat(2nd, 8th, 14th), AC Bonus
Valid Archetypes: Constructed Pugilist, Feral Striker, Shield Champion, Snakebite Striker, Steel-Breaker, Turfer, Venomfist
CavalierArchetypes that don't Combine with any others: SamuraiUC
Beast RiderUC
Features Replaced: Armor Proficiency, Mount, Expert Trainer
Valid Archetypes: Gendarme, Honor Guard, Luring Cavalier
EmissaryUC
Features Replaced: Armor Proficiency, Tactician, Banner, Greater Tactician, Greater Banner, Master Tactician
Valid Archetypes: Honor Guard, Luring Cavalier, Standard Bearer
GendarmeUC
Features Replaced: Tactician, Bonus Feats, Greater Tactician, Master Tactician, Supreme Charge
Valid Archetypes: Beast Rider, Honor Guard, Musketeer
Honor GuardUC
Features Replaced: Challenge, Cavalier's Charge, Mighty Charge, Demanding Challenge
Valid Archetypes: Beast Rider, Emissary, Gendarme, Musketeer, Strategist
Luring CavalierUC
Features Replaced: Challenge, Cavalier's Charge, Mighty Charge, Supreme Charge
Valid Archetypes: Beast Rider, Emissary, Musketeer, Strategist
MusketeerUC
Features Replaced: Weapon and Armor Proficiency, Mount, Expert Trainer
Valid Archetypes: Gendarme, Honor Guard, Luring Cavalier
Standard BearerUC
Features Replaced: Mount, Banner, Mighty Charge, Supreme Charge
Valid Archetypes: Emissary, Strategist
StrategistUC
Features Replaced: Tactician, Expert Trainer, Greater Banner, Bonus Feat (18th)
Valid Archetypes: Honor Guard, Luring Cavalier, Standard Bearer
ClericArchetypes that don't Combine with any others: Cloistered ClericUM, CrusaderUC, Demonic Apostle (Drow)ARG, Divine StrategistUC, Forgemaster (Dwarf)ARG
Archetypes that don't Combine with any others besides Scroll ScholarPSFG: EvangelistUC, Merciful HealerUC,SeparatistUM, TheologianUM, Undead LordUM
DruidArchetypes that don't Combine with any others: Animal Shaman [Ape, Bat, Bear, Boar, Dragon, Eagle, Lion, Saurian, Serpent, Shark, Wolf]APG, UM, UC, Blight DruidAPG, Cave DruidAPG, Feral Child (Human)ARG, Storm DruidUM, Urban DruidAPG
Environmental Druids (except Blight, Cave, Storm, Urban) Combines with: Pack LordUM, Treesinger (Elf)ARG (Except Aquatic)
Menhir SavantUM
Features Replaced: Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Venom Immunity, A Thousand Faces
Valid Archetypes: Pack Lord
MooncallerUM
Features Replaced: Woodland Stride, Resist Nature's Lure, Venom Immunity, A Thousand Faces
Valid Archetypes: Pack Lord, Treesinger (Elf)
Pack LordUM
Features Replaced: Nature Bond, Wild Shape Use (6th)
Valid Archetypes: Environment Druid except Blight, Cave, Storm & Urban, Menhir Savant, Mooncaller, Reincarnated Druid, World Walker
Reincarnated DruidUM
Features Replaced: Woodland Stride, Resist Nature's Lure, Wild Shape, Venom Immunity, Timeless Body
Valid Archetypes: Pack Lord, Treesinger (Elf)
Treesinger (Elf)ARG
Features Replaced: Nature Bond, Wild Empathy, Wild Shape
Valid Archetypes: Environment Druid except Aquatic, Blight, Cave, Storm & Urban, Mooncaller, Reincarnated Druid, World Walker
World WalkerUC
Features Replaced: Trackless Step, Resist Nature's Lure, Venom Immunity, Timeless Body
Valid Archetypes: Pack Lord, Treesinger (Elf)
FighterArchetypes that don't Combine with any others: ArcherAPG, Armor MasterUC, CadUC, Cavern Sniper (Drow)ARG, Free Hand FighterAPG, Lore WardenPSFG, Mobile FighterAPG, Phalanx SoldierAPG, Polearm FighterAPG, RoughriderAPG,Savage WariorAPG, TacticianUC, Tower Shield SpecialistUC, Two-Handed FighterAPG, Unarmed FighterUC, UnbreakableUC, Weapon MasterAPG
Archetypes that Combine with GladiatorUC: BrawlerUC, CrossbowmanAPG, DragoonUC, Foehammer (Dwarf)ARG, Shielded FighterAPG, ThunderstrikerUC, Two-Weapon WarriorAPG
GunslingerArchetypes that don't Combine with any others: Buccaneer (Human)ARG, Musket MasterUC, Mysterious StrangerUC
Experimental Gunsmith (Gnome)ARG
Features Replaced: Gunsmith, Gun Training
Valid Archetypes: Gun Tank
Gun TankUC
Features Replaced: Armor Proficiency, Deeds (Gunslinger's Dodge, Evasive), Nimble, Bonus Feats
Valid Archetypes: Experimental Gunsmith (Gnome), Pistolero
PistoleroUC
Features Replaced: Weapon Proficiency, Deeds (Deadeye, Startling Shot, Menacing Shot), Gunsmith, Gun Training
Valid Archetypes: Gun Tank
InquisitorExarch (Dwarf)ARG
Features Replaced: Spells, Monster Lore, Detect Alignment, Bane, Second Judgement, Greater Bane, Third Judgement
Valid Archetypes: Preacher, Sin Eater
ExorcistUM
Features Replaced: Second Judgement, Third Judgement, Slayer, True Judgement
Valid Archetypes: Heretic, Infiltrator, Kinslayer (Dhampir), Preacher, Sin Eater
HereticUM
Features Replaced: Monster Lore
Valid Archetypes: Exorcist, Kinslayer (Dhampir), Preacher, Sin Eater
IconoclastUC
Features Replaced: Monster Lore, Detect Alignment, Discern Lies, Exploit Weakness, True Judgement
Valid Archetypes: Preacher
InfiltratorUM
Features Replaced: Monster Lore, Stern Gaze, Track, Discern Lies
Valid Archetypes: Exorcist, Kinslayer (Dhampir), Preacher, Sin Eater
Kinslayer (Dhampir)ARG
Features Replaced: Judgement (Destruction), Detect Alignment
Valid Archetypes: Exorcist, Heretic, Infiltrator, Preacher, Sin Eater, Spellbreaker
PreacherUM
Features Replaced: Solo Tactics
Valid Archetypes: Exarch (Dwarf), Exorcist, Heretic, Iconoclast, Infiltrator, Sin Eater, Witch Hunter
Sin EaterUM
Features Replaced: Domain, Teamwork Feat (6th), Exploit Weakness
Valid Archetypes: Exarch (Dwarf), Exorcist, Heretic, Infiltrator, Kinslayer (Dhampir), Preacher
SpellbreakerUC
Features Replaced: Monster Lore, Solo Tactics, Teamwork Feats, True Judgement
Valid Archetypes: Kinslayer (Dhampir)
Witch HunterUC
Features Replaced: Monster Lore, Detect Alignment, Track, Discern Lies, Exploit Weakness, True Judgement
Valid Archetypes: Preacher

Cieyrin
2012-01-18, 08:38 PM
InvestigatorArchetypes that don't Combine with any others: CipherUI, Cult HunterHA, GravediggerHA, ProfilerHA, ScavengerBotB, SpiritualistACG
CartographerUW
Features Replaced: Poison Lore, Poison Resistance, Keen Recollection, Swift Alchemy
Valid Archetypes: Conspirator, Forensic Physician, Natural Philosopher
ConspiratorUI
Features Replaced: Inspiration, Trapfinding, Investigator Talent (7th), Trap Sense
Valid Archetypes: Cartographer, Cryptid Scholar, Empiricist, Psychic Detective, Sleuth, Steel Hound
Cryptid ScholarMaTT
Features Replaced: Poison Lore, Poison Resistance, Studied Combat, Studied Strike
Valid Archetypes: Conspirator, Forensic Physician, Majordomo, Mastermind, Natural Philosopher, Sleuth, Star Watcher
Dread InvestigatorC&C
Features Replaced: Inspiration, Poison Lore, Poison Resistance, Investigator Talent (7th, 13th, 19th), Investigator Talents, Studied Combat, Studied Strike, Poison Immunity
Valid Archetypes: Sleuth, Star Watcher
EmpiricistACG
Features Replaced: Poison Lore, Poison Resistance, Swift Alchemy, True Inspiration
Valid Archetypes: Conspirator, Forensic Physician, Natural Philosopher
Forensic PhysicianUI
Features Replaced: Inspiration, Trapfinding, Investigator Talent (3rd, 5th), Trap Sense
Valid Archetypes: Cartographer, Cryptid Scholar, Empiricist, Sleuth, Steel Hound
HallucinistUI
Features Replaced: Trapfinding, Poison Lore, Poison Resistance, Investigator Talent (3rd, 5th, 7th, 9th, 11th, 15th), Keen Recollection, Trap Sense, Studied Combat, Poison Immunity
Valid Archetypes: Sleuth
InfiltratorACG
Features Replaced: Trapfinding, Poison Lore, Poison Resistance
Valid Archetypes: Sleuth
LamplighterHotS
Features Replaced: Class Skills, Poison Lore, Poison Resistance, Keen Recollection, Trap Sense, Poison Immunity
Valid Archetypes: Sleuth
Lepidstadt InspectorACO
Features Replaced: Trapfinding, Poison Resistance, Investigator Talent (3rd, 5th), Trap Sense, Swift Alchemy, Poison Immunity
Valid Archetypes: Questioner
MajordomoUI
Features Replaced: Alchemy, Trapfinding, Investigator Talents, Trap Sense, Swift Alchemy
Valid Archetypes: Cryptid Scholar
MastermindACG
Features Replaced: Inspiration, Trapfinding, Investigator Talent (9th), Trap Sense, Swift Alchemy
Valid Archetypes: Cryptid Scholar
Natural PhilosopherUW
Features Replaced: Class Skills, Weapon and Armor Proficiencies, Alchemy, Inspiration, Trapfinding, Investigator Talent (3rd), Trap Sense
Valid Archetypes: Cartographer, Cryptid Scholar, Empiricist
Psychic DetectiveOA
Features Replaced: Class Skills, Alchemy, Poison Lore, Poison Resistance, Investigator Talent (3rd), Investigator Talents, Swift Alchemy, Poison Immunity
Valid Archetypes: Conspirator
QuestionerMaTT
Features Replaced: Alchemy, Inspiration, Poison Lore
Valid Archetypes: Lepidstadt Inspector, Skeptic
SkepticHHH
Features Replaced: Trapfinding, Poison Resistance, Investigator Talent (7th), Swift Alchemy
Valid Archetypes: Questioner
SleuthACG
Features Replaced: Alchemy, Swift Alchemy
Valid Archetypes: Conspirator, Cryptid Scholar, Dread Investigator, Forensic Physician, Hallucinist, Infiltrator, Lamplighter
Star WatcherUW
Features Replaced: Weapon Proficiencies, Alchemy, Trapfinding, Trap Sense, Swift Alchemy
Valid Archetypes: Cryptid Scholar, Dread Investigator
Steel HoundACG
Features Replaced: Weapon/Armor Proficiencies, Poison Lore, Investigator Talents, Swift Alchemy
Valid Archetypes: Conspirator, Forensic Physician
MagusArchetypes that Combine with any other: BladeboundUM
HexcrafterUM
Features Replaced: Spells, Spell Recall
Valid Archetypes: Spellblade, Spell Dancer (Elf), Staff Magus
KensaiUC
Features Replaced: Armor and Weapon Proficiency, Spellcasting, Magus Arcana (9th), Spell Recall, Knowledge Pool, Medium Armor, Improved Spell Recall, Heavy Armor, Greater Spell Access, True Magus
Valid Archetypes: Spellblade
MyrmidarchUC
Features Replaced: Spellcasting, Magus Arcana (6th, 12th, 18th), Spell Recall, Knowledge Pool, Improved Spell Combat, Improved Spell Recall, Greater Spell Combat, True Magus
Valid Archetypes: Spellblade, Spell Dancer (Elf), Staff Magus
SkirnirUC
Features Replaced: Spellcasting, Arcane Pool, Spell Combat, Spellstrike, Spell Recall, Knowledge Pool, Improved Spell Combat, Greater Spell Combat, Counterstrike, Greater Spell Access
Valid Archetypes: Staff Magus
Soul ForgerUC
Features Replaced: Spellcasting, Spell Combat, Spellstrike, Spell Recall, Knowledge Pool, Improved Spell Recall, Counterstrike, Greater Spell Access
Valid Archetypes: Spell Dancer (Elf), Staff Magus
Spell Dancer (Elf)ARG
Features Replaced: Skills, Arcane Pool, Bonus Feat (5th), Medium Armor, Heavy Armor
Valid Archetypes: Bladebound, Hexcrafter, Myrmidarch, Soul Forger, Spellblade
SpellbladeUM
Features Replaced: Spellstrike
Valid Archetypes: Hexcrafter, Kensai, Myrmidarch, Spell Dancer (Elf), Staff Magus
Staff MagusUM
Features Replaced: Weapon Proficiency, Medium Armor, Heavy Armor, Fighter Training
Valid Archetypes: Hexcrafter, Myrmidarch, Skirnir, Soul Forger, Spellblade
MediumNo Medium archetypes stack with each other.
MonkArchetypes that Combine with any other: Qinggong MonkUM (Can take Vows)
Archetypes that don't Combine with any others besides Qinggong Monk: SoheiUC (Can take Vows), Zen ArcherAPG (CAN NOT take Vows)
Drunken MasterAPG
Features Replaced: Still Mind, Purity of Body, Diamond Body, Diamond Soul, Empty Body
Valid Archetypes: Master of Many Styles, Monk of the Four Winds, Monk of the Lotus, Monk of the Sacred Mountain, Sensei, Underfoot Adept (Halfling), Weapon Adept
Monk Vows/Monastic Legacy?: No
Flowing MonkUC
Features Replaced: Bonus Feats, Stunning Fist, Bonus Feat (2nd), Fast Movement, Purity of Body, Diamond Body, Quivering Palm
Valid Archetypes: Monk of the Sacred Mountain, Wanderer (Human)
Monk Vows/Monastic Legacy?: Yes
Hungry Ghost MonkAPG
Features Replaced: Stunning Fist, Purity of Body, Wholeness of Body, Diamond Body, Diamond Soul
Valid Archetypes: Master of Many Styles, Monk of the Sacred Mountain, Sensei
Monk Vows/Monastic Legacy?: Yes
Ki MysticAPG
Features Replaced: Still Mind, Purity of Body, Diamond Body, Diamond Soul, Empty Body
Valid Archetypes: Master of Many Styles, Monk of the Four Winds, Monk of the Lotus, Monk of the Sacred Mountain, Sensei, Underfoot Adept (Halfling), Weapon Adept
Monk Vows/Monastic Legacy?: No
Maneuver MasterAPG
Features Replaced: Bonus Feats, Flurry of Blows, Still Mind, Slow Fall, Purity of Body, Diamond Body, Quivering Palm
Valid Archetypes: Monk of the Four Winds, Underfoot Adept (Halfling), Weapon Adept
Monk Vows/Monastic Legacy?: No
Martial ArtistUC
Features Replaced: Still Mind, Slow Fall, Ki Pool, Purity of Body, Wholeness of Body, Diamond Body, Abundant Step, Diamond Soul, Quivering Palm, Timeless Body, Tongue of the Sun and Moon, Empty Body, Perfect Self
Valid Archetypes: Sensei, Underfoot Adept (Halfling)
Monk Vows/Monastic Legacy?: No
Master of Many StylesUC
Features Replaced: Bonus Feats, Flurry of Blows, Perfect Self
Valid Archetypes: Drunken Master, Hungry Ghost Monk, Ki Mystic, Monk of the Lotus, Monk of the Sacred Mountain, Nimble Guardian (Catfolk), Underfoot Adept (Halfling), Wanderer (Human)
Monk Vows/Monastic Legacy?: Yes
Monk of the Empty HandAPG
Features Replaced: Weapon Proficiency, Bonus Feats, Flurry of Blows, Still Mind, Ki Pool, Purity of Body, Diamond Body
Valid Archetypes: Monk of the Four Winds, Monk of the Lotus, Monk of the Sacred Mountain, Underfoot Adept (Halfling), Weapon Adept
Monk Vows/Monastic Legacy?: Yes
Monk of the Four WindsAPG
Features Replaced: Stunning Fist, Abundant Step, Timeless Body, Perfect Self
Valid Archetypes: Drunken Master, Ki Mystic, Maneuver Master, Monk of the Empty Hand, Monk of the Sacred Mountain, Nimble Guardian (Catfolk), Sensei
Monk Vows/Monastic Legacy?: Yes
Monk of the Healing HandAPG
Features Replaced: Wholeness of Body, Diamond Body, Quivering Palm, Perfect Self
Valid Archetypes: Monk of the Sacred Mountain, Sensei, Tetori, Underfoot Adept (Halfling)
Monk Vows/Monastic Legacy?: Yes
Monk of the LotusAPG
Features Replaced: Stunning Fist, Abundant Step, Quivering Palm, Tongue of the Sun and Moon
Valid Archetypes: Drunken Master, Ki Mystic, Master of Many Styles, Monk of the Empty Hand, Nimble Guardian (Catfolk), Sensei
Monk Vows/Monastic Legacy?: Yes
Monk of the Sacred MountainAPG
Features Replaced: Evasion, Slow Fall, High Jump, Improved Evasion, Tongue of the Sun and Moon
Valid Archetypes: Drunken Master, Flowing Monk, Hungry Ghost Monk, Ki Mystic, Master of Many Styles, Monk of the Empty Hand, Monk of the Four Winds, Monk of the Healing Hand
Monk Vows/Monastic Legacy?: No
Nimble Guardian (Catfolk)ARG
Features Replaced: Evasion, Still Mind, Purity of Body, Wholeness of Body, Improved Evasion
Valid Archetypes: Master of Many Styles, Monk of the Four Winds, Monk of the Lotus
Monk Vows/Monastic Legacy?: No
SenseiUC
Features Replaced: Class Skills, Flurry of Blows, Bonus Feat (2nd, 6th, 12th, 18th), Evasion, Fast Movement, Improved Evasion
Valid Archetypes: Drunken Master, Hungry Ghost Monk, Ki Mystic, Martial Artist, Monk of the Four Winds, Monk of the Healing Hand, Monk of the Lotus
Monk Vows/Monastic Legacy?: Yes
TetoriUC
Features Replaced: Bonus Feats (All), Flurry of Blows, Slow Fall, High Jump, Improved Evasion, Abundant Step, Diamond Soul, Timeless Body, Tongue of the Sun and Moon, Empty Body
Valid Archetypes: Monk of the Healing Hand
Monk Vows/Monastic Legacy?: Yes
Underfoot Adept (Halfling)ARG
Features Replaced: Bonus Feat (1st), Stunning Fist, High Jump
Valid Archetypes: Drunken Master, Ki Mystic, Maneuver Master, Martial Artist, Master of Many Styles, Monk of the Empty Hand, Monk of the Healing Hand
Monk Vows/Monastic Legacy?: Yes
Wanderer (Human)ARG:
Features Replaced: Class Skills, Bonus Feat (1st), Still Mind, Slow Fall, High Jump, Wholeness of Body, Abundant Step, Diamond Soul
Valid Archetypes: Flowing Monk, Master of Many Styles, Weapon Adept
Monk Vows/Monastic Legacy?: No
Weapon AdeptAPG
Features Replaced: Stunning Fist, Evasion, Improved Evasion, Timeless Body, Perfect Self
Valid Archetypes: Drunken Master, Ki Mystic, Maneuver Master, Monk of the Empty Hand, Wanderer (Human)
Monk Vows/Monastic Legacy?: Yes
OccultistArchetypes that don't Combine with any others: Ancestral AspirantUI, Battle HostOA, CuratorAG, Extemporaneous ChannelerMAH, GeomancerUW, Haunt CollectorHA, Sha’irOA, SilkswornHotHC, Tome EaterOA
NaturalistUW
Features Replaced: Class Skills, Mental Focus, Magic Circles, Outside Contact, Binding Circles, Fast Circles
Valid Archetypes: Talisman Crafter
NecroccultistOA
Features Replaced: Implements, Implements (14th), Object Reading, Aura Sight, Outside Contact, Implement Mastery
Valid Archetypes: Reliquarian
Occult HistorianUW
Features Replaced: Object Reading, Focus Power (3rd), Aura Sight, Outside Contact (12th, 16th, 20th)
Valid Archetypes: Reliquarian, Secret Broker
Panopoly SavantPA
Features Replaced: Implements, Shift Focus, Magic Circles, Outside Contact, Binding Circles, Fast Circles
Valid Archetypes: Reliquarian
ReliquarianOO
Features Replaced: Spellcasting, Focus Power (1st), Implements, Implements (1st), Knacks, Mental Focus
Valid Archetypes: Necroccultist, Occult Historian, Panopoly Savant
Secret BrokerUI
Features Replaced: Class Skills, Implements, Magic Item Skill, Shift Focus, Magic Circles, Binding Circles, Fast Circles, Implement Mastery
Valid Archetypes: Occult Historian
Talisman CrafterHA
Features Replaced: Focus Power (5th, 17th), Implements, Magic Item Skill, Object Reading, Shift Focus, Aura Sight
Valid Archetypes: Naturalist
OracleArchetypes that don't Combine with any others: Ancient Lorekeeper (Elf)ARG, Community Guardian (Halfling)ARG, Enlightened PhilosopherUM, Planar OracleUM, Purifier (Aasimar)ARG, SeerUM, StargazerUM
Dual-Cursed OracleUM
Features Replaced: Oracle's Curse, Mystery Spell (2nd, 4th, 6th)
Valid Archetypes: Seeker
Possessed OracleUM
Features Replaced: Oracle's Curse, Revelation (1st), Mystery Spell (2nd, 4th, 6th, 8th, 10th, 12th, 16th)
Valid Archetypes: Seeker
SeekerPSFG
Features Replaced: Mystery Skills, Revelation (3rd, 15th)
Valid Archetypes: Dual-Cursed Oracle, Possessed Oracle
PaladinArchetypes that don't Combine with any others: Divine HunterUC, Stonelord (Dwarf)ARG (No Oaths, either)
Divine DefenderAPG
Features Replaced: Mercy, Divine Bond
Valid Archetypes: Hospitaler, Redeemer (Half-Orc), Undead Scourge, Warrior of the Holy Light
Valid Oaths: Chastity, Corruption, Loyalty, Savagery, Vengeance
Empyreal KnightUC
Features Replaced: Divine Grace, Lay on Hands, Mercy, Channel Positive Energy, Divine Bond, Holy Champion
Valid Archetypes: Redeemer (Half-Orc), Undead Scourge, Warrior of the Holy Light
Valid Oaths: Loyalty
Holy GunUC
Features Replaced: Weapon and Armor Proficiency, Detect Evil, Smite Evil, Divine Bond, Aura of Justice, Holy Champion
Valid Archetypes: Warrior of the Holy Light
Valid Oaths: Chastity, Fiends
Holy TacticianUC
Features Replaced: Smite Evil, Aura of Courage, Divine Health, Divine Bond, Aura of Resolve, Aura of Justice, Holy Champion
Valid Archetypes: Warrior of the Holy Light
Valid Oaths: None
HospitalerAPG
Features Replaced: Smite Evil, Channel Positive Energy, Aura of Justice
Valid Archetypes: Divine Defender, Warrior of the Holy Light
Valid Oaths: Charity, Chastity, Fiends
Oathbound PaladinUM
Oath against Corruption
Features Replaced: Aura of Courage, Aura of Justice, Holy Champion
Valid Oaths: Charity, Chastity, Fiends, Loyalty
Oath against Fiends
Features Replaced: Mercy (9th), Aura of Resolve
Valid Oaths: Charity, Corruption, Savagery, Vengeance, Wyrm
Oath against Savagery
Features Replaced: Divine Grace, Aura of Justice
Valid Oaths: Charity, Fiends, Loyalty, Wyrm
Oath against Undeath
Features Replaced: Detect Evil, Mercy (3rd, 9th), Aura of Resolve, Aura of Justice
Valid Oaths: Charity, Wyrm
Oath against the Wyrm
Features Replaced: Channel Positive Energy, Divine Bond, Holy Champion
Valid Oaths: Chastity, Fiends, Loyalty, Savagery, Undeath
Oath of Charity
Features Replaced: Lay on Hands, Divine Bond
Valid Oaths: Chastity, Corruption, Fiends, Loyalty, Savagery, Undeath, Vengeance
Oath of Chastity
Features Replaced: Divine Grace, Aura of Resolve
Valid Oaths: Charity, Corruption, Vengeance, Wyrm
Oath of Loyalty
Features Replaced: Smite Evil, Aura of Resolve
Valid Oaths: Charity, Corruption, Savagery, Undeath, Vengeance, Wyrm
Oath of Vengeance
Features Replaced: Channel Positive Energy, Aura of Justice
Valid Oaths: Charity, Chastity, Fiends, LoyaltyRedeemer (Half-Orc)ARG
Features Replaced: Detect Evil, Smite Evil, Aura of Resolve, Aura of Justice
Valid Archetypes: Divine Defender, Empyreal Knight, Warrior of the Holy Light
Valid Oaths: Charity, Wyrm
Sacred ServantAPG
Features Replaced: Smite Evil, Spells, Divine Bond, Aura of Resolve
Valid Archetypes: None
Valid Oaths: Corruption, Savagery, Vengeance
Sacred ShieldUC
Features Replaced: Smite Evil, Channel Positive Energy, Divine Bond, Aura of Justice, Holy Champion
Valid Archetypes: Warrior of the Holy Light
Valid Oaths: Chastity, Fiends
Shining KnightAPG
Features Replaced: Divine Health, Divine Bond, Aura of Justice
Valid Archetypes: Warrior of the Holy Light
Valid Oaths: Chastity, Fiends, Loyalty
Tranquil Guardian (Aasimar)ARG
Features Replaced: Smite Evil, Aura of Courage, Divine Bond, Aura of Resolve, Aura of Justice, Holy Champion
Valid Archetypes: Warrior of the Holy Light
Valid Oaths: None
Undead ScourgeAPG
Features Replaced: Smite Evil, Aura of Resolve, Aura of Justice
Valid Archetypes: Divine Defender, Empyreal Knight, Warrior of the Holy Light
Valid Oaths: Charity, Wyrm
Warrior of the Holy LightAPG
Features Replaced: Spells, Aura of Faith
Valid Archetypes: Divine Defender, Empyreal Knight, Holy Gun, Holy Tactician, Hospitaler, Redeemer (Half-Orc), Sacred Shield, Shining Knight, Tranquil Guardian (Aasimar), Undead Scourge
Valid Oaths: All
RangerArchetypes that Combine with any others (except each other and Nirmathi Irregular): SkirmisherAPG, TrapperUM
Archetypes that Combine only with SkirmisherAPG and TrapperUM: Wild Shadow (Half-Elf)ARG
Battle ScoutUC
Features Replaced: Favored Enemy (2nd, 3rd, 4th), Hunter's Bond, Master Hunter
Valid Archetypes: Deep Walker, Infiltrator, Urban Ranger
Beast MasterAPG
Features Replaced: Class Skills, Combat Style (6th), Hunter's Bond, Camouflage
Valid Archetypes: Infiltrator, Nirmathi Irregular
Deep WalkerUC
Features Replaced: Favored Terrain, Woodland Stride, Camouflage, Hide in Plain Sight
Valid Archetypes: Battle Scout, Falconer, Guide, Trophy Hunter, Warden, Wild Stalker
FalconerUC
Features Replaced: Wild Empathy, Combat Style (6th), Hunter's Bond
Valid Archetypes: Deep Walker, Infiltrator, Shapeshifter, Urban Ranger
GuideAPG
Features Replaced: Favored Enemy, Hunter's Bond, Evasion, Quarry, Improved Evasion, Improved Quarry
Valid Archetypes: Deep Walker, Infiltrator, Shapeshifter, Urban Ranger
Horse LordAPG
Features Replaced: Combat Style, Hunter's Bond, Camouflage, Hide in Plain Sight
Valid Archetypes: Infiltrator, Nirmathi Irregular
InfiltratorAPG
Features Replaced: Favored Terrain
Valid Archetypes: Battle Scout, Beast Master, Falconer, Guide, Horse Lord, Spirit Ranger, Trophy Hunter, Warden, Wild Stalker
Nirmathi IrregularISM
Features Replaced: Armor Proficiency, Favored Enemy, Wild Empathy, Favored Terrain, Spells
Valid Archetypes: Beast Master, Horse Lord, Spirit Ranger
ShapeshifterAPG
Features Replaced: Combat Style, Favored Terrain, Camouflage, Master Hunter
Valid Archetypes: Falconer, Guide
Spirit RangerAPG
Features Replaced: Hunter's Bond, Camouflage
Valid Archetypes: Infiltrator, Nirmathi Irregular
Trophy HunterUC
Features Replaced: Wild Empathy, Combat Style, Hunter's Bond
Valid Archetypes: Deep Walker, Infiltrator, Urban Ranger
Urban RangerAPG
Features Replaced: Class Skills, Favored Terrain, Endurance, Woodland Stride, Camouflage, Hide in Plain Sight
Valid Archetypes: Battle Scout, Falconer, Guide, Trophy Hunter, Warden, Wild Stalker
WardenUC
Features Replaced: Favored Enemy, Combat Style, Hunter's Bond
Valid Archetypes: Deep Walker, Infiltrator, Urban Ranger
Wild StalkerUC
Features Replaced: Favored Enemy, Combat Style Feat, Hunter's Bond
Valid Archetypes: Deep Walker, Infiltrator, Urban Ranger
RogueAcrobatAPG
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
BanditUC
Features Replaced: Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Acrobat, Chameleon, Charlatan, Cutpurse, Driver, Investigator, Knife Master, Pirate, Poisoner, Rake, Roof Runner, Skulking Slayer (Half-Orc), Sniper, Spy, Survivalist, Swashbuckler, Thug
BurglarAPG
Features Replaced: Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Acrobat, Chameleon, Charlatan, Cutpurse, Driver, Investigator, Knife Master, Pirate, Poisoner, Rake, Roof Runner, Skulking Slayer (Half-Orc), Skulking Slayer (Half-Orc), Sniper, Spy, Survivalist, Swashbuckler, Thug
Cat Burglar (Catfolk)ARG
Features Replaced: Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Acrobat, Chameleon, Charlatan, Cutpurse, Driver, Investigator, Knife Master, Pirate, Poisoner, Rake, Roof Runner, Sniper, Spy, Survivalist, Swashbuckler, Thug
ChameleonUC
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
CharlatanUC
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
CutpurseAPG
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
DriverUC
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
Filcher (Halfling)ARG
Features Replaced: Evasion, Trap Sense, Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Investigator
InvestigatorAPG
Features Replaced: Trapfinding
Valid Archetypes: Bandit, Burglar, Filcher (Halfling), Sanctified Rogue, Scroll Scoundrel, Scout, Trapsmith
Knife MasterUC
Features Replaced: Sneak Attack, Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
NinjaUCValid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
PirateUC
Features Replaced: Trapfinding, Rogue Talent (2nd), Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
PoisonerAPG
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
RakeAPG
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
Roof RunnerUC
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
Sanctified RogueUC
Features Replaced: Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Acrobat, Chameleon, Charlatan, Cutpurse, Driver, Investigator, Knife Master, Pirate, Poisoner, Rake, Roof Runner, Skulking Slayer (Half-Orc), Sniper, Spy, Survivalist, Swashbuckler, Thug
ScoutAPG
Features Replaced: Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Acrobat, Chameleon, Charlatan, Cutpurse, Driver, Investigator, Knife Master, Pirate, Poisoner, Rake, Roof Runner, Skulking Slayer (Half-Orc), Sniper, Spy, Survivalist, Swashbuckler, Thug
Scroll ScoundrelPSFG
Features Replaced: Rogue Talent (2nd, 10th), Trap Sense, Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Investigator
Skulking Slayer (Half-Orc)ARG
Features Replaced: Class Skills, Weapon Proficiency, Trapfinding, Trap Sense (+1, +2, +3, +4)
Valid Archetypes: Bandit, Burglar, Sanctified Rogue, Scout, Trapsmith
SniperAPG
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
SpyAPG
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
SurvivalistUC
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
SwashbucklerAPG
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
ThugAPG
Features Replaced: Trapfinding, Trap Sense
Valid Archetypes: Bandit, Burglar, Cat Burglar (Catfolk), Sanctified Rogue, Scout, Trapsmith
TrapsmithAPG
Features Replaced: Uncanny Dodge, Improved Uncanny Dodge
Valid Archetypes: Acrobat, Chameleon, Charlatan, Cutpurse, Driver, Investigator, Knife Master, Pirate, Poisoner, Rake, Roof Runner, Skulking Slayer (Half-Orc), Skulking Slayer (Half-Orc), Sniper, Spy, Survivalist, Swashbuckler, Thug
SlayerArchetypes that don't Combine with any others: Toxic SniperPotW
Ankou’s ShadowLotFW
Features Replaced: Studied Target, Stalker, Quarry, Improved Quarry
Valid Archetypes: Bounty Hunter, Cutthroat, Deliverer, Sniper
AvalancherUW
Features Replaced: Studied Target, Track, Stalker, Swift Tracker, Quarry, Improved Quarry, Master Slayer
Valid Archetypes: Bounty Hunter, Deliverer
Bloody JakeHA
Features Replaced: Armor Proficiency, Studied Target (1st), Studied Target, Slayer Talent (4th, 6th, 8th, 12th, 16th), Swift Tracker, Slayer’s Advance
Valid Archetypes: Grave Warden, Sniper, Spiritslayer
Bounty HunterACG
Features Replaced: Weapon and Armor Proficiencies, Slayer Talent (2nd, 6th, 10th)
Valid Archetypes: Ankou’s Shadow, Avalancher, Butterfly Blade, Cleaner, Dune Rider, Woodland Sniper
Butterfly BladeHotHC
Features Replaced: Studied Target, Track, Slayer Talents, Sneak Attack, Stalker, Swift Tracker, Quarry, Improved Quarry
Valid Archetypes: Bounty Hunter, Deliverer
CleanerACG
Features Replaced: Track, Slayer Talent (4th), Stalker
Valid Archetypes: Bounty Hunter, Deliverer, Family Hunter
CutthroatACG
Features Replaced: Class Skills, Track, Slayer Talent (2nd, 6th)
Valid Archetypes: Ankou’s Shadow, Stygian Slayer, Vanguard
DelivererACG
Features Replaced: Weapon Proficiency, Slayer Talent (2nd, 6th, 10th)
Valid Archetypes: Ankou’s Shadow, Avalancher, Butterfly Blade, Cleaner, Dune Rider, Velvet Blade, Woodland Sniper
Dune RiderUW
Features Replaced: Track, Slayer Talent (4th, 8th), Stalker, Swift Tracker, Master Slayer
Valid Archetypes: Bounty Hunter, Deliverer, Family Hunter
Family HunterHA
Features Replaced: Studied Target, Slayer Talent (2nd, 6th), Sneak Attack
Valid Archetypes: Cleaner, Dune Rider, Stygian Slayer
Grave WardenACG
Features Replaced: Slayer Talent (2nd, 10th), Stalker
Valid Archetypes: Bloody Jake, Guerilla
GuerillaUW
Features Replaced: Track, Slayer Talent (6th), Swift Tracker, Quarry, Improved Quarry
Valid Archetypes: Grave Warden, Spiritslayer, Stygian Slayer, Witch Killer
PurebladeACO
Features Replaced: Track, Slayer Talent (2nd, 8th), Stalker, Master Slayer
Valid Archetypes: Sczarni Executioner, Witch Killer
Sczarni ExecutionerACO
Features Replaced: Class Skills, Studied Target, Slayer Talent (4th, 10th), Swift Tracker, Quarry, Improved Quarry
Valid Archetypes: Pureblade, Sniper, Spiritslayer
SniperACG
Features Replaced: Track, Slayer Talent (2nd)
Valid Archetypes: Ankou’s Shadow, Sczarni Executioner, Stygian Slayer, Witch Killer
SpiritslayerHHH
Features Replaced: Slayer Talent (2nd), Slayer Talents, Stalker
Valid Archetypes: Bloody Jake, Guerilla, Sczarni Executioner
Stygian SlayerACG
Features Replaced: Armor Proficiency, Slayer Talent (4th, 10th), Stalker
Valid Archetypes: Cutthroat, Family Hunter, Guerilla, Sniper
VanguardACG
Features Replaced: Track, Slayer Talent (2nd, 4th), Stalker
Valid Archetypes: Cutthroat
Velvet BladeUI
Features Replaced: Class Skills, Armor Proficiency, Studied Target, Track, Stalker, Swift Tracker
Valid Archetypes: Deliverer
Witch KillerHA
Features Replaced: Class Skills, Studied Target, Slayer Talent (4th, 10th), Slayer Talents
Valid Archetypes: Guerilla, Pureblade, Sniper, Woodland Sniper
Woodland SniperUW
Features Replaced: Track, Sneak Attack, Stalker, Swift Tracker, Slayer’s Advance
Valid Archetypes: Bounty Hunter, Deliverer, Witch Killer
SorcererCrossbloodedUM, SeekerPSFG and WildbloodedUM all stack and can be all be taken at the same time, if a Sorcerer wishes to.
SummonerBlood God Disciple (Half-Orc)ARG
Features Replaced: Summon Monster
Valid Archetypes: Broodmaster, Evolutionist, Synthesist
BroodmasterUM
Features Replaced: Eidolon
Valid Archetypes: Blood God Disciple (Half-Orc), Evolutionist
EvolutionistUM
Features Replaced: Maker's Call, Transposition, Greater Shield Ally
Valid Archetypes: Blood God Disciple (Half-Orc), Broodmaster, Master Summoner, Wild Caller (Half-Elf)
Master SummonerUM
Features Replaced: Eidolon, Summon Monster, Bond Senses, Shield Ally
Valid Archetypes: Evolutionist
SynthesistUM:
Features Replaced: Eidolon, Life Link, Bond Senses, Shield Ally, Maker's Call, Transposition, Greater Shield Ally, Merge Forms
Valid Archetypes: Blood God Disciple (Half-Orc)
Wild Caller (Half-Elf)ARG
Features Replaced: Spells, Eidolon, Summon Monster
Valid Archetypes: Evolutionist
SwashbucklerArchetypes that don't Combine with any others: Flying BladeACG, Guiding BladeUI
Arrow ChampionUW
Features Replaced: Deeds (Opportune Parry and Riposte, Precise Strike, Swashbuckler’s Initiative, Superior Feint), Panache, Swashbuckler Weapon Training, Swashbuckler Weapon Mastery
Valid Archetypes: Dashing Thief, Musketeer, Rondolero Swashbuckler, Wildstrider
CourserBotB
Features Replaced: Deeds (Opportune Parry and Riposte, Menacing Swordplay, Superior Feint, Bleeding Wound), Nimble, Bonus Feat (4th)
Valid Archetypes: Musketeer, Wildstrider
Daring InfiltratorACG
Features Replaced: Class Skills, Deeds (Menacing Swordplay, Swashbuckler Initiative, Bleeding Wound), Charmed Life, Bonus Feats
Valid Archetypes: Musketeer, Shackles Corsair
Dashing ThiefAG
Features Replaced: Class Skills, Deeds (Derring-Do, Menacing Swordplay, Dizzying Defense, Swashbuckler’s Edge), Panache, Bonus Feats
Valid Archetypes: Arrow Champion, Musketeer, Noble Fencer, Shackles Corsair
Inspired BladeACG
Features Replaced: Deeds (Bleeding Wound), Panache, Swashbuckler Finesse, Swashbuckler Weapon Training, Swashbuckler Weapon Mastery
Valid Archetypes: Noble Fencer, Shackles Corsair, Veiled Blade
MouserACG
Features Replaced: Deeds (Opportune Parry and Riposte, Menacing Swordplay, Targeted Strike, Bleeding Wound)
Valid Archetypes: Musketeer, Mysterious Avenger, Noble Fencer, Wildstrider
MusketeerACG
Features Replaced: Weapon Proficiencies, Deeds (Dodging Panache), Swashbuckler Finesse
Valid Archetypes: Arrow Champion, Courser, Daring Infiltrator, Dashing Thief, Mouser, Musketeer, Rondolero Swashbuckler, Rostland Bravo, Shackles Corsair, Veiled Blade, Whirling Dervish
Mysterious AvengerACG
Features Replaced: Class Skills, Weapon and Armor Proficiencies, Swashbuckler Finesse, Nimble, Bonus Feat (4th), Swashbuckler Weapon Training
Valid Archetypes: Mouser, Noble Fencer, Rondolero Swashbuckler
Noble FencerUI
Features Replaced: Deeds (Dodging Panache, Superior Feint, Subtle Blade), Charmed Life
Valid Archetypes: Dashing Thief, Inspired Blade, Mouser, Mysterious Avenger, Shackles Corsair, Veiled Blade
Okayo CorsairMAH
Features Replaced: Weapon Proficiency, Deeds (Menacing Swordplay, Superior Feint, Bleeding Wound, Dizzying Defense), Panache, Swashbuckler Finesse, Bonus Feats
Valid Archetypes: Shackles Corsair, Wildstrider
PicaroonACG
Features Replaced: Weapon Proficiency, Deeds (Opportune Parry and Riposte, Kip-Up, Superior Feint, Bleeding Wound), Panache, Swashbuckler Finesse
Valid Archetypes: Shackles Corsair, Wildstrider
Rondolero SwashbucklerWMH
Features Replaced: Deeds (Derring-Do, Kip-Up, Bleeding Wound, Perfect Thrust), Charmed Life
Valid Archetypes: Arrow Champion, Musketeer, Mysterious Avenger, Shackles Corsair, Veiled Blade
Rostland BravoAG
Features Replaced: Class Skills, Armor Proficiency, Deeds (Menacing Swordplay, Superior Feint, Bleeding Wound, Swashbuckler’s Edge)
Valid Archetypes: Musketeer, Shackles Corsair
Shackles CorsairACO
Features Replaced: Deeds (Swashbuckler Initiative, Targeted Strike), Nimble
Valid Archetypes: Daring Infiltrator, Dashing Thief, Inspired Blade, Musketeer, Noble Fencer, Okayo Corsair, Picaroon, Rondolero Swashbuckler, Rostland Bravo, Veiled Blade, Wildstrider
Veiled BladeUI
Features Replaced: Class Skills, Deeds (Opportune Parry and Riposte, Menacing Swordplay, Swashbuckler’s Grace, Swashbuckler’s Edge)
Valid Archetypes: Inspired Blade, Musketeer, Noble Fencer, Rondolero Swashbuckler, Shackles Corsair, Whirling Dervish
Whirling DervishACO
Features Replaced: Deeds (Superior Feint, Targeted Strike, Bleeding Wound, Deadly Stab), Panache, Swashbuckler Finesse
Valid Archetypes: Musketeer, Veiled Blade, Wildstrider
WildstriderUW
Features Replaced: Class Skills, Deeds (Derring-Do, Dodging Panache, Subtle Blade, Swashbuckler’s Edge)
Valid Archetypes: Arrow Champion, Courser, Inspired Blade, Mouser, Okayo Corsair, Picaroon, Shackles Corsair, Whirling Dervish
WitchArchetypes that don't Combine with any others: GravewalkerUM
Beast-BondedUM
Features Replaced: Hex (4th, 8th, 10th)
Valid Archetypes: Bonded Witch (Half-Elf), Sea Witch
Bonded Witch (Half-Elf)ARG
Features Replaced: Witch's Familiar
Valid Archetypes: Beast Bonded, Dimensional Occultist, Hedge Witch, Sea Witch
Dimensional OccultistPSFG
Features Replaced: Hex (2nd, 8th, 12th), Patron
Valid Archetypes: Bonded Witch (Half-Elf)
Hedge WitchUM
Features Replaced: Hex (4th, 8th)
Valid Archetypes: Bonded Witch (Half-Elf), Sea Witch
Sea WitchUM
Features Replaced: Hex (1st), Patron, Patron Spells
Valid Archetypes: Beast-Bonded, Bonded Witch (Half-Elf), Hedge Witch
WizardArchetypes that don't Combine with any others: Cruoromancer (Dhampir)ARG
Archetypes that only stack with Scroll ScholarPSFG: Arcane BomberUC, ScrollmasterUM, Siege MageUC, Spellbinder (Elf)ARG, SpellslingerUC

Mini Familiar Archetype table (courtesy of deuxhero)


Archetype
Intelligence
Natural armor
Alertness
Improved evasion
Share spells
Empathic link
Deliver touch spells
Speak with master
Speak with animals of its kind
Spell resistance
Scry on familiar


Infiltrator


X
X
A



X
A
?


Pilferer


X
X


X

X




Valet


X



A

X

X


Decoy


X




X
X
X



Emissary


X

X

X






Figment



X


X

X

X


Mascot


X
X

A
A
X
X
X
X


Mauler
X





X
X
X
X



Protector


X
X


X

X
X



Sage
X
X
X

Cieyrin
2012-01-18, 08:39 PM
Last post reserved, because I'm paranoid like that.

Feel free to post now.

Curious
2012-01-18, 08:45 PM
Fantastic. I can tell this could be really useful, so thanks very much. I'm sure I'll be referencing it heavily whenever I make a character.

NamelessNPC
2012-01-18, 09:07 PM
Yeah, this is amazing, man.

Cieyrin
2012-01-18, 09:22 PM
Fantastic. I can tell this could be really useful, so thanks very much. I'm sure I'll be referencing it heavily whenever I make a character.


Yeah, this is amazing, man.

It's why I'm doing it, as Paizo unfortunately didn't have the foresight to put such a thing together, plus the fact that having to dig through text to find out what features are replaced gets annoying quick. As the title eludes to, PF d20 SRD's method isn't much better, at least for me, as keeping track of rows to compare what has what is a different kind of annoying.

Also, you're welcome. Any resource to reduce eye strain and referencing headaches is a good thing in my book. :smallwink:

Cieyrin
2012-01-19, 08:42 PM
Cavalier, Cleric and Druid Archetypes added. Cleric and Druid Archetypes don't really combine well, unless you're Scroll Scholar or Pack Lord, apparently. :smallamused:

Fighter Archetypes is tomorrow and probably solo, as there's a huge number of those and hopefully combines easier than Druid does.

Ninjabob
2012-01-19, 09:21 PM
Good luck with the fighter, and thanks for this, its definantly getting saved.

edit: And pretty much none work together, can't check it right now, but I think the fighter's archetypes don't work together.

Doorhandle
2012-01-19, 09:46 PM
Truly, this is a worthwhile venture. Also, good to know that my planned Bear Cavlary Cavilier will work. My poor D.M...

Eshi
2012-01-19, 09:50 PM
Awesome thread idea, subscribed for future reference!

Cieyrin
2012-01-19, 10:23 PM
Truly, this is a worthwhile venture. Also, good to know that my planned Bear Cavlary Cavilier will work. My poor D.M...

So that's Beast Rider and Gendarme, I'm guessing?

Doorhandle
2012-01-19, 10:59 PM
Hell yes it's Beast Rider and Gendarme!

...Although, to be honest, a tiger would work better because of pounce, but **** you, I'm on a bear that will become huge-sized next level.

Mustard
2012-01-20, 12:59 AM
This looks astoundingly useful. Thank you for putting this together!

Coidzor
2012-01-20, 01:13 AM
Is there a reason Bard got left out of this listing?

Cieyrin
2012-01-20, 10:37 AM
Is there a reason Bard got left out of this listing?

Because I forgot? :smallredface:

Cieyrin
2012-01-20, 10:55 PM
Bard is rectified and Fighter is up, though that was lots of work with not much to show. Turns out there's exactly one Fighter Archetype that can combine with a select few others. I suppose I shouldn't be that surprised, as the only things to trade are Weapon and Armor Training, basically.

I may or may not update tomorrow, as I'll be at my local PFS game day for most of Saturday. We'll see, though...

Novawurmson
2012-01-20, 11:18 PM
Incredible. Thank you!

Murillio
2012-01-20, 11:53 PM
I saw someone do this with monk archetypes on the Paizo forums. Using the list posted by Epic Meepo from this Link (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/general/monkArchetypeCombinations/v5748gbijaqvh/favorites&sort=0)

Not promising a perfect list but figured you wouldn't mind a little help especially with monk archetype combinations -- it's a bit overwhelming.


Very Condensed List:

Qinggong Monk plus...

...[Drunken Master -or- Ki Mystic] / Master of Many Styles / [Monk of the Lotus -or- Monk of the Sacred Mountain]

...[Drunken Master -or- Ki Mystic] / Monk of the Four Winds / [Monk of the Sacred Mountain -or- Sensei]

...[Drunken Master -or- Ki Mystic] / Monk of the Lotus / Sensei

...[Drunken Master -or- Ki Mystic] / Weapon Adept

...Flowing Monk / Monk of the Sacred Mountain

...Hungry Ghost Monk / Master of Many Styles / Monk of the Sacred Mountain

...[Hungry Ghost Monk -or- Martial Artist] / Sensei

...Maneuver Master / [Monk of the Four Winds -or- Weapon Adept]

...[Master of Many Styles -or- Sensei] / Sohei

...Monk of the Empty Hand / Monk of the Four Winds / Monk of the Sacred Mountain

...Monk of the Empty Hand / [Monk of the Lotus -or- Weapon Adept]

...Monk of the Healing Hand / [Monk of the Sacred Mountain -or- Sensei -or- Tetori]

...Zen Archer

Doorhandle
2012-01-21, 03:30 AM
Pretty sure that Drunken master, monk of the four winds, and monk of the sacred mountain all stack.

Crasical
2012-01-21, 03:36 AM
I didn't realize you could combine Beastmorph and Vivisectionist. That's kinda unsettling.

Curious
2012-01-21, 03:39 AM
I didn't realize you could combine Beastmorph and Vivisectionist. That's kinda unsettling.

My character right now is one of those. I flavor it as him making 'improvements' to his body, using. . . Acquired material.

TheArsenal
2012-01-21, 05:52 AM
Same thing here. Characters Mutagen is a DANGEROUS thing.

Paul H
2012-01-21, 07:34 PM
Hi

Making up a character for Conception (UK convention). Got the plastic WotC Wulfger mini, and basing stuf around that.

Mountain Druid looks good, as does Unbreakable Fighter.

Human (Ulfen)
Str 15 Dex 12 Con 14 Int 10 Wis 18 Cha 7

1) Mountain Druid. (Weather Domain) Feats: Toughness. Point Blank Shot
2) Unbrakable Fighter (Endurance, Diehard - Replaces Combat Feat)
3) Mountain Druid. Feat: Pwr Attack

And so on.....
(PBS is for the mini lighning bolts I'll be calling down within 30'. 3+wis mod/day).

Just a suggestion.
Thanks
Paul H

Cieyrin
2012-01-22, 12:43 PM
Hi

Making up a character for Conception (UK convention). Got the plastic WotC Wulfger mini, and basing stuf around that.

Mountain Druid looks good, as does Unbreakable Fighter.

Human (Ulfen)
Str 15 Dex 12 Con 14 Int 10 Wis 18 Cha 7

1) Mountain Druid. (Weather Domain) Feats: Toughness. Point Blank Shot
2) Unbreakable Fighter (Endurance, Diehard - Replaces Combat Feat)
3) Mountain Druid. Feat: Pwr Attack

And so on.....
(PBS is for the mini lighning bolts I'll be calling down within 30'. 3+wis mod/day).

Just a suggestion.
Thanks
Paul H

Um...okay? I'm not sure what that has to do with anything in the thread, other than using Archetypes...

Cieyrin
2012-01-23, 08:33 PM
Gunslinger and Inquisitor are up, Magus and Monk tomorrow. I've done Gunslinger as how the Archetypes likely work (a.k.a. Pistolero replaces Gun Training).

Doorhandle
2012-01-23, 08:56 PM
Gun tank and Pistolero?

.... :smallbiggrin:

Cieyrin
2012-01-23, 09:08 PM
Gun tank and Pistolero?

.... :smallbiggrin:

Yeah...weird combination, I know, as I see Gun Tanks as being more muskety but Gun Tank and Musket Master both replace Gunslinger's Dodge. No dwarven Musket Tanks, though you can still dip out to Bounty Hunter Ranger or Grit Rogue to pick up extra deeds.

Doorhandle
2012-01-23, 09:23 PM
It does make some sense though, because the other hand would hold some sort of riot sheild.

sonofzeal
2012-01-23, 09:26 PM
Is there any way thus far of combining THREE or more archetypes into a single build?

Curious
2012-01-23, 09:35 PM
Is there any way thus far of combining THREE or more archetypes into a single build?

Probably have to be monk.

Cieyrin
2012-01-23, 10:05 PM
Is there any way thus far of combining THREE or more archetypes into a single build?

I initially tried doing that but I'm not sure how I'd showcase it. After I finish doing 2 Archetypes, I may go back to double check for Triples.

As Curious said, Quingong is the go-to for 3 archetypes, though Totem Warrior will always plus one any Barbarian mix. I don't even know why it's listed as an archetype, since it doesn't actually change anything besides giving fluff text.

Coidzor
2012-01-23, 10:07 PM
Out of curiosity, of the archetype combinations available for bards, are there any audience favorites or archetypes that just seem to synergize well together?

Curious
2012-01-23, 10:09 PM
Out of curiosity, of the archetype combinations available for bards, are there any audience favorites or archetypes that just seem to synergize well together?

Mm, well, this isn't really archetype synergy, but if you allow 3.5 material, Dawnflower Dervish is incredible combined with Words of Creation on a Bardblade build. DD doubles your Inspire Courage bonuses, but they only apply to yourself.

Cieyrin
2012-01-23, 10:25 PM
Out of curiosity, of the archetype combinations available for bards, are there any audience favorites or archetypes that just seem to synergize well together?

Geisha Songhealer fit thematically well together.

Eshi
2012-01-23, 11:15 PM
About rules for combining archetypes - is it possible to combine multiple archetypes that share replaced class features as long as you don't take the class to that point? EX: can you be a monk with master of many styles + monk of the four winds + monk of the healing hand, and just level something else at 20 since they only overlap on Perfect Self?

grarrrg
2012-01-23, 11:47 PM
Is there any way thus far of combining THREE or more archetypes into a single build?

Ranger can!
Pick one of Skirmisher/Trapper to trade away your Spells.
Skirmisher ONLY trades away spells, Trapper trades away Spells and tweaks your Skills. Skirmisher can make a LOT of 3-archetypes.
Pick ACF that trades away Favored Terrain.
Pick ACF that trades away Favored Enemy (that doesn't also mess with the above)

Skirmisher/Trophy Hunter/Urban Ranger
Skirmisher/Battle Scout/Deep Walker
Skirmisher/etc.....

Cieyrin
2012-01-24, 09:57 AM
About rules for combining archetypes - is it possible to combine multiple archetypes that share replaced class features as long as you don't take the class to that point? EX: can you be a monk with master of many styles + monk of the four winds + monk of the healing hand, and just level something else at 20 since they only overlap on Perfect Self?

Nope, doesn't matter whether you take it that far or not, archetypes don't combine if they replace the same features.

Prime32
2012-01-24, 11:07 AM
I never got this much attention, and I did it (http://brilliantgameologists.com/boards/index.php?topic=11939) before they had the charts. *cries*

Cieyrin
2012-01-24, 12:35 PM
I never got this much attention, and I did it (http://brilliantgameologists.com/boards/index.php?topic=11939) before they had the charts. *cries*

:smallfrown:
My initial research to see if anyone else had done something like this and Google didn't turn anything up besides the Monk Archetype combo thread over at Paizo. This would have been nice to know existed ahead of time, as it is a nice little resource. I think I'll double check my work against it for what you do have, as it looks like you don't have UC in there. I don't think the SRD has the PSFG archetypes, so I think I may be the first resource on that front. :smallsmile:

GreenZ
2012-01-24, 03:13 PM
Out of curiosity, of the archetype combinations available for bards, are there any audience favorites or archetypes that just seem to synergize well together?

Soundstriker + Magician is the ultimate blaster bard combo.

Magician lets you buff both ally spellcasters as well as yourself and Soundstriker allows performances to be used for consistent damage output.

Add in the fact that you can use Spellsong to both Wordstrike (or the very powerful Weird Word at level 6) and cast a spell on the same turn AND can use Harmonic Spell to continue playing your other performances for nearly forever using cantrips easily overcomes the weapon and bardic knowledge abilities that you loose in return. :smallcool:

Coidzor
2012-01-24, 08:25 PM
Soundstriker + Magician is the ultimate blaster bard combo.

Magician lets you buff both ally spellcasters as well as yourself and Soundstriker allows performances to be used for consistent damage output.

Add in the fact that you can use Spellsong to both Wordstrike (or the very powerful Weird Word at level 6) and cast a spell on the same turn AND can use Harmonic Spell to continue playing your other performances for nearly forever using cantrips easily overcomes the weapon and bardic knowledge abilities that you loose in return. :smallcool:

Ooo. I hadn't seen that feat yet. Thank you for pointing that out that's pretty awesome. If only there were swift action cantrips...

Cieyrin
2012-01-24, 08:37 PM
Monk and Magus archetypes are up. Two things I learned today: Martial Artists can still be Qinggong Monks, despite not having any Ki for Ki Powers. The other is that every Magi can have their own wannabe Stormbringer if they really want one. Elric, indeed. :smallbiggrin:

Curious
2012-01-24, 08:38 PM
Ooo. I hadn't seen that feat yet. Thank you for pointing that out that's pretty awesome. If only there were swift action cantrips...

Next best thing; Spell Perfection (http://www.d20pfsrd.com/feats/general-feats/spell-perfection) on your favorite cantrip, quicken it for free.

Need_A_Life
2012-01-24, 10:21 PM
Nitpick: Master of Many Styles and Maneuver Master both replace Flurry of Blows, yet they're listed as compatible.

Great job, though.

Cieyrin
2012-01-24, 10:29 PM
Nitpick: Master of Many Styles and Maneuver Master both replace Flurry of Blows, yet they're listed as compatible.

Great job, though.

Fixed. I blame the cold I developed making me foggy.

TheLoneCleric
2012-01-25, 10:47 AM
Thank you again for this amazingly useful post!

Beowulf DW
2012-01-25, 10:56 AM
Cannot thank you enough. I have searched for something like this for a while now. I was kind of hoping to find something like a multiplication table, or the pokemon type interaction table (you know, how the row interacts with the column sort of thin), but this works just fine.

Cieyrin
2012-01-25, 08:51 PM
Thank you again for this amazingly useful post!

Cannot thank you enough. I have searched for something like this for a while now. I was kind of hoping to find something like a multiplication table, or the pokemon type interaction table (you know, how the row interacts with the column sort of thin), but this works just fine.

You're both welcome.

Updating: Oracle and Paladin are up. I must say, whoever edited Paladin archetypes didn't know what the **** they were doing, as they can't standardize how to replace or alter features, even in the same book. Divine Bond is prime among those, but I found an instance of a Channel Positive Energy with a feature of the exact same name (Hospitaler) or replacing Lay on Hands with a feature that does the exact same thing but renaming it, disallowing you from actually taking anything to enhance it (Oath of Charity). Hospitaler Oathbound Paladins of Charity are prime for Ultimate Mercy, yet can't actually take it, since they don't technically have Lay on Hands. :furious: *aims goblin crew at Paizo headquarters*

Beowulf DW
2012-01-25, 09:32 PM
You're both welcome.

Updating: Oracle and Paladin are up. I must say, whoever edited Paladin archetypes didn't know what the **** they were doing, as they can't standardize how to replace or alter features, even in the same book. Divine Bond is prime among those, but I found an instance of a Channel Positive Energy with a feature of the exact same name (Hospitaler) or replacing Lay on Hands with a feature that does the exact same thing but renaming it, disallowing you from actually taking anything to enhance it (Oath of Charity). Hospitaler Oathbound Paladins of Charity are prime for Ultimate Mercy, yet can't actually take it, since they don't technically have Lay on Hands. :furious: *aims goblin crew at Paizo headquarters*

*you* Prepare the cannon!
*Paizo* Prepare the CANON!

grarrrg
2012-01-25, 10:21 PM
*you* Prepare the cannon!
*Paizo* Prepare the CANON!

Did someone say Cannon?
http://chzbronies.files.wordpress.com/2011/10/my-little-pony-friendship-is-magic-brony-join-or-perish.jpg

Starbuck_II
2012-01-25, 10:30 PM
though Totem Warrior will always plus one any Barbarian mix. I don't even know why it's listed as an archetype, since it doesn't actually change anything besides giving fluff text.

No, the rules say you must be a Totem warrior to have more than 1 totem (Ultimate Combat). Yes, you lose nothing so only fools aren't totem warriors but still.

Crasical
2012-01-25, 11:43 PM
Gun tank and Pistolero?

.... :smallbiggrin:


Yeah...weird combination, I know, as I see Gun Tanks as being more muskety but Gun Tank and Musket Master both replace Gunslinger's Dodge. No dwarven Musket Tanks, though you can still dip out to Bounty Hunter Ranger or Grit Rogue to pick up extra deeds.

I'm going to see if I can't combine a Locked Gauntlet and a pistol to have a forearm-mounted gun on a clockwork suit of fullplate.

Cieyrin
2012-01-26, 11:04 AM
No, the rules say you must be a Totem warrior to have more than 1 totem (Ultimate Combat). Yes, you lose nothing so only fools aren't totem warriors but still.

Huh, so it does. That is a very stealthy buff they slipped in there.

Menteith
2012-01-26, 02:59 PM
Under Monk, Zen Archer replaces Stunning Fist, so it's not a valid combination with Monk of the Four Winds.

Cieyrin
2012-01-26, 05:12 PM
Under Monk, Zen Archer replaces Stunning Fist, so it's not a valid combination with Monk of the Four Winds.

Corrected. Guess that means Zen Archer can't combine with anything besides Qinggong. :smallannoyed:

EDIT: I'm redoing Monk, I keep finding things wrong with it.

DrDeth
2012-01-26, 05:21 PM
You, sir are a scholar and a gentleman for doing this. Thank you!

Cieyrin
2012-01-26, 10:19 PM
Monk is redone and Ranger is up. My cold is back with a vengeance, so Rogue will wait till tomorrow to go with Sorcerer and Summoner, both of which are short. For now, I'm gonna go take some cold medicine and go attempt to pass out.

grarrrg
2012-01-26, 10:31 PM
Monk is redone and Ranger is up. My cold is back with a vengeance, so Rogue will wait till tomorrow to go with Sorcerer and Summoner, both of which are short. For now, I'm gonna go take some cold medicine and go attempt to pass out.

You appear to have missed Nirmathi Irregular (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/nirmathi-irregular), the ONLY Ranger Archetype to IMPROVE casting.

Cieyrin
2012-01-27, 10:20 AM
You appear to have missed Nirmathi Irregular (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/nirmathi-irregular), the ONLY Ranger Archetype to IMPROVE casting.

No I haven't, I said early on that I was only drawing from APG, UM, UC and PSFG, as those are the books I have access to offline, when I do most of this work. I also said that if people want to provide entries for books I'm not covering, they can feel free to post them. I don't have a copy of the Inner Sea Magic or the Inner Sea World Guide, so there aren't any Aldori Swordmasters or Dawnflower Dervishes, either.

grarrrg
2012-01-27, 09:20 PM
Nirmathi IrregularPCS: Inner Sea Magic
Features Replaced: Weapon/Armor Prof., Favored Enemy, Wild Empathy, Favored Terrain, Spells (note: the Ranger still receives 1 each of Favored Enemy and Favored Terrain)
Valid Archetypes to Combine with: Beast Master, Horse Lord, Infiltrator, Spirit Ranger.
Does not combine with: Skirmisher, Trapper


There is a bit of confusion regarding the entry on the PFSRD (I don't have the book). It trades the same feature away twice.
The class trades away Favored Enemy, and gets Focused Enemy.
The class trades away Favored Enemy, and gets Focused Terrain.
Focused Terrain should obviously replaced Favored Terrain, and that is what the combinations are based on.

Cieyrin
2012-01-27, 10:35 PM
There is a bit of confusion regarding the entry on the PFSRD (I don't have the book). It trades the same feature away twice.
The class trades away Favored Enemy, and gets Focused Enemy.
The class trades away Favored Enemy, and gets Focused Terrain.
Focused Terrain should obviously replaced Favored Terrain, and that is what the combinations are based on.

It wouldn't be the only one to do that, Wild Stalker also double trades for no apparent reason. Sensei also gains a feature and then trades a bonus feat for it that doesn't exist at that level. So yeah, I'm just trying to make it work out as best I can manage till errata maybe shows up.

Not looking like I'm getting anything done today, watched a movie this evening instead of doing Rogue/Ninja research and I'm once again at my sick limits of staying up. Cold medicine didn't work as I thought and woke me up in the wee hours severely dehydrated to the point that it hurt to drink. Just going back to not using drugs and letting my immune system kill it.

Ninja does look like it can do some Rogue archetype exchanges, as I do know they maintain some features that archetypes can make use of, namely Uncanny Dodge chain. Scout, looking at you. :smallwink:

Cieyrin
2012-01-28, 07:54 PM
Nirmathi IrregularPCS: Inner Sea Magic
Features Replaced: Weapon/Armor Prof., Favored Enemy, Wild Empathy, Favored Terrain, Spells (note: the Ranger still receives 1 each of Favored Enemy and Favored Terrain)
Valid Archetypes to Combine with: Beast Master, Horse Lord, Infiltrator, Spirit Ranger.
Does not combine with: Skirmisher, Trapper

Oh yeah, also, this isn't the only enhanced caster archetype for rangers, Spirit Ranger trades Hunter's Bond and Camouflage for Augury & Divination as spell-likes, as well as getting the ability to cast ANY ranger spell 1/day/4 levels of Ranger that he is capable of casting without preparing it ahead of time.

I'm also feeling somewhat better tonight, so I should be finishing up the initial sweep of the guide and then see about triple combos in the next post, as it's not looking like I'll be loping over.

EDIT: ...and done! The only thing I have to do now is add grarrrg's inputted Ranger Archetype and see about classes that can have more than 2 archetypes, which so far appear to be Barbarian, Monk, Ranger & Sorcerer, though I won't be doing Sorcerer a second time, since it only has 3 archetypes. :smalltongue:

EDIT2: Changed the Broodmaster Archetype, at the suggest of Prime32's Archetype collection, as the book also directly calls out that the features are just tweaked to work with having more than one Eidolon, so that's not a major difference to exclude them from taking multiple archetypes. Look at that, Broodmaster Master Summoners, lots of weak creatures everywhere. It's like a Horde deck or something. :smalltongue:

EDIT3: Forgot the Ninja alternate class for Rogues. Came to the sad, sad realization you can't be a Pirate Ninja. :smallfrown:

jmelesky
2012-01-31, 05:44 PM
For fighters, Dawnflower Dervish (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/dawnflower-dervish) (from Inner Sea Primer; trades Armor Training 1-4) can combine with Savage Warrior (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/savage-warrior) (APG; trades Bravery, Weapon Training 1-4, Weapon Mastery), or with Armor Master (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/armor-master) (UC; trades same as Savage Warrior, plus Armor Mastery).

Oh, and Gladiator, too.

That's the only fighter archetype i've seen, aside from Gladiator, that combines with anything.

Backlash3906
2012-02-04, 03:04 PM
Is there any way thus far of combining THREE or more archetypes into a single build?

A Hexcrafter|Spellblade|Staff Magus seems legit.

Perhaps even so much that they would not be able to retire.... :smallwink:

RndmNumGen
2012-02-15, 05:52 PM
Broodmaster and Master Summoner both replace the Eidolon ability, don't they? Shouldn't they not work together?

grarrrg
2012-02-15, 07:03 PM
Broodmaster and Master Summoner both replace the Eidolon ability, don't they? Shouldn't they not work together?

This is one of those RAW vs. RAI type things.

Strictly speaking, no they should not stack.
Intuitively though, there should be no conflicts.

Master Summoner's Eidolon grows at 1/2 normal rate.
Broodmaster gets a 2nd (small) Eidolon when it reaches 2HD.

Combined, it would get its 2nd Eidolon at level 4 instead of at level 2.


Note: It's still probably not a good idea to combine them, but it 'should' be possible to.

Cieyrin
2012-02-16, 12:44 PM
Broodmaster and Master Summoner both replace the Eidolon ability, don't they? Shouldn't they not work together?

That's what I had initially. Prime32's guide changed my mind about it, as the features aren't actually replaced, they're just changed in respect for having multiple eidolons. Like grarrrg said, I wouldn't recommend taking both at the same time, due to having lots of weak creatures around unless you really want a bunch of gremlins or something.

Crasical
2012-03-07, 04:39 PM
Can you actually combine Geisha and Archaeologist and still use the Tea Ceremony? "Archaeologists do not gain the bardic performance ability or any of its performance types", so it doesn't appear that the bard would be able to use the Tea Ceremony since they have no rounds of bardic performance.

Cieyrin
2012-03-07, 06:50 PM
Can you actually combine Geisha and Archaeologist and still use the Tea Ceremony? "Archaeologists do not gain the bardic performance ability or any of its performance types", so it doesn't appear that the bard would be able to use the Tea Ceremony since they have no rounds of bardic performance.

It's a case of 'can,' rather than 'should'. You can combine Martial Artist with Qinggong yet there would be no benefit from doing so, since you have no ki to power your Ki Powers. Archaeologist and Geisha are much the same way.

ExemplarofAvg
2012-03-17, 02:42 PM
It's a case of 'can,' rather than 'should'.

There's actually a surprising number of those.

Coidzor
2012-03-17, 02:59 PM
There's actually a surprising number of those.

Not that surprising when you remember that the design team doesn't like mixing and matching power sets.

Cieyrin
2012-03-18, 09:41 AM
There's actually a surprising number of those.


Not that surprising when you remember that the design team doesn't like mixing and matching power sets.

So would it be helpful if I mark such combos with a warning that they're useless in combination or at least extremely ill-advised, like combining Broodmaster and Master Summoner? :smallconfused:

Beowulf DW
2012-03-18, 12:48 PM
So would it be helpful if I mark such combos with a warning that they're useless in combination or at least extremely ill-advised, like combining Broodmaster and Master Summoner? :smallconfused:

Only if you have the time. It would certainly be helpful.

ExemplarofAvg
2012-03-19, 05:08 PM
Only if you have the time. It would certainly be helpful.

I might even go so far as to suggest a cross reference chart where you can see what archetypes combine with what. And mark the one's that are pointless (or near point less, Grenadier Vivisectionist,:smallfrown:) differently with a note saying "While these can combine, it's not generally recommended."

Silus
2012-03-19, 05:23 PM
On the topic of "can" and "should", can you blend the Dawnflower Dervish (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/dawnflower-dervish) Bard Archetype with anything, and if so, should you?

Cieyrin
2012-03-19, 08:29 PM
On the topic of "can" and "should", can you blend the Dawnflower Dervish (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/dawnflower-dervish) Bard Archetype with anything, and if so, should you?

Given it trades out both Bardic Knowledge and Loremaster, which a lot of other archetypes trade out, it severely limits what it can actually combine with. The only archetypes available (at least according to my tables, which won't include any of the myriad PF Companions and whatnot) are Savage Skald, Song Healer and Sound Striker. Given the Battle Dance only affects Inspire Courage, Inspire Greatness and Inspire Heroics, as well as it specifically says that all other bardic performances work as normal, there's nothing wrong with and it can work quite well in combination with any of those 3. A Dawnflower Skald could be pretty interesting in emulating a barbarian of sorts, where the Battle Dance is her own variant of rage.

grarrrg
2012-03-28, 01:13 AM
Just noticed something relevant.

Monk Vows:

A monk who takes a vow never gains the still mind class feature, even if he abandons all his vows.

How in the heck does this interact with Archetypes?

Benly
2012-03-28, 07:26 AM
It's a case of 'can,' rather than 'should'. You can combine Martial Artist with Qinggong yet there would be no benefit from doing so, since you have no ki to power your Ki Powers. Archaeologist and Geisha are much the same way.

Archaeologist and Geisha actually isn't a particularly terrible combination (at least, no worse than Geisha usually is) since Tea Ceremony is a mostly-useless ability anyway. The Tea Ceremony ability ends up being a dead feature, but the main draw of Geisha is the Diplomacy boost from Geisha Knowledge replacing Bardic Knowledge, and an Archaeologist can benefit from that as well as anyone can (and the other archetypes that get Diplomacy boosts all trade off bardic music, making them incompatible with archaeologist). Thematically it's kind of weird, but mechanically it's not a bad idea if you want a Diplomacy-focused archaeologist.

Cieyrin
2012-03-28, 11:12 AM
Just noticed something relevant.

Monk Vows:

How in the heck does this interact with Archetypes?

Hmm, I guess vows are like oaths except that they always cost you Still Mind. I guess I can put that in as a restriction on Monk archetypes.


Archaeologist and Geisha actually isn't a particularly terrible combination (at least, no worse than Geisha usually is) since Tea Ceremony is a mostly-useless ability anyway. The Tea Ceremony ability ends up being a dead feature, but the main draw of Geisha is the Diplomacy boost from Geisha Knowledge replacing Bardic Knowledge, and an Archaeologist can benefit from that as well as anyone can (and the other archetypes that get Diplomacy boosts all trade off bardic music, making them incompatible with archaeologist). Thematically it's kind of weird, but mechanically it's not a bad idea if you want a Diplomacy-focused archaeologist.

True enough, though the Tea Ceremony seems to be mostly a method of getting one of the Inspires to last much longer at a stint for 4 rounds of music per beneficiary. Nice if you want to be able to cast while an Inspire is going or if you want to activate a second song, since the Tea Ceremony doesn't seem like it would interfere with that, since it'll keep going regardless of what the Geisha does.

The Archaeologist also benefits from the free Scribe Scroll, as they're still a caster.

deuxhero
2012-04-24, 05:51 PM
Thought I should note the following subdomains don't overlap with changed features

Ash+Smoke
Freedom+Revolution
Decay+Growth
Storms+Seasons

Which is applicable to Clerics, Inquisitors and (except for the 2nd) Druids.

(OK, not technically archetypes, but close enough)

grarrrg
2012-04-24, 06:18 PM
Thought I should note the following subdomains don't overlap with changed features

Ash+Smoke
Freedom+Revolution
Decay+Growth
Storms+Seasons

Which is applicable to Clerics, Inquisitors and (except for the 2nd) Druids.

And Sacred Servant Paladins
And the odd PrC.

Zubrowka74
2012-04-25, 10:03 AM
Just noticed something relevant.

Monk Vows:


How in the heck does this interact with Archetypes?

So, technically you can't take more than one vow. HeroLab generates a warning when you do this or when you mix any vows with Drunken Master, for example.

grarrrg
2012-04-25, 10:48 AM
So, technically you can't take more than one vow. HeroLab generates a warning when you do this or when you mix any vows with Drunken Master, for example.

Well, the Monk Vow feature itself says
A monk may have multiple vows. Their effects and increase to his ki pool stack.
So it's allowed, but it says nothing of stacking with Archetypes.

Cieyrin
2012-04-25, 01:29 PM
So, technically you can't take more than one vow. HeroLab generates a warning when you do this or when you mix any vows with Drunken Master, for example.

I prefer trusting my own eyes than what a program may tell me, thanks. (not a fan of Herolab)

Zubrowka74
2012-04-25, 01:47 PM
I prefer trusting my own eyes than what a program may tell me, thanks. (not a fan of Herolab)


Of course, the books have the last word. Still, software may help find things that have been overlooked.

Starbuck_II
2012-04-25, 08:55 PM
So, technically you can't take more than one vow. HeroLab generates a warning when you do this or when you mix any vows with Drunken Master, for example.

Probably a scripting error. It likely checks whether you have Still Mind to give since you don't after taking 1 vow.

Benly
2012-04-25, 09:41 PM
Thought I should note the following subdomains don't overlap with changed features

Ash+Smoke
Freedom+Revolution
Decay+Growth
Storms+Seasons

Which is applicable to Clerics, Inquisitors and (except for the 2nd) Druids.

(OK, not technically archetypes, but close enough)

You still can't combine them, though, unless there's some text I missed that allows it.

Cieyrin
2012-04-29, 12:40 AM
Alright, I got a bit bored this evening so I went through and made corrections, typically adding or removing archetypes that are or are not compatible, fully integrating the Nirmathi Irregular that grarrrg provided, marked which Monk archetypes are capable of making vows/taking Monastic Legacy, since they key off the same thing (Still Mind) and adding a new text edit to archetypes that, while possible, don't get along.

Adding another thing to the "Why did they do that?" file, Martial Artists still have Abundant Step despite not having any ki to activate it. Way to leave a dead feature, Paizo. :smallmad:

Oh, and I redid the intro to something actually relevant, since the former message was obsolete.

Doorhandle
2012-04-29, 12:57 AM
That's nothing. The geisha and savage skald archtypes are compatable.
You heard me. The geisha and savage skald archtypes are compatable.


"Would you like some rrrRRRRAGE! tea?

Cieyrin
2012-04-29, 09:20 AM
That's nothing. The geisha and savage skald archtypes are compatable.
You heard me. The geisha and savage skald archtypes are compatable.


"Would you like some rrrRRRRAGE! tea?

It's not a Tea Ceremony, it's a Berserker Lodge Bender. :smallwink:

grarrrg
2012-04-29, 12:19 PM
It's not a Tea Ceremony, it's a Berserker Lodge Bender. :smallwink:

They still call it tea though.
Or, more accurately 'T', as after they've had 6+ mugs of it, that's all they can pronounce. :smallbiggrin:

Starbuck_II
2012-04-29, 03:00 PM
Alright, I got a bit bored this evening so I went through and made corrections, typically adding or removing archetypes that are or are not compatible, fully integrating the Nirmathi Irregular that grarrrg provided, marked which Monk archetypes are capable of making vows/taking Monastic Legacy, since they key off the same thing (Still Mind) and adding a new text edit to archetypes that, while possible, don't get along.

Adding another thing to the "Why did they do that?" file, Martial Artists still have Abundant Step despite not having any ki to activate it. Way to leave a dead feature, Paizo. :smallmad:

Oh, and I redid the intro to something actually relevant, since the former message was obsolete.

But Quigong Martial Artist can trade Abundant Step for something (Diamond Body, Slow Fall, and Share Memories).

Cieyrin
2012-04-29, 03:13 PM
But Quigong Martial Artist can trade Abundant Step for something (one of the no Ki required abilities like feats).

I suppose you could Diamond Body back that way but still, kinda clunky, considering most of the options are useless, since there are very few 0 ki powers.

Stone Heart
2012-04-29, 08:28 PM
That's what I had initially. Prime32's guide changed my mind about it, as the features aren't actually replaced, they're just changed in respect for having multiple eidolons. Like grarrrg said, I wouldn't recommend taking both at the same time, due to having lots of weak creatures around unless you really want a bunch of gremlins or something.

It does not matter that they are not actually replaced, they are altered, and in the prd about multiple archetypes it says


A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature. For example, a fighter could not be both an armor master and a brawler, since both archetypes replace the weapon training 1 class feature with something different.

So unfortunately you can't have Brood Master Master Summoners.

grarrrg
2012-04-29, 08:51 PM
It does not matter that they are not actually replaced, they are altered, and in the prd about multiple archetypes it says



So unfortunately you can't have Brood Master Master Summoners.

We know that.
The point is that if you ask your DM and show that there really is NOT a conflict, it MIGHT be allowed (RAW/RAI).
Certain cases, like the Brood-Master-Summoner are NOT recommended, but there is no reason they couldn't stack.

BIGMamaSloth
2012-04-29, 10:33 PM
Sorry if someone already brought this up or If I'm just plain wrong, But I believe seeker and stargazer can't play nice together as they both replace mystery bonus skills. Or is there some exception for replacing skills?

Cieyrin
2012-04-29, 11:37 PM
We know that.
The point is that if you ask your DM and show that there really is NOT a conflict, it MIGHT be allowed (RAW/RAI).
Certain cases, like the Brood-Master-Summoner are NOT recommended, but there is no reason they couldn't stack.

Pretty much this.


Sorry if someone already brought this up or If I'm just plain wrong, But I believe seeker and stargazer can't play nice together as they both replace mystery bonus skills. Or is there some exception for replacing skills?

You are entirely correct and I'll be correcting it. Thanks for pointing it out. I'd like to remove as many errors as possible and if other things are incorrect, feel free to point them out.

deuxhero
2012-05-10, 11:01 PM
Sohei+Master of Many Styles falls under "while possible, it's not recommended" outside of a dip, as the Sohei's main class feature that is largely dependent on Flurry.

Chained Birds
2012-05-11, 12:24 AM
Did you forget the Crypt Breaker Alchemist in your combo-ing? Or was it not out yet when you made the list?

I only ask because I was going to see what can combo with that archetype and went immediately to your list... and was a bit confused.

deuxhero
2012-05-11, 12:40 AM
Looks like it combines with
Chirurgeon
Internal Alchemist
Oenopion Researcher
Ragechemist (Need to burn a discovery to regain Mutagen to actually do anything with it)
Internal Alchemist+Chirurgeon

Cieyrin
2012-05-11, 10:56 AM
Sohei+Master of Many Styles falls under "while possible, it's not recommended" outside of a dip, as the Sohei's main class feature that is largely dependent on Flurry.

Hmm, indeed, I guess I hadn't read too closely to the Weapon Training granting Flurry. I'll update that.


Did you forget the Crypt Breaker Alchemist in your combo-ing? Or was it not out yet when you made the list?

I only ask because I was going to see what can combo with that archetype and went immediately to your list... and was a bit confused.

That's because it's from Inner Sea Magic, which isn't one of the books the list covers, as noted in the preface. The only addendum was the Nirmathi Irregular, since grarrrg provided the full info for it. I don't own the book, so I haven't perused its contents and the PF SRD isn't exactly nice for perusing things you aren't aware of.

Chained Birds
2012-05-11, 01:21 PM
That's because it's from Inner Sea Magic, which isn't one of the books the list covers, as noted in the preface. The only addendum was the Nirmathi Irregular, since grarrrg provided the full info for it. I don't own the book, so I haven't perused its contents and the PF SRD isn't exactly nice for perusing things you aren't aware of.

Okay, I was just curious. It's no big deal anyway due to the archetype being pretty decent for what's it worth.

Too bad it can't take vivisectionist or else it would replace rogue pretty much completely. :smallamused:

StreamOfTheSky
2012-05-28, 12:42 PM
Sohei+Master of Many Styles falls under "while possible, it's not recommended" outside of a dip, as the Sohei's main class feature that is largely dependent on Flurry.

But for a dip, it's outstanding. You trade the likely useless (for a dipper) stunning fist for the awesome ability to act in any surprise round. depending on the rest of your build, the proficiencies might actually help, too.

MoMS is a very dip-friendly archetype, as is Sohei. So they do make quite an awesome combo. For dippers.

ExemplarofAvg
2012-06-26, 04:21 PM
Just wondering about a Master Summoner/First Worlder
Master Summoner lessens the Eidolon while First Worlder makes it a Fey.
First Worlder makes it Summon Nature's Ally instead of Monster
Master Summoner gives you 5+Cha uses per day of your Summon ability.

They don't clash, but they do mix a little. Is it legal to combine?
Concept is a Packmaster Brightwolf, Large Wolf Eidolon, then the Augment Summoning + Superior Summoning as well as Sunlight (http://www.d20pfsrd.com/feats/general-feats/sunlight-summons), Moonlight (http://www.d20pfsrd.com/feats/general-feats/moonlight-summons) and Starlight (http://www.d20pfsrd.com/feats/general-feats/starlight-summons) Summons feats to make wolves summoned Bright and Shiny, with extra bonuses which the Eidolon can also benefit from when you spell-summon it.

CanisDirus
2012-06-26, 07:19 PM
Welcome, welcome, to the Archetype Combo Guide.

Cieyrin, I just signed up to post and say THANK YOU for compiling this list. My newer players (I run several campaigns these days, and one of them is always one for newer/first-timers) have been after me for valid combos of archetypes without having to sit and scroll through d20pfsrd - this is *absolutely* perfect and wonderful!

Thank you again for doing the work on this and posting it for others to share!

Psyren
2012-06-26, 07:46 PM
Sharing my appreciation as well, and I've sigged this handbook for easy reference.

@ Exemplar: in the strictest of senses they're an illegal combo, but I would personally allow it. There are plenty of "illegal" combos that I like enough to give the nod for other classes.

No one can tell you what to do at your table, the main reason I find the list of legal combos handy is for PFS play.

Cieyrin
2012-06-28, 01:43 PM
Just wondering about a Master Summoner/First Worlder
Master Summoner lessens the Eidolon while First Worlder makes it a Fey.
First Worlder makes it Summon Nature's Ally instead of Monster
Master Summoner gives you 5+Cha uses per day of your Summon ability.

They don't clash, but they do mix a little. Is it legal to combine?
Concept is a Packmaster Brightwolf, Large Wolf Eidolon, then the Augment Summoning + Superior Summoning as well as Sunlight (http://www.d20pfsrd.com/feats/general-feats/sunlight-summons), Moonlight (http://www.d20pfsrd.com/feats/general-feats/moonlight-summons) and Starlight (http://www.d20pfsrd.com/feats/general-feats/starlight-summons) Summons feats to make wolves summoned Bright and Shiny, with extra bonuses which the Eidolon can also benefit from when you spell-summon it.

By strictest RAW, First Worlder and Master Summoner both modify the Eidolon feature, so you probably can't combo them. But I don't see any home game DM denying usage of the two. They're at least somewhat more functional than Master Broodmasters are, especially with using the Summon modifier feats. The consistency of the rules on how features are replaced are modified definitely leaves something to be desired, though it's not as bad as Paladin Archetypes and Oaths are. :smallannoyed:


Cieyrin, I just signed up to post and say THANK YOU for compiling this list. My newer players (I run several campaigns these days, and one of them is always one for newer/first-timers) have been after me for valid combos of archetypes without having to sit and scroll through d20pfsrd - this is *absolutely* perfect and wonderful!

Thank you again for doing the work on this and posting it for others to share!


Sharing my appreciation as well, and I've sigged this handbook for easy reference.

As I said to others, you are welcome. It's why I put the list together, as reading the SRD archetype charts for determining combos is incredibly irritating and frustrating. The list should be mostly valid, though I have sneaking suspicions that there may yet be some errors hiding out, so if you guys or anyone else spots any, let me know so I can correct them.

deuxhero
2012-07-10, 07:21 PM
So ARG introduced a bunch of new archtypes. One thing that stands out when combining is Blood God Disciple+Synthesist. It may or may not work because of how the wording is. It gives the Summoner an evolution, but only one the Eidolon has, so if it lets you take another instance of an evolution that you can take multiple times (such as minor magic or claws) it is a workable combination, if not, the first ability is useless. A minor related issue is if it count as eating for a Synthesist (normally of no concern as outsiders don't need to eat).

Of course given Blood Feast is an ability based off eating someone for a class that can get Swallow Whole and has no notes for how it interacts with Swallow Whole, failing to note how it would combine with Synthesist is the least of the issues with the archetype.

Edit: Quick glance of ARG stuff for witches

Witch
Dreamweaver: Legal with Hedge Witch. Dreamwever or Scarred Witch Doctor too if you can figure out a way to work around the race restrictions.
Bonded Witch: Legal with Dimensional Occultist, Hedge, Sea, White Haired, and if you somehow manage to do it, Dreamweaver.
Scarred Witch Doctor: Legal with Dimensional Occultist and Hedge Witch. Dreamweaver too if you can work around race.

ExemplarofAvg
2012-09-13, 12:55 PM
Just looking at all these Paladin Oaths,
What's the maximum you can have? because if two can combine together plus the Oath of Loyalty, that's three, but can you have more? If you stack enough are you an Oath Knight?

Oath |1 |1 |2 |1 |1 |1 |2 |2 |3 |4 |2

Corruption| | | | | |X | | | | |X |X
Fiends| | | | | | | |X | |X | |
Savagery| | | |X | | | | | | |X |
Undeath| |X | | | | |x |X | |X |X |
Wyrm| | | | | | | | |X | | |X
Charity| | | | |X | | | |X | | |
Chastity| | | |X | | | | | |X | |
Loyalty| | |x | | | | | | | | |
Vengeance| | | | | | | | | |X |


So, the numbers at the top show how many overlaps there are.
And the left side are the oaths. (I decided that film studies is worth goofing of in)

grarrrg
2012-09-13, 06:16 PM
Just looking at all these Paladin Oaths,
What's the maximum you can have? because if two can combine together plus the Oath of Loyalty, that's three, but can you have more? If you stack enough are you an Oath Knight?

First off, you missed Channeling, and Holy Champion
|Smite |Detect |Grace |Hands |A-Cour |Mercy3 |Channel |Bond |A-Resol |Mercy9 |A-Just |Holy Cha |
Charity| | | |X | | | |X | | | | |2
Chastity| | |X | | | | | |X | | | |2
Corruption| | | | |X | | | | | |X |X |3
Fiends| | | | | | | | |X |X | | |2
Loyalty|X | | | | | | | | | | | |1
Savagery| | |X | | | | | | | |X | |2
Undeath| |X | | | |X | | |X |X |X | |5
Vengeance| | | | | | |X | | | |X | |2
Wyrm| | | | | | |X |X | | | |X |3
|1 |1 |2 |1 |1 |1 |2 |2 |3 |2 |4 |2 |


The max is 4 Oaths. 1 of which must be Loyalty. This is bad, as Loyalty is the only one that trades away Smite, 2 of the other Oaths require Smite to get the most use, and one can grant you more uses of Smite.
So while the Max is 4, the 'optimized' choice is only 3.

Charity and Fiends don't play nice together due to Charity losing Divine Bond, and Fiends getting to enchant both Weapon and Armor with their Bond.

Wyrm and Undeath are bad, because Wyrm trades Channel, while Undeath gets a bonus.

Aura of Resolve and Aura of Justice are the biggest roadblocks to what remains with 3 and 4 Oaths trading them.

Good 3-Oath combinations:
Charity, Chastity, Corruption
Charity, Chastity, Vengeance
Fiends, Savagery, Wyrm
Charity, Loyalty, Undeath
Again, Loyalty "can" be added to most of these, making a 4-Oath, but pairing with Corruption, Savagery, or Vengeance is a poor choice.

Likewise, there are some valid options that include both Charity and Fiends:
Charity, Corruption, Fiends
Charity, Fiends, Savagery
Charity, Fiends, Vengeance

StreamOfTheSky
2012-09-28, 04:30 PM
Hmm, indeed, I guess I hadn't read too closely to the Weapon Training granting Flurry. I'll update that.

You should undo the cross-out for Sohei <--> MoMS.

As I said, dippers don't care about flurry going away, and they don't overlap. It's only at level 6 where the combo becomes a bad idea. How many people actually go that far into monk? :smalltongue:

Cieyrin
2012-09-28, 04:42 PM
You should undo the cross-out for Sohei <--> MoMS.

As I said, dippers don't care about flurry going away, and they don't overlap. It's only at level 6 where the combo becomes a bad idea. How many people actually go that far into monk? :smalltongue:

This isn't the guide for that. If you want that, go to grarrrg's Class Dipping Guide (http://www.giantitp.com/forums/showthread.php?t=230500).

Rhody
2013-02-13, 02:27 PM
Hi, I'm new and might be off base here (and late to the party), but I'm not sure about certain classes that are listed as compatible...well, because of this from the SRD:

"A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as another alternate class feature." (Emphasis mine)

So, for example, wouldn't the Ranger Archetypes of Trapper and Urban Ranger be incompatible (much to my dismay!), since they both alter class skills? Just wondering.

Oh, and here's the link:
http://www.d20pfsrd.com/classes/class-archetypes

Cieyrin
2013-02-13, 06:43 PM
Considering Trapper only adds Disable Device to their list, something Urban Rangers were already getting, I don't find that a very strong argument. If a skill was removed twice, that would be more cause to consider incompatibility. I don't think a GM is gonna deny you for gaining the same class skill twice.

Rhody
2013-02-18, 08:29 AM
Considering Trapper only adds Disable Device to their list, something Urban Rangers were already getting, I don't find that a very strong argument. If a skill was removed twice, that would be more cause to consider incompatibility. I don't think a GM is gonna deny you for gaining the same class skill twice.

Oh. In that case, cool. Although, I think it would happen to me personally, since my GM is old-school and hates archetypes. But that's irrelevant for everyone else...
Thanks again for clearing that up!

Squirrel_Dude
2013-02-18, 01:29 PM
I believe pistolero and the mysterious stranger can be combined as well. Or at least I don't see any reason that it shouldn't be able to.

grarrrg
2013-02-18, 06:47 PM
I believe pistolero and the mysterious stranger can be combined as well. Or at least I don't see any reason that it shouldn't be able to.

That one is not really a valid combo.
The problem is that Pistol Training is VERY much intended to Replace Gun Training. And Mysterious Stranger loses Gun Training.

Typo/whoopsie/mistake. Needs Errata.

Only the most hardcore of STRICT RAW GM's would allow it.

Akal Saris
2013-02-18, 09:28 PM
Just wanted to add my appreciation for this thread. It's often the 1st stop I make after I have a basic optimization idea in mind and open up the SRD.

Any plans to ever expand the list of archetypes covered to all of the ones on the OGC?

Cieyrin
2013-02-25, 07:04 PM
Just wanted to add my appreciation for this thread. It's often the 1st stop I make after I have a basic optimization idea in mind and open up the SRD.

Any plans to ever expand the list of archetypes covered to all of the ones on the OGC?

My closest plans for expansion would be into the Advanced Race Guide, though I can't gander a timeframe for that, as previous promises have fallen through.

Ninevah
2013-08-20, 01:31 PM
I love this listing and hope it continues to be updated in the future!

There are a couple of mistakes in the listings for Paladin Oaths, though:

Wyrm and Vengeance both modify/replace Channel Energy, so they can't be combined.

Chastity and Savagery both modify/replace Divine Grace, so they can't be combined.

Cieyrin
2013-08-24, 07:52 PM
I love this listing and hope it continues to be updated in the future!

There are a couple of mistakes in the listings for Paladin Oaths, though:

Wyrm and Vengeance both modify/replace Channel Energy, so they can't be combined.

Chastity and Savagery both modify/replace Divine Grace, so they can't be combined.

Finally have time to sit down and check and you are indeed correct. Let me fix those.

As for future content, I have been thinking that I may have some time soon and I've been itching to get back to this handbook, so, while I can't promise deadlines, since I keep missing those in other personal projects, I may be able to get back on this.

DwarfInTheFlask
2013-10-30, 08:44 PM
Not sure if I am allowed to post here but. Pistolero does not Replace Gun Training. So you get Gun Training + Pistol Training at fifth level meaning you ad Dex x2 to damage of your pistol shots.

grarrrg
2013-10-30, 09:11 PM
Not sure if I am allowed to post here but. Pistolero does not Replace Gun Training. So you get Gun Training + Pistol Training at fifth level meaning you ad Dex x2 to damage of your pistol shots.

It's a Guide/Handbook thing, the threadcromancy rules are relaxed.

And it is widely agreed upon that the intent is that it DOES replace Gun Training, and that it is waiting for (LOOONG overdue) errata.

If you can convince your DM go nuts.

DwarfInTheFlask
2013-10-30, 09:13 PM
I have used it with a Mysterious Stranger and Pistolero Build and I was doing great damage it at least made being a gunslinger useful damage wise.

Psyren
2013-10-30, 09:28 PM
Errata is produced when a book is reprinted. Ultimate Combat has yet to be reprinted, hence, no errata.

The closest we've got to a ruling on the subject is JB saying it probably shouldn't work that way. (http://paizo.com/threads/rzs2l7ns&page=455?Ask-James-Jacobs-ALL-your-Qu%20estions-Here#22707)

DwarfInTheFlask
2013-10-30, 09:43 PM
I am sure it was intended to be that way. But it is not like it is breaking the game to add Dex twice to damage, even if you tag on Charisma with Mysterious Strange at most if you had 18 in both scores you are dealing 12+1d8 damage at 5 on. Of course adding other things like Deadly Aim, Point Blank Shot, and Weapon Focus did do a little better to make it hit harder and more often but that can be said of any work up with feats.

grarrrg
2013-10-30, 09:49 PM
I am sure it was intended to be that way. But it is not like it is breaking the game to add Dex twice to damage, even if you tag on Charisma with Mysterious Strange at most if you had 18 in both scores you are dealing 12+1d8 damage at 5 on. Of course adding other things like Deadly Aim, Point Blank Shot, and Weapon Focus did do a little better to make it hit harder and more often but that can be said of any work up with feats.

One of the driving factors in favor of "replaces Gun Training" is the wording.

Gun Training:
"She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4."

Pistol Training:
" She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4."

Also, compare Pistol Training to Musket Training which DOES replace Gun Training:

(hint: if you remove the word "two" it becomes IDENTICAL to Pistol Training)
"Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a musket master never misfires with a two-handed firearm."


Good for you and all for getting your DM to let you have both.
But the intent is clearly in favor of "Replaces Gun Training".

DwarfInTheFlask
2013-10-30, 09:56 PM
Why is the only question I can think of.

If it is indeed identical to in text and intent.. why change it at all? The name? Its Gun Training.. its generic enough to be used by any gun users period. So why replace the entire feature with one that does the Exact same just with a slightly different name.

Any precedents on that? [I would like to say I completely agree with you it probably does]

grarrrg
2013-10-30, 10:01 PM
Why is the only question I can think of.

If it is indeed identical to in text and intent.. why change it at all? The name? Its Gun Training.. its generic enough to be used by any gun users period. So why replace the entire feature with one that does the Exact same just with a slightly different name.

Because it isn't the _exact_ same ability.
Gun Training works on any gun, and the "every four levels" bonus is choosing another gun for those bonuses.
Pistol/Musket Training works for a specific type of gun, and gets +1 Damage every four levels.

Psyren
2013-10-30, 10:05 PM
The idea is that the pistolero, as JB said, should focus on pistols. If he is just as good with every other gun as a regular gunslinger and only happens to be even more awesomer with pistols then there's no tradeoff there.

Until there's a FAQ or errata it is what it is, but that doesn't make it right.

Beowulf DW
2013-10-30, 10:27 PM
Cieyrin, if I could ask you to do me a huge favor, do you think you could include some of the third party archetypes, as well? The ones from Dreamscarred Press especially seem to be growing in popularity, at least as far as I've seen.

Cieyrin
2013-10-31, 08:25 PM
Cieyrin, if I could ask you to do me a huge favor, do you think you could include some of the third party archetypes, as well? The ones from Dreamscarred Press especially seem to be growing in popularity, at least as far as I've seen.

I don't tend to do 3rd party stuff, especially when I haven't read it. I do intend to try to update this for NaNoWriMo, at least in theory. Let's see how well that works, as at the very least I'd like to add ARG to this handbook.

grarrrg
2013-10-31, 08:34 PM
I don't tend to do 3rd party stuff, especially when I haven't read it. I do intend to try to update this for NaNoWriMo, at least in theory. Let's see how well that works, as at the very least I'd like to add ARG to this handbook.

CRUD! The old man is back!
CHEEZE IT!
*runs away*

Psyren
2013-11-01, 12:43 AM
I can do the DSP stuff - I already did the Soulknife archetype combos in my handbook (and even borrowed Cieyrin's format.) When Ultimate Psionics comes out I'll do the others.

Cieyrin
2013-11-01, 06:30 AM
I can do the DSP stuff - I already did the Soulknife archetype combos in my handbook (and even borrowed Cieyrin's format.) When Ultimate Psionics comes out I'll do the others.

Fine by me, I'm quite content to copypasta additional content. :smallwink:


CRUD! The old man is back!
CHEEZE IT!
*runs away*

Funny how busy your time gets when you work at a desk for 40 hours a week. :smalltongue:

Cieyrin
2013-11-02, 08:31 PM
First set of contributions are in, Dwarven archetypes along with the Iconoclast Inquisitor archetype that I somehow missed out of UC. I also decided to standardize the ordering of class features replaced for easier comparison, as well as remove the struck out not recommended archetype designation, as I think that's outside the realm of what I meant this guide for. I put in 2 new designations, the first of which is (Paranthesed), which designates racial restrictions on archetypes.

The second may be slightly controversial, which is Underlined, which designates features that were meant to be replaced but got left off or typo'd. Not all of these are FAQ'd or errata'd (like Pistolero's Pistol Training or the Oath of Loyalty), so getting opinions on these changes may be of help. The sections that have thus far been edited with these changes are Inquisitor and Paladin, since that's where the Dwarf archetypes were. As I work further in (and recreate my notes, since the computer that had them died several months ago. :smallfrown:), they should become more prevalent.

Psyren
2013-11-02, 08:41 PM
Fine by me, I'm quite content to copypasta additional content. :smallwink:

Oh believe me, you have all the permissions :smallsmile:



The second may be slightly controversial, which is Underlined, which designates features that were meant to be replaced but got left off or typo'd. Not all of these are FAQ'd or errata'd (like Pistolero's Pistol Training or the Oath of Loyalty), so getting opinions on these changes may be of help. The sections that have thus far been edited with these changes are Inquisitor and Paladin, since that's where the Dwarf archetypes were.

I only see underlines in the Paladin section?

Note that just because a new ability is granted at X level it doesn't necessarily replace what you get at that level. For instance, the reverse - Menhir Savant replaces the Druid 2nd-level ability but gives them nothing in return IIRC.

Cieyrin
2013-11-02, 10:26 PM
I only see underlines in the Paladin section?

I didn't recall whether any occurred in Inquisitor, I just know many of its archetypes interchange between Final and True Judgement, only one of which exists. I didn't indicate that in the handbook, though. The other sections that saw change were Cleric and Fighter, which don't, at least with what data I currently have, stack with each other, so there isn't a useful way to display it other than to list them out and say how they don't stack with anything else.


Note that just because a new ability is granted at X level it doesn't necessarily replace what you get at that level. For instance, the reverse - Menhir Savant replaces the Druid 2nd-level ability but gives them nothing in return IIRC.

Not quite my aim. I meant things like Divine Hunter replacing Aura of Righteousness when it meant Aura of Faith or Holy Gun forgetting it sacrifices Aura of Justice, an ability it otherwise can't power.

Cieyrin
2013-11-03, 04:39 PM
Elven Archetypes now added, as well as reinstating Reincarnated Druid, which didn't get an entry for some reason.

Sections that have been updated: Cleric, Druid, Fighter, Inquisitor, Magus, Oracle, Paladin, Wizard

Psyren
2013-11-03, 06:44 PM
Note that Crossblooded and Wildblooded no longer stack (http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9rai) (though they emphasize that the DM can override this if it's not gamebreaking.)

Ninjaxenomorph
2013-11-03, 06:56 PM
The tiefling-only Fiend Flayer archetype does not conflict with any other Magus archetypes, because it only gives a lame sacrifice ability and some options. It doesn't replace anything.

Cieyrin
2013-11-10, 05:03 PM
Note that Crossblooded and Wildblooded no longer stack (http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9rai) (though they emphasize that the DM can override this if it's not gamebreaking.)
Hmm, interesting development, that.

The tiefling-only Fiend Flayer archetype does not conflict with any other Magus archetypes, because it only gives a lame sacrifice ability and some options. It doesn't replace anything.
It doesn't appear to, no. Fiendblades seem a way to get 2 customized magic weapons on a Magus, which is kinda interesting, maybe.

Gnome archetypes, as well as updating Alchemist, Bard and Gunslinger sections, are all in. Alchemist and Bard in particular should be a bit easier to navigate now, with the class features standardized in order and, for Bards, the replaced Bardic Performances all in the same section.

Sections updated: Alchemist, Bard, Cleric, Druid, Fighter, Gunslinger, Inquisitor, Magus, Oracle, Paladin, Wizard.
Sections Remaining: Barbarian, Cavalier(Samurai), Monk, Ranger, Rogue(Ninja), Sorcerer, Summoner, Witch

grarrrg
2013-11-10, 05:41 PM
Note that Crossblooded and Wildblooded no longer stack (http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9rai) (though they emphasize that the DM can override this if it's not gamebreaking.)

Technically, they never stacked.
And I like their cop-out answer about how "they don't work together at all ever, BUT HERE'S HOW THEY WOULD WORK TOGETHER IF THEY DID *WINK*"

Ninjaxenomorph
2013-11-10, 06:24 PM
Also, I say the Fiend Flayer's ability to take Con damage for arcane points is bad, but its free, so I would still take it.

Beowulf DW
2013-11-10, 07:38 PM
Hmm, interesting development, that.

It doesn't appear to, no. Fiendblades seem a way to get 2 customized magic weapons on a Magus, which is kinda interesting, maybe.

Gnome archetypes, as well as updating Alchemist, Bard and Gunslinger sections, are all in. Alchemist and Bard in particular should be a bit easier to navigate now, with the class features standardized in order and, for Bards, the replaced Bardic Performances all in the same section.

Sections updated: Alchemist, Bard, Cleric, Druid, Fighter, Gunslinger, Inquisitor, Magus, Oracle, Paladin, Wizard.
Sections Remaining: Barbarian, Cavalier(Samurai), Monk, Ranger, Rogue(Ninja), Sorcerer, Summoner, Witch

Awesome! Thanks a bunch. This is still the only decent resource I can find for archetype compatibility.

Cieyrin
2013-11-11, 10:14 PM
Half-Elf archetypes in, as well as Ranger, Summoner and Witch sections updated. I changed my mind again on the working of Broodmaster to a compromise, where it alters the Eidolon ability. This means no more Master Broodmasters (like anyone did that) but also makes it consistent so there were no Brood Synthesists, either, which my guide was suggesting was possible, if slightly. This also means that Broodmasters can be Evolutionists, at least for now. Feel free to weigh in on multi-archetyped Broodmasters, though I still think Broodmasters are subpar and should have been designed like how the other multi-companion archetypes (Beastmaster Ranger, Packlord Druid, etc) were designed instead of the mess they chose.

Sections updated: Alchemist, Bard, Cleric, Druid, Fighter, Gunslinger, Inquisitor, Magus, Oracle, Paladin, Ranger, Summoner, Witch, Wizard
Sections Remaining: Barbarian, Cavalier(Samurai), Monk, Rogue(Ninja), Sorcerer

davidmiller58
2013-11-12, 01:25 AM
Hi, It's look like a good step. I think its very useful. We can try it.

grarrrg
2013-11-12, 10:39 AM
Hi, It's look like a good step. I think its very useful. We can try it.

I think I speak for many people here when I say "What"
If directly replying to someone, please use the "Quote" button towards the bottom right on the post, that way we know who and what you are referencing.

Ninjaxenomorph
2013-11-12, 11:42 AM
For a second I thought you said Broodmaster Synthesists! That would be cool though, having different forms to assume.

Cieyrin
2013-11-12, 09:25 PM
For a second I thought you said Broodmaster Synthesists! That would be cool though, having different forms to assume.

That's because I did. I personally find that thought unsettling...

Azoriel
2013-11-22, 02:50 PM
Samurai has an archetype of its own: the "sword saint". (Not a particularly impressive archetype, IMO, but good if you absolutely don't want a pet following you around.)

http://www.d20pfsrd.com/classes/alternate-classes/samurai/archetypes/paizo---samurai-archetypes/sword-saint

Cieyrin
2014-01-04, 05:06 PM
Took a break for the holidays but back at it once more, adding Half-Orc archetypes, which in turn update the Rogue/Ninja section, among other things. Turns out there is an archetype that combos with Synthesists: Blood God Disciples, though it looks mostly useless to me. I slightly rejiggered how Ninjas are included in the Rogue section so it was more obvious of the archetypes that are valid for Ninjas, so go forth and make Ninja Bandits, just... you may wish to steer clear of Ninja Trapsmiths. They can work, they just don't work as well on Ninjas...

Sections updated: Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Gunslinger, Inquisitor, Magus, Oracle, Paladin, Ranger, Rogue(Ninja), Summoner, Witch, Wizard
Sections Remaining: Cavalier(Samurai), Monk, Sorcerer

powerdemon
2014-04-18, 11:27 PM
Fantastically useful thread. I appreciate your effort in making it, and keeping it updated. Thank you.

AbsolutGrndZer0
2014-04-20, 10:48 AM
Noticed that you have a mistake on Witches... Beast-Bonded and Bonded Witch (Half-Elf) are NOT compatible. One alters your familiar, the other replaces it. That aside, your list looks good and overall has been useful these past few days (though, I did double check when I noticed the witch mistake, only one I found)

grarrrg
2014-04-20, 11:06 AM
Noticed that you have a mistake on Witches... Beast-Bonded and Bonded Witch (Half-Elf) are NOT compatible. One alters your familiar, the other replaces it. That aside, your list looks good and overall has been useful these past few days (though, I did double check when I noticed the witch mistake, only one I found)

You are correct.

But even if you _could_ combine them, you wouldn't want to, as it would just make Beast Bonded a complete and utter waste of time and space.

AbsolutGrndZer0
2014-04-20, 11:25 AM
You are correct.

But even if you _could_ combine them, you wouldn't want to, as it would just make Beast Bonded a complete and utter waste of time and space.

Yeah, though there are many players who say it already is. +1 level for familiar abilities isn't much useful, definitely not worth what you lose for it, and if you take Improved Familiar (which why wouldn't you, especially with an archetype based on your bond with your familiar? Even on characters that I don't want some exotic creature, I usually take IF to give them the planar template) then... you pretty much lose the ability to turn into things related to your familiar, unless you go with a simple celestial/fiendish standard animal.

grarrrg
2014-04-20, 01:38 PM
Yeah, though there are many players who say it already is. +1 level for familiar abilities isn't much useful, definitely not worth what you lose for it

Beast-bonded is a back-loaded archetype, there is very little payoff up front. This makes it look worse than it might otherwise.

Being able to give your Familiar a feat is possibly useful, as they don't normally get feats.

Familiar form at level 8 has possibilities as a budget Wild-Shape.

Twin Soul can be potentially VERY handy as a "get out of death free"-card. But the best use only comes up in a worst case scenario, and exactly how it works is open to some interpretation. I'm assuming you can still commune with your Familiar to get your spells for the day, but if you are in your Familiar's body, then you still probably need hands to use most of those spells.

AbsolutGrndZer0
2014-04-20, 02:12 PM
Beast-bonded is a back-loaded archetype, there is very little payoff up front. This makes it look worse than it might otherwise.

Being able to give your Familiar a feat is possibly useful, as they don't normally get feats.

Familiar form at level 8 has possibilities as a budget Wild-Shape.

Twin Soul can be potentially VERY handy as a "get out of death free"-card. But the best use only comes up in a worst case scenario, and exactly how it works is open to some interpretation. I'm assuming you can still commune with your Familiar to get your spells for the day, but if you are in your Familiar's body, then you still probably need hands to use most of those spells.

Well, right not saying the Transfer Feats is not useful, it very much is... but the +1 level bump? That's lame. I once however talked a GM into letting me have a wolf as a familiar in trade for that +1 level bump (prior to that level, my wolf had the young template)

But yeah, overall it's very back-loaded which means that unless you are sure you are going to be playing significantly past level 10, might not be worth it. Plus, the biggest complaint those who don't like it have remains true, if you take Improved Familiar as anything other than a Celestial/Fiendish animal, you lose the Familiar Form option, at least as written.

Cieyrin
2014-04-20, 04:23 PM
Noticed that you have a mistake on Witches... Beast-Bonded and Bonded Witch (Half-Elf) are NOT compatible. One alters your familiar, the other replaces it. That aside, your list looks good and overall has been useful these past few days (though, I did double check when I noticed the witch mistake, only one I found)

That's a case of an unoptimal archetype combination, as opposed to an illegal one. Nowhere in Beast-Bonded does it say that Transfer Feats changes the feature like it normally would, like Empyreal Knight Paladins having the statement for Divine Bond: 'This ability otherwise functions as the paladin ability of the same name.'. I do not suggest being a Beast-Bonded/Bonded Witch without some way of getting a familiar, like Eldritch Heritage (Arcane), as otherwise you're axing Hexs to improve an ability you don't have but you otherwise can be one within RAW.

Psyren
2014-08-27, 08:39 PM
Now that ACG is out, can we start updating this?

(Also, general question - does the ability "Diminshed Spellcasting" really count as a modification or replacement of the"Spells" class feature? It is not called out as such. I may take that to the QA thread.)

Here's the few I looked at so far:

Alchemist:

Inspired ChemistACG
Features Replaced: Mutagen
Valid Archetypes: Beastmorph, Blazing Torchbearer, Chirurgeon, Clone Master, Grenadier, Internal Alchemist, Preservationist, Psychonaut, Ragechemist, Reanimator, Trap Breaker, Visionary Researcher, Vivisectionist, Bogborn Alchemist (Grippli), Deep Bomber (Svirfneblin), Fire Bomber (Goblin)

Barbarian: None

Bard:

Flame DancerACG
Features Replaced: Countersong, Inspire Competence, Suggestion, Dirge of Doom
Valid Archetypes: Daredevil, Detective, Dirge Bard, Geisha, Lotus Geisha, Negotiator, Songhealer

Voice of the WildACG
Features Replaced: Bardic Knowledge, Countersong, Versatile Performance, Jack of All Trades, Inspire Competence, Dirge of Doom, Inspire Heroics
Valid Archetypes: Demagogue, Prankster (Gnome). (ED: Darn, this one was so close to working with Animal Speaker!)

Cavalier:

Daring ChampionACG
Features Replaced: Weapon & Armor Proficiency, Mount, Cavalier's Charge, Expert Trainer, Mighty Charge, Supreme Charge
Valid Archetypes: None

Cleric:

EcclesitheurgeACG
Features Replaced: Weapon & Armor Proficiency, Channel Energy (3rd), Domains
Valid Archetypes: None

Magus:

Eldritch ScionACG
Features Replaced: Spells, Spell Recall, Arcane Pool, Spell Combat, Knowledge Pool, Improved Spell Combat, Greater Spell Combat
Valid Archetypes: Spellblade, Staff Magus, Fiend Flayer (tiefling)

Cieyrin
2014-08-28, 08:24 PM
Now that ACG is out, can we start updating this?

Need to acquire a copy myself yet, though I'm off work next week and this was one of the projects I was thinking on getting back to, so strong possibility I'll possibly finish the ARG.


(Also, general question - does the ability "Diminished Spellcasting" really count as a modification or replacement of the"Spells" class feature? It is not called out as such. I may take that to the QA thread.)

It is modifying Spellcasting, which I believe was my reasoning. I can think on that some and if you get a reasonable answer, that would sway me to change how these are working in the guide.


Here's the few I looked at so far:

Alchemist:

Inspired ChemistACG
Features Replaced: Mutagen
Valid Archetypes: Beastmorph, Blazing Torchbearer, Chirurgeon, Clone Master, Grenadier, Internal Alchemist, Preservationist, Psychonaut, Ragechemist, Reanimator, Trap Breaker, Visionary Researcher, Vivisectionist, Bogborn Alchemist (Grippli), Deep Bomber (Svirfneblin), Fire Bomber (Goblin)

Barbarian: None

Bard:

Flame DancerACG
Features Replaced: Countersong, Inspire Competence, Suggestion, Dirge of Doom
Valid Archetypes: Daredevil, Detective, Dirge Bard, Geisha, Lotus Geisha, Negotiator, Songhealer

Voice of the WildACG
Features Replaced: Bardic Knowledge, Countersong, Versatile Performance, Jack of All Trades, Inspire Competence, Dirge of Doom, Inspire Heroics
Valid Archetypes: Demagogue, Prankster (Gnome). (ED: Darn, this one was so close to working with Animal Speaker!)

Cavalier:

Daring ChampionACG
Features Replaced: Weapon & Armor Proficiency, Mount, Cavalier's Charge, Expert Trainer, Mighty Charge, Supreme Charge
Valid Archetypes: None

Cleric:

EcclesitheurgeACG
Features Replaced: Weapon & Armor Proficiency, Channel Energy (3rd), Domains
Valid Archetypes: None

Magus:

Eldritch ScionACG
Features Replaced: Spells, Spell Recall, Arcane Pool, Spell Combat, Knowledge Pool, Improved Spell Combat, Greater Spell Combat
Valid Archetypes: Spellblade, Staff Magus, Fiend Flayer (tiefling)

Cool, I'll add these when I get the time.

shaman of ohio
2014-10-08, 11:49 AM
Hello Cieyrin! I am a long time fan of your list, and I've decided to finally give back by signing up and helping you out, if that's not to presumptuous of me. Mainly this is a finish of Psyren's ACG list, might do Inner Sea Combat later if I have time. Anyone who wants to call me on my math, go right ahead because I may have got something wrong. (I am excluding the hybrid classes for now, just for simplicitys sake.)



Feral ShifterACG
Features Replaced: Nature Bond, Venom Immunity, A Thousand Faces, Timeless Body
Valid Archetypes: Wild Whisperer

Nature FangACG
Features Replaced: Nature Sense, Wild Empathy, Woodland Stride, Wild Shape, Resist Nature's Lure, Venom Immunity
Valid Archetypes: None

Wild WhispererACG
Features Replaced: Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape,
Valid Archetypes: Feral Shifter



Martial MasterACG
Features Replaced: Weapon Training, Weapon Mastery
Valid Archetypes: Gladiator, Mutation Warrior

Mutation WarriorACG
Features Replaced: Armor Training, Armor Mastery
Valid Archetypes: Gladiator, Martial Master



Bolt AceACG
Features Replaced: Grit, Deeds (Deadeye, Quick Clear, Utility Shot, Startling Shot, Expert Loading, Lightning Reload, Menacing Shot), Gun Training
Valid Archetypes: Gun Tank


Sacred HuntsmasterACG
Features Replaced: Judgement, Second Judgement, Third Judgement, Slayer, True Judgement
Valid Archetypes: Heretic, Infiltrator, Preacher, Sin Eater

Sanctified SlayerACG
Features Replaced: Judgement, Second Judgement, Third Judgement, Slayer, True Judgement
Valid Archetypes: Heretic, Infiltrator, Preacher, Sin Eater



Kata MasterACG
Features Replaced: Stunning Fist, Still Mind, Ki Pool, Wholeness of Body, Quivering Palm
Valid Archetypes: Master of Many Styles, Monk of the Sacred Mountain, Tetori
Monk Vows/Monastic Legacy?: No

WildcatACG
Features Replaced: Still Mind, Ki Pool, High Jump, Slow Fall, Bonus Feats, Improved Evasion, Abundant Step, Diamond Body, Empty Body
Valid Archetypes: None
Monk Vows/Monastic Legacy?: No



Psychic SearcherACG
Features Replaced: Bonus Spells, Revelation (3rd)
Valid Archetypes: Warsighted

Spirit GuideACG
Features Replaced: Bonus Skills, Revelation (3rd, 7th, 15th)
Valid Archetypes: Possessed Oracle, Ancient Lorekeeper (Elf)

WarsightedACG
Features Replaced: Revelation (1st, 7th, 11th, 15th)
Valid Archetypes: Planer Oracle, Psychic Searcher, Ancient Lorekeeper (Elf)


Holy GuideACG
Features Replaced: Class Skills, Mercy (3rd, 5th)
Valid Archetypes: Holy Gun, Holy Tactician, Hospitaler, Redeemer (Half-Orc), Sacred Servant, Sacred Shield, Shining Knight, Temple Guardian, Undead Scourge, Warrior of the Holy Light
Valid Oaths: All except Undeath

By the way, Holy Guide once again proves that no one can correctly edit a Paladin Archetype. I’m pretty sure the Mercy you “lose” at 5th level is supposed to be from 6th level.


Temple GuardianACG
Features Replaced: Spells, Divine Bond, Aura of Justice
Valid Archetypes: Holy Guide
Valid Oaths: Fiends, Chastity, Loyalty



Divine TrackerACG
Features Replaced: Wild Empathy, Hunter’s Bond
Valid Archetypes: Deep Walker, Infiltrator, Shapeshifter, Urban Ranger,

Hooded ChampionACG
Features Replaced: Favored Enemy (1st), Combat Style, Wild Empathy, Endurance, Evasion, Improved Evasion
Valid Archetypes: Battle Scout, Deep Walker, Infiltrator, Spirit Ranger

Wild HunterACG
Features Replaced: Favored Enemy, Woodland Stride, Swift Tracker
Valid Archetypes: Beast Master, Divine Tracker, Falconer, Horse Lord, Shapeshifter, Spirit Ranger, Trophy Hunter


Counterfeit MageACG
Features Replaced: Trapfinding, Rogue Talent (4th)
Valid Archetypes: Bandit, Burgler, Sanctified Rogue, Scroll Scoundrel, Trapsmith

Underground ChemistACG
Features Replaced: Evasion, Rogue Talent (4th), Advanced Talents
Valid Archetypes: Any except Counterfeit Mage



Eldritch ScrapperACG
Features Replaced: Bloodline Power (1st, 3rd, 9th, 15th)
Valid Archetypes: None

Mongrel MageACG
Features Replaced: Bloodline, Bloodline Powers, Bloodline Spells, Bloodline Feats (7th, 13th, 19th)
Valid Archetypes: None


NaturalistACG
Features Replaced: Summon Monster, Shield Ally, Greater Shield Ally, Aspect, Life Bond, Greater Aspect
Valid Archetypes: Broodmaster

Spirit SummonerACG
Features Replaced: Summon Monster, Eidolon, Aspect, Maker’s Call, Merge Forms, Transposition
Valid Archetypes: None


Hex ChannelerACG
Features Replaced: Hex (2nd)
Valid Archetypes: Beast-Bonded, Bonded Witch (Half-Elf), Hedge Witch, Sea Witch

Mountain WitchACG
Features Replaced: Patron Spells, Hex (2nd)
Valid Archetypes: Bonded Witch (Half-Elf)


Exploiter WizardACG
Features Replaced: Arcane Bond, Arcane School
Valid Archetypes: None

Spell SageACG
Features Replaced: Arcane Bond, Arcane School
Valid Archetypes: None

Spirit WhispererACG
Features Replaced: Arcane Bond, Spellbook, Arcane School, Bonus Feats (20th)
Valid Archetypes: None

Cieyrin
2014-10-08, 05:45 PM
Hello Cieyrin! I am a long time fan of your list, and I've decided to finally give back by signing up and helping you out, if that's not to presumptuous of me. Mainly this is a finish of Psyren's ACG list, might do Inner Sea Combat later if I have time. Anyone who wants to call me on my math, go right ahead because I may have got something wrong. (I am excluding the hybrid classes for now, just for simplicitys sake.)

Not presumptuous, I was waiting till I got a copy but my local bookshop either lost my number or they can't seem to get a copy of the ACG, so I'll add stuff in when I finally get time to sit and work on things.

Cieyrin
2014-12-29, 10:59 PM
Only took me almost a year to get back around to updating stuff again. Added Halfling archetypes in, which gave the pleasant surprise that Martial Artist/Underfoot Adept Monks actually work. Sohei Monks got downgraded to not working with anything I've looked at besides Qinggong and have been updated as such. Now that my notes are finally fully updated (except Sorcerers...), I should be able to blow through the rest of the ARG this week and use the ACG notes when I crack that book open.

N. Jolly
2014-12-31, 12:26 AM
You're doing God's work here. I've used this before with my guides, although I was sad when it felt like this was abandoned. I might be adding sections to my guides about what archetypes stack, and your guide has been a huge amount of help.

Fallenreality
2014-12-31, 02:18 AM
Thank you very much for keeping this updated, this is an incredibly useful resource for making builds.

deuxhero
2015-01-23, 03:55 AM
Familiar Folio was added to the SRD (though it's pretty unorganized right now). I'm going to make a list of what combos between the 7 here and the 3 in Animal Archive are valid.



Archetype
Intelligence
Natural armor
Alertness
Improved evasion
Share spells
Empathic link
Deliver touch spells
Speak with master
Speak with animals of its kind
Spell resistance
Scry on familiar


Infiltrator


X
X
A



X
A
?


Pilferer


X
X


X

X




Valet


X



A

X

X


Decoy


X




X
X
X



Emissary


X

X

X






Figment



X


X

X

X


Mascot


X
X

A
A
X
X
X
X


Mauler
X





X
X
X
X



Protector


X
X


X

X
X



Sage
X
X
X











And after all that work I find out that the only two which combine are Figment and Sage. Yay?

avr
2015-01-23, 06:30 AM
From the Familiar Folio

Alchemist:

HomunculistFF
Features Replaced: Poison Use, Poison Resistance, Poison Immunity, Swift poisoning, Mutagen
Valid Archetypes: Vivisectionist, Bogborn Alchemist (Grippli)

Bard:

DuettistFF
Features Replaced: Well-versed, Jack-of-all-Trades, Bardic Knowledge, Versatile Performance, Lore Master, Dirge of Doom, Frightening Tune
Valid Archetypes: Sound Striker, Shadow Puppeteer (Wayang)

A new meaning to the word nova; Sound Striker Duettist Bard.

Druid:

Leshy WardenFF
Features Replaced: Nature's Bond, Wild Empathy, Wild Shape, A Thousand Faces
Valid Archetypes: Cave Druid, Reincarnated Druid, Urban Druid, World Walker

Fighter:

Eldritch GuardianFF
Features Replaced: 1st, 2nd level Fighter bonus feats, Bravery
Valid Archetypes: Aldori Swordlord, Brawler, Crossbowman, Cyber-Soldier, Dawnflower Dervish, Martial Master, Mutation Warrior, Shielded Fighter, Thunderstriker, Trench Fighter, Two-Weapon Warrior, Foehammer (Dwarf)

Magus:

BeastbladeFF
Features Replaced: 3rd level Magus arcana, Spell Recall, Knowledge Pool, Improved Spell Recall
Valid Archetypes: Greensting Slayer, Kapenia Dancer, Spellblade, Staff Magus, Fiend Flayer (Tiefling), Spell Dancer (Elf)

Paladin:

Chosen OneFF
Features Replaced: Class skills, Smite Evil, Divine Grace, Lay on Hands, Channel Positive Energy, Divine Bond
Valid Archetypes: Holy Guide, Shining Knight, Undead Scourge, Warrior of the Holy Light, Oaths (against Corruption, Fiends, Grotesquery, the Wyrm, Undeath)

Wizard:

Familiar AdeptFF
Features Replaced: Scribe Scroll, Spellbooks, Arcane Bond, 5th, 10th level Wizard bonus feats, lose access to one school of magic
Valid Archetypes: Thassilonian Specialist (maybe)

Pact WizardFF
Features Replaced: Arcane Bond, Arcane School, lose access to one school of magic
Valid Archetypes: Thassilonian Specialist (maybe)

Spirit BinderFF
Features Replaced: Arcane Bond, Arcane School (can't select necromancy as opposition school), Scribe Scroll, all Wizard bonus feats
Valid Archetypes: Thassilonian Specialist (Gluttony, Greed, Pride, Sloth or Wrath only.)

Witch:

SynergistFF
Features Replaced: Familiar, 1st, 8th, 14th level hexes
Valid Archetypes: Hag of Gyronna, Hex Channeler, Medium, Mountain Witch, Veneficus Witch, Dreamweaver (Changeling)

CraziFuzzy
2015-01-31, 11:30 AM
There are a few other archetypes out there from splat books and such. Any intention of adding them to the list? Top of my mind is the Kapenia Dancer, from the Varisia book.

Cieyrin
2015-02-01, 09:40 AM
There are a few other archetypes out there from splat books and such. Any intention of adding them to the list? Top of my mind is the Kapenia Dancer, from the Varisia book.

My plans, such as they are, were to finally finish the ARG, detour into Inner Sea Combat and Magic, and then go into the Advanced Class Guide. Familiar Folio, since it was pretty much done for me (thanks, avr and deuxhero), will get pasted as-is.

unbutu
2015-11-25, 05:56 PM
Thanks for this list, it is awsome :)


Arcanist

Brown-Fur Transmuter
Features replaced: Arcanist Exploit 3&9, Magical Supremacy
Valid archetypes: Spell Specialist, Unletered Arcanist, Twilight Sage

Unletered Arcanist
Features replaced: Spells, Spellbook
Valid Archetypes: Blade Adept, Blood Arcanist, Brown-Fur Transmuter, Elemental Master, School Savant, Spell Specialist, Twilight Sage, White Mage

Eldritch Font
Features Replaced: Spells, Cantrips, Arcanist Exploits 3-7-13, Magical Supremacy
Valid Archetypes:White Mage

White Mage
Features Replaced: Archanist Exploits 1&9, Greater Exploits
Valid Archetypes: Eldritch Font, Unletered Arcanist

Cieyrin
2018-03-15, 01:14 PM
So, I started working on a side project where updating this guide was useful, so now there's Investigator archetypes in, up to Ultimate Wilderness. To note, I lost my notes again (hard drive failure does that :smallfrown:), but the Archives of Nethys has archetypes listed so nicely to make it somewhat simpler to parse info.
I can't promise this is necessarily a revival of the guide and I have had PMs in the past about others wanting to help populate the guide, so I think I should officially grant my blessing if folk want to take the info from here and expand on it in a new guide if that's wished. Just link back here if someone wants to take on that kind of project in the future. I can share the Google Docs I'm now using upon request as well.
Happy Gaming! :smallbiggrin:

Cieyrin
2018-03-20, 09:36 AM
Bloodragers are in, which forced me to spill into the second post, which is now home to Rogues onward, plus deuxhero's mini Famaliar archetype table (belated thanks for that), which is as of Familiar Folio, so may be revisited for how things stand in Ultimate Wilderness. Progress, I suppose.
As for Crossblooded Bloodragers, since that is a similar choice to Crossblooded Sorcerers, I wrote it as RAW suggests, that it alters the bloodline, so I will revisit that section in the future. That also means that Crossblooded Ragers aren't compatible with Prowlers or Id Ragers. I think Rageshaping Prowlers are viable, which is pretty awesome in my book, though.

3/22: Don't feel like triple posting but Slayers are in. Not much to speak on them, other than Snipers having a free ability by RAW that by all intents appears to supposed to replace a talent, so that's noted.

3/27: Swashbucklers are in.

4/2: Brawlers updated. They didn't do a lot of proofreading in Brawler archetypes, sadly. :smallannoyed:

6/27: Added Mediums. A lot of reading to figure out none stack with each other.

7/13: Added Occultists, which had me do some mental gymnastics with Reliquarian, which is the only one that stacks. Reliquarian is kinda... not as good as it should be, so essentially nothing stacks archetype-wise for Occultists besides. Rangers got punted to post #2 because of Occultist pushing the character limit.

2019
3/8: Updated Alchemists, which required shuffling Medium through Paladin to post #2 for character limit reasons. Lots of archetype interactions there. Interesting note: Svirfneblin, as Humanoids with the Gnome subtype, can take both Deep Bomber and Saboteur but it doesn't work in the other direction. So that's neat. A different observation is that Ragechemist works with a lot of archetypes that don't benefit from it, mostly those that change their mutagen to a specialty one. Not that Ragechemist is great, anyways, but it can be a bigger trap if you want it to be.

4/8: Added new sources (Ultimate Intrigue, Horror Adventures, Villain Codex being the primary ones), which updated Alchemist again. I'll hit the other recently updated sections with the new sources soon. Investigator and Magus got shuffled to post #2 as part of the update. I will probably hit reserved post #3 soon enough.

4/10: Bloodragers, Brawlers, Investigators updated. Investigators was redone, as it was easier than updating with the shuffle of archetypes that do combo with newer content.

4/11: Occultists redone, due to new content making some combos valid like Investigators had happen.

4/15: Slayers redone. Nothing else to really report.

4/16: Swashbuckler redone. That's the last of where my current notes cover, so prolly be a bit before new updates.

Psykotik_Dragon
2019-08-22, 11:03 PM
Love the guide! It's been a great asset for creating characters & getting ideas to flesh out concepts so they work mechanically not just flavorfully.
I just have 1 question...I've noticed a lot of the alternate classes in the list but not the Hunter...did that 1 somehow get skipped or lost somewhere along the way?

Cieyrin
2019-08-23, 05:36 AM
Love the guide! It's been a great asset for creating characters & getting ideas to flesh out concepts so they work mechanically not just flavorfully.
I just have 1 question...I've noticed a lot of the alternate classes in the list but not the Hunter...did that 1 somehow get skipped or lost somewhere along the way?

It's kinda been updated as I've had time and interest to do so; interest lately has been for a campaign setting I'm building that's low magic and without the divine, so Hunter wasn't high on my list. The ACG classes don't have as many archetypes, so I could knock it out next time I get the fey mood to work on the guide again.

Psyren
2019-08-23, 08:35 AM
It's kinda been updated as I've had time and interest to do so; interest lately has been for a campaign setting I'm building that's low magic and without the divine, so Hunter wasn't high on my list. The ACG classes don't have as many archetypes, so I could knock it out next time I get the fey mood to work on the guide again.

Willing and able to help as well

Psykotik_Dragon
2019-08-27, 11:40 PM
Fair enough. As I said, thanks for the help as-is, it just seemed a curious oversight lol. Really interested in playing a hunter for my 1st PFS character so was looking around for some info on the archetypes but wasn't seeing anything useful beyond "it has a few archetypes" lol

Psyren
2019-08-28, 01:37 AM
Fair enough. As I said, thanks for the help as-is, it just seemed a curious oversight lol. Really interested in playing a hunter for my 1st PFS character so was looking around for some info on the archetypes but wasn't seeing anything useful beyond "it has a few archetypes" lol

Start a separate thread for that character and you'll likely get some help. Personally I find the Teamwork feats to be the most lackluster part of Hunter, so I like archetypes that dump them like Divine Hunter, Patient Ambusher or Courtly Hunter.