EldritchWeaver
2015-07-11, 05:54 PM
I've been looking at the Tier placements of the core classes and it makes me sad that they are all over the place. So for my new campaign I'm looking for ways to bring the power level of the available classes to the Tiers 2, 3, and - if not possible otherwise - 4. Regarding magic, the biggest offender, I plan to use Spheres of Power instead. The classes provided by this supplement leave me at least with the impression that they are part of the expected power level range. But I still need to deal with the original classes. I could enforce using Sphere-converted classes, but there might be some problem I didn't spot (e.g. a converted class became too weak or wasn't boosted enough). And that still leaves the mess that martials are.
So I'm looking for suggestions which classes from 3rd party/Paizo material can fulfill the roles the various classes define. As there doesn't seem to be an exact match from core class to replacement (with the exception of the Unchained ones), I'm not averse to have several suggestions. But please add which particular builds are being matched in that case. Bonus points if you could add a mention of the Tier the replacement is considered to be in, how close it comes to the original, what problems the new rules might have, whatever else you think should be said. Feel free to tell me, if my suggestions are missing something or are plainly wrong. ;) I'll try to keep that table updated as for now I don't have really an answer for some classes. Edit: Applied info given by the following posters.
General notes:
Sphere Magus (assuming you allow the Paizo class) can be a great class to dip in as it allows to combine magic and martial attacks.
The Initiator Balance Rule (http://www.giantitp.com/forums/showthread.php?418881-Initiator-Alternate-Rule-Balance-Fix) allows more martial oriented classes have some more options, even if they don't specifically use PoW stuff specifically.
To cut through the clutter I marked unique concepts, so in case of overlaps the non-core variant is favored.
Class Name
Tier
Roles
Replacement
Source
Tier
Notes
Barbarian
4
All?
Barbarian with Primal Disciple archetype
Path of War: Expanded
3??
That might be the least intrusive change in that vein that you still keep the class. Can't say how this changes playing the Barb however. Note: This archetype is compatible with Unchained Barbarian, but only the new rage mechanic and a single rage power remain.
Barbarian
4
All?
Warder with Primal Fury school
Path of War
3??
A defense focused class.
Barbarian
4
All?
Warlord with Primal Fury school
Path of War
3??
A teamwork focused class.
Barbarian
4
All?
Stalker with Brutal Slayer archetype
Path of War (Expanded)
3??
Looks like a Rogue turned Berserker to me.
Barbarian
4
All
Unchained Barbarian
Pathfinder Unchained
4
Overall this replacement isn't about making the Barbarian stronger, but easier to play. That alone is reason enough to use this one.
Bard
3
All?
Sphere Bard
Spheres of Power
3
It all comes down to magic here. A Sphere Bard is a mid-caster, which means having a CL of 15 at level 20. We have also only have a many magic talents as the Incanter class which is the SoP Wizard. So we have certainly less spell effects known. On the other hand, generally you have at-will effects available which keep you going for longer. And if you choose effects which aren't directly dependent on the CL the difference is less noticeable to a high-caster. You can have a lot of fun if you choose wisely.
Bard
3
All?
Hedgewitch
Spheres of Power
3
Choosing the Charlatanism and Spiritualism traditions grants access to most Bard abilities (though didn't check if a single character can get them all). But the tradition powers are better than what the Bard would get. Magic-wise the Hedgewitch is more focused, but as it allows to choose from all spheres it is more flexible what can be accomplished overall. Unfortunately, as a mid-caster, the maximum CL is 15, not 20. Hands down, I'd take this Hedgewitch over the other Bards.
Bard
3
More frontlining roles
Bard with Rubato archetype
Path of War: Expanded
3??
If you want to replace spells with more martial prowess then this is the way to go. The main feature Bardic Performance stays but the list of options changes.
Bard
3
More backlining roles
Maestro
Strange Magic
3??
Seems to make the bard more wizard-like, but can't use meat magic. Unfortunately I'm not sure how this class is supposed to work, so I can't say more.
Cleric
1
All?
Sphere Cleric
Spheres of Power
2-3
Cleric is a difficult class to replace with solely a single SoP class, as none of them are as encompassing.* The power loss is due the spheres as you are more limited in the effects a certain character can use, compared to prepared casters of the core rules.
Cleric
1
Ranged spells and attacks, buffing, healing, minions
Incanter
Spheres of Power
2-3
If you care more about the magic part, then Incanter - the SoP wizard - is the right choice. You lose weapon and armor proficiencies and have only a low BAB, but if your concept does not require them, you can more easily tailor the rest for a great fit. Channel Energy and Cleric Domains (without spells) are available.
Cleric
1
Ranged spells and attacks, buffing, healing, minions
Soul Weaver
Spheres of Power
3
If you want to be more necromancer with some nice new abilities than the Cleric, then choose this class.
Cleric
1
Healing, Melee
Hedgewitch
Spheres of Power
3
While only a mid-caster, the traditions Combat and Covenant provide cleric-y powers. Certainly an alternative, which provides also options otherwise not accessible.
Druid
1
All?
Sphere Druid
Spheres of Power
2-3
A druid has access to quite a lot options. Shapeshifting can be accessed at level 1, but - starting from 4th level - has a limited duration of 10 minutes per level - unless you get the capstone of permanent duration (assuming target is personal)**. Spellcasting is limited as the Sphere Sorcerer, but you get nice things for the Alteration sphere - which probably shares first place with Conjuration. So this might provide enough of a push for the higher Tier. Again, less flexible on accessible spell effects compared to prepared casters.
Druid
1
Support, Combat, Battle Field Control
Elementalist with the Geomancer archetype
Spheres of Power (Expanded Options)
3
While the Geomancer is a mid-caster for the nearly all spheres, he is a high-caster for the Nature sphere - the most important one - and gets nice bonuses to the caster level to the Nature sphere packages. Basically choose this option if you want to specialize on all things nature. You don't get most features of a core druid, but the ones you get are helpful enough and fit the druid theme still.
Druid
1
Support, ???
Hedgewitch
Spheres of Power
3
If shapeshifting is not your focus, then take the Green Magic tradition. This gives the non-shifty powers of the Druid. While not a part the core Druid, the Herbology tradition provides access to Alchemists' potions. Certainly an interesting option, if you can accept that Hedgewitch is merely a mid-caster.
Druid
1
Scout, Melee
Shifter
Spheres of Power
3
If you want to be a great shapeshifter then this class is made for you. While the extended shapeshift goes online later at 9th level, the various options are a feast for those who want to have fun with shapechanging. Sorry, I'm drooling. :smallredface: The trade-off is that you are only a mid-caster with a reduced number of magic talents.
Fighter
5
???
Fighter with Myrmidon archetype
Path of War: Expanded
4??
Can't say how that changes the class, as I have no experience with it.
Fighter
5
All?
Warder
Path of War
3??
A defense focused class.
Fighter
5
All?
Warlord
Path of War
3??
A teamwork focused class.
Monk
6
All
Monk with the Monk of the Silver Fist archetype
Path of War: Expanded
???
Like the Stalker you lose Flurry of Blows. :( Not compatible with its UM version, as Abundant Step and Quivering Palm are there part of the new ki system.
Monk
6
All
Unchained Monk
Pathfinder Unchained
5-6
For a supposed improvement this falls quite flat according common consensus. For my purpose not recommendable.
Monk
5
All?
Warlord with Steelfist Commando archetype and Thrashing Dragon school
Path of War
3??
A teamwork focused class.
Monk
6
All?
Stalker
Path of War
???
While the Stalker has some Rogue elements included, those seem to be the combat-oriented ones. While there is no replacement of the Flurry of Blows obvious to me (maybe some maneuvers can replicate it), the Stalker seems by virtue of having complete access to maneuvers stronger than the Paizo Monks.
Paladin
4
All?
Sphere Paladin
Spheres of Power
4
A handicapped low-caster (CL 7 at 20th level) and only 8 magic talents over the entire progression (discounting the two bonus magic talents every caster gets) make the magic part sad. On the other hand, you can choose from all spheres, so choosing complementary effects can provide a big boost. The core rules might have a CL of 17 at 20th level, but not a spell list which could capitalize on this.
Paladin
4
All?
Mageknight with Holy Warrior of Light archetype
Spheres of Power (Expanded Options)
3-4
A low-caster (CL 10 at 20th level) and 11 magic talents over the entire progression (discounting the two bonus magic talents every caster gets) limit the magic part somewhat. On the other hand, most abilities of the Paladin are granted or accessible, leaving only the mount*** and the immunities (which are replaced by some broader resistances) make this for the most part a better Paladin than the Sphere Paladin. If only we could get the mount by choosing the - incompatible - archetype Dragoon as well... Note: According to the author, it can be made work if another freely choosable talent is allowed to be traded away for the mount instead of resist magic.
Paladin
4
All?
Armorist
Spheres of Power
3-4
A low-caster (CL 10 at 20th level) and 10 magic talents over the entire progression (discounting the two bonus magic talents every caster gets) limit the magic part somewhat. On the other hand, you can choose from all spheres, so choosing complementary effects can provide a big boost. Protection, Light, Life are the spheres closest to the functions a Paladin has, but the mechanics quite differ. Also no mount.***
Paladin
4
All?
Martial class/Hedgewitch
Pathfinder Unchained/Path of War/Spheres of Power
???
If you want magic then Hedgewitch with the Covenant and Green Magic traditions comes close to mimic the Paladin abilities. For more martial prowess multiclass with your favorite martial one. The trade-off here is losing some BAB compared to a Sphere Paladin.
Paladin
4
Non-magic ones, magic scouting
Paladin with Knight Disciple archetype
Path of War: Expanded
???
No spells and no mount*** or enhanced weaponry and... Actually, left are modified Lay on Hands and Mercies, instead you get a lot of Detect Somethings and can protect your teammates quite effectively.
Paladin
4
Non-magic ones
Warder
Path of War
???
The Aegis and other abilities geared to help allies are fitting with the Paladin theme. No magic as well no special mount*** are the big trade-off here.
Paladin
4
Non-magic ones
Warder with the Ordained Defender Archetype
Path of War
???
If you want a bit more magic then you get can some bit and pieces compared to the Warder.
Paladin
4
Non-magic ones
Warder/Warlord with the Hussar archetype
Path of War
???
This one is "I wanna keep the mount!!1!" for the Paladin fans. Is otherwise just tanky.
Paladin
4
Non-magic ones
Warlord
Path of War
???
Tactical Presence, Force of Personality and other abilities geared to help allies are fitting with the Paladin theme. No magic as well no special mount*** are the big trade-off here.
Paladin
4
All?
Warder/Warlord with the Hussar archetype/CL 3 (take any SoP class)/Battle Templar
Path of War, Spheres of Power
3?
For people who want to have magic like the Paladin and wanting to wield it like the Magus, the Battle Templar prestige class seems interesting. A Sphere Battle Templar would require a CL 3 instead second level of a divine casting class and be a mid-caster, providing one magic talent when the CL increases. So at BT 10, you would have around the same number of magic talents and CL 10 as the Warrior of Holy Light at level 20. Which means you can freely add more martial stuff for the last levels, or go increase the magic prowess more. Or choose a gish class.
Paladin
4
All aside requiring mounted combat?
Zealot
Path of War - Expanded
???
The Paladin theme is provided by the team oriented powers. No magic as well no special mount*** are the big trade-off here.
Ranger
4
All?
Sphere Ranger
Spheres of Power
4
There is no SoP which comes close to the feel of the Ranger, although the Shifter has access to Favored Terrain and Favored Enemy. A handicapped low-caster (CL 7 at 20th level) and only 8 magic talents over the entire progression (discounting the two bonus magic talents every caster gets) make the magic part sad. On the other hand, you can choose from all spheres, so choosing complementary effects can provide a big boost. The core rules might have a CL of 17 at 20th level, but not a spell list which could capitalize on this.
Ranger
4
All?
Ranger with the Ambush Hunters archetype
Path of War: Expanded
???
The biggest trade-off is the loss of the spells. But your animal companion can do martial stuff as well! The other stuff looks cool as well.
Rogue
5
All
Rogue with Hidden Blade archetype
Path of War: Expanded
4???
For the price of 5 rogue talents you get access to the martial stuff and a number of nice to have things. Compared what you trade-out definitively an improvement. And as luck would have it, you can actually use the UR variant as base class, which has a chance to push this into Tier 4.
Rogue
5
All
Unchained Rogue
Pathfinder Unchained
4
The Unchained version has received an upgrade by one tier level, but still falls flat compared to the Arcane Trickster replacement mentioned below. Overall this version might be too weak still.
Rogue
5
All?
Stalker with Vigilante archetype
Path of War (Expanded)
4??
I added Slayer as a Rogue replacement earlier, but the lack of trapfinding made me unhappy. But look no further, with Vigilante archetype Stalker looks like Arnold and Rogue like Danny from Twins.
Rogue
5
Trapfinding, martial ones
Luckbringer with the Black Cat Burgler archetype
The Secrets of Adventuring
4??
This class/archetype has access to Trapfinding, but not access to sneak attack. Instead it seems to be a debuffer. Works as a face as well.
Sorcerer
2
All?
Sphere Sorcerer
Spheres of Power
3
A Sphere Sorcerer is powerful, but trades part of their magic talents for spell points and bloodline feats compared to an Incanter. This I feel costs them too much flexibility to warrant Tier 2. On the other hand, with the increased SP pool, you can more often the stronger effects. This makes still a compelling choice, if you don't care about casting drawbacks or want to use them for boons instead.
Sorcerer
2
All?
Incanter
Spheres of Power
2-3
If there would have been no specific Sorcerer conversion, there would have been no doubt which SoP class would be the replacement. You can get even some part of the Sorcerer's bloodline powers (no feats or spells). Depending on load-out, the Incanter can still reach Tier 2, but this is no longer a guarantee.
Wizard
1
All?
Sphere Wizard
Spheres Of Power
2-3
This class is an Incanter with preselected options. Forget about it. Unless the option happen to be what want to choose anyway. Then you might be happy that you get Scribe Scroll as a free bonus feat. Otherwise all I can say about this option is the same as I say below.;)
Wizard
1
All?
Incanter
Spheres Of Power
2-3
There is a Sphere Wizard, but that class is strictly a lesser Incanter. Forget about it. The Incanter gets bonus feats like the Wizard, but can trade them at 1st level for special abilities. It's those who provide flavor and differentiation on the class feature-side. Otherwise, an Incanter has less flexibility as they can't change their load-out.
Arcane Trickster
Any not requiring unlimited sneak attack
Hedgewitch
Spheres of Power
3
While a PrC, I'd like to mention that with the traditions Academia and Charlatanism you can get an Arcane Trickster from level 1. The Telekinesis sphere has nice abilities if you go for remote skill usage - far superior to Ranged Legerdemain. Also one does get access to sneak attack, but you to pay for them with a Guile Pool. So this is too opportunistic to be reliable.
*Although Armorist and Mageknight are heavy armored spellcasters, they don't seem to capture the cleric-y feeling, so I didn't mention them as choices.
**Sphere Druids don't have the one hour duration as otherwise the Shifter's own progression for increased duration sucks too much in comparison.
*** Mounts may be gained by:
directly investing in Conjuration - which is costly enough (base sphere, Greater Summoning, Lingering Companion, Boon Companion for the optimum)
employing the advanced talent Summoning with DM fiat for requiring less pay - i.e. not requiring daily wages. Also allows to ask your party wizard doing it for you instead of taking these talents.
taking the feats Animal Ally, Boon Companion and Nature Soul - in case, where magic is not an option.
So I'm looking for suggestions which classes from 3rd party/Paizo material can fulfill the roles the various classes define. As there doesn't seem to be an exact match from core class to replacement (with the exception of the Unchained ones), I'm not averse to have several suggestions. But please add which particular builds are being matched in that case. Bonus points if you could add a mention of the Tier the replacement is considered to be in, how close it comes to the original, what problems the new rules might have, whatever else you think should be said. Feel free to tell me, if my suggestions are missing something or are plainly wrong. ;) I'll try to keep that table updated as for now I don't have really an answer for some classes. Edit: Applied info given by the following posters.
General notes:
Sphere Magus (assuming you allow the Paizo class) can be a great class to dip in as it allows to combine magic and martial attacks.
The Initiator Balance Rule (http://www.giantitp.com/forums/showthread.php?418881-Initiator-Alternate-Rule-Balance-Fix) allows more martial oriented classes have some more options, even if they don't specifically use PoW stuff specifically.
To cut through the clutter I marked unique concepts, so in case of overlaps the non-core variant is favored.
Class Name
Tier
Roles
Replacement
Source
Tier
Notes
Barbarian
4
All?
Barbarian with Primal Disciple archetype
Path of War: Expanded
3??
That might be the least intrusive change in that vein that you still keep the class. Can't say how this changes playing the Barb however. Note: This archetype is compatible with Unchained Barbarian, but only the new rage mechanic and a single rage power remain.
Barbarian
4
All?
Warder with Primal Fury school
Path of War
3??
A defense focused class.
Barbarian
4
All?
Warlord with Primal Fury school
Path of War
3??
A teamwork focused class.
Barbarian
4
All?
Stalker with Brutal Slayer archetype
Path of War (Expanded)
3??
Looks like a Rogue turned Berserker to me.
Barbarian
4
All
Unchained Barbarian
Pathfinder Unchained
4
Overall this replacement isn't about making the Barbarian stronger, but easier to play. That alone is reason enough to use this one.
Bard
3
All?
Sphere Bard
Spheres of Power
3
It all comes down to magic here. A Sphere Bard is a mid-caster, which means having a CL of 15 at level 20. We have also only have a many magic talents as the Incanter class which is the SoP Wizard. So we have certainly less spell effects known. On the other hand, generally you have at-will effects available which keep you going for longer. And if you choose effects which aren't directly dependent on the CL the difference is less noticeable to a high-caster. You can have a lot of fun if you choose wisely.
Bard
3
All?
Hedgewitch
Spheres of Power
3
Choosing the Charlatanism and Spiritualism traditions grants access to most Bard abilities (though didn't check if a single character can get them all). But the tradition powers are better than what the Bard would get. Magic-wise the Hedgewitch is more focused, but as it allows to choose from all spheres it is more flexible what can be accomplished overall. Unfortunately, as a mid-caster, the maximum CL is 15, not 20. Hands down, I'd take this Hedgewitch over the other Bards.
Bard
3
More frontlining roles
Bard with Rubato archetype
Path of War: Expanded
3??
If you want to replace spells with more martial prowess then this is the way to go. The main feature Bardic Performance stays but the list of options changes.
Bard
3
More backlining roles
Maestro
Strange Magic
3??
Seems to make the bard more wizard-like, but can't use meat magic. Unfortunately I'm not sure how this class is supposed to work, so I can't say more.
Cleric
1
All?
Sphere Cleric
Spheres of Power
2-3
Cleric is a difficult class to replace with solely a single SoP class, as none of them are as encompassing.* The power loss is due the spheres as you are more limited in the effects a certain character can use, compared to prepared casters of the core rules.
Cleric
1
Ranged spells and attacks, buffing, healing, minions
Incanter
Spheres of Power
2-3
If you care more about the magic part, then Incanter - the SoP wizard - is the right choice. You lose weapon and armor proficiencies and have only a low BAB, but if your concept does not require them, you can more easily tailor the rest for a great fit. Channel Energy and Cleric Domains (without spells) are available.
Cleric
1
Ranged spells and attacks, buffing, healing, minions
Soul Weaver
Spheres of Power
3
If you want to be more necromancer with some nice new abilities than the Cleric, then choose this class.
Cleric
1
Healing, Melee
Hedgewitch
Spheres of Power
3
While only a mid-caster, the traditions Combat and Covenant provide cleric-y powers. Certainly an alternative, which provides also options otherwise not accessible.
Druid
1
All?
Sphere Druid
Spheres of Power
2-3
A druid has access to quite a lot options. Shapeshifting can be accessed at level 1, but - starting from 4th level - has a limited duration of 10 minutes per level - unless you get the capstone of permanent duration (assuming target is personal)**. Spellcasting is limited as the Sphere Sorcerer, but you get nice things for the Alteration sphere - which probably shares first place with Conjuration. So this might provide enough of a push for the higher Tier. Again, less flexible on accessible spell effects compared to prepared casters.
Druid
1
Support, Combat, Battle Field Control
Elementalist with the Geomancer archetype
Spheres of Power (Expanded Options)
3
While the Geomancer is a mid-caster for the nearly all spheres, he is a high-caster for the Nature sphere - the most important one - and gets nice bonuses to the caster level to the Nature sphere packages. Basically choose this option if you want to specialize on all things nature. You don't get most features of a core druid, but the ones you get are helpful enough and fit the druid theme still.
Druid
1
Support, ???
Hedgewitch
Spheres of Power
3
If shapeshifting is not your focus, then take the Green Magic tradition. This gives the non-shifty powers of the Druid. While not a part the core Druid, the Herbology tradition provides access to Alchemists' potions. Certainly an interesting option, if you can accept that Hedgewitch is merely a mid-caster.
Druid
1
Scout, Melee
Shifter
Spheres of Power
3
If you want to be a great shapeshifter then this class is made for you. While the extended shapeshift goes online later at 9th level, the various options are a feast for those who want to have fun with shapechanging. Sorry, I'm drooling. :smallredface: The trade-off is that you are only a mid-caster with a reduced number of magic talents.
Fighter
5
???
Fighter with Myrmidon archetype
Path of War: Expanded
4??
Can't say how that changes the class, as I have no experience with it.
Fighter
5
All?
Warder
Path of War
3??
A defense focused class.
Fighter
5
All?
Warlord
Path of War
3??
A teamwork focused class.
Monk
6
All
Monk with the Monk of the Silver Fist archetype
Path of War: Expanded
???
Like the Stalker you lose Flurry of Blows. :( Not compatible with its UM version, as Abundant Step and Quivering Palm are there part of the new ki system.
Monk
6
All
Unchained Monk
Pathfinder Unchained
5-6
For a supposed improvement this falls quite flat according common consensus. For my purpose not recommendable.
Monk
5
All?
Warlord with Steelfist Commando archetype and Thrashing Dragon school
Path of War
3??
A teamwork focused class.
Monk
6
All?
Stalker
Path of War
???
While the Stalker has some Rogue elements included, those seem to be the combat-oriented ones. While there is no replacement of the Flurry of Blows obvious to me (maybe some maneuvers can replicate it), the Stalker seems by virtue of having complete access to maneuvers stronger than the Paizo Monks.
Paladin
4
All?
Sphere Paladin
Spheres of Power
4
A handicapped low-caster (CL 7 at 20th level) and only 8 magic talents over the entire progression (discounting the two bonus magic talents every caster gets) make the magic part sad. On the other hand, you can choose from all spheres, so choosing complementary effects can provide a big boost. The core rules might have a CL of 17 at 20th level, but not a spell list which could capitalize on this.
Paladin
4
All?
Mageknight with Holy Warrior of Light archetype
Spheres of Power (Expanded Options)
3-4
A low-caster (CL 10 at 20th level) and 11 magic talents over the entire progression (discounting the two bonus magic talents every caster gets) limit the magic part somewhat. On the other hand, most abilities of the Paladin are granted or accessible, leaving only the mount*** and the immunities (which are replaced by some broader resistances) make this for the most part a better Paladin than the Sphere Paladin. If only we could get the mount by choosing the - incompatible - archetype Dragoon as well... Note: According to the author, it can be made work if another freely choosable talent is allowed to be traded away for the mount instead of resist magic.
Paladin
4
All?
Armorist
Spheres of Power
3-4
A low-caster (CL 10 at 20th level) and 10 magic talents over the entire progression (discounting the two bonus magic talents every caster gets) limit the magic part somewhat. On the other hand, you can choose from all spheres, so choosing complementary effects can provide a big boost. Protection, Light, Life are the spheres closest to the functions a Paladin has, but the mechanics quite differ. Also no mount.***
Paladin
4
All?
Martial class/Hedgewitch
Pathfinder Unchained/Path of War/Spheres of Power
???
If you want magic then Hedgewitch with the Covenant and Green Magic traditions comes close to mimic the Paladin abilities. For more martial prowess multiclass with your favorite martial one. The trade-off here is losing some BAB compared to a Sphere Paladin.
Paladin
4
Non-magic ones, magic scouting
Paladin with Knight Disciple archetype
Path of War: Expanded
???
No spells and no mount*** or enhanced weaponry and... Actually, left are modified Lay on Hands and Mercies, instead you get a lot of Detect Somethings and can protect your teammates quite effectively.
Paladin
4
Non-magic ones
Warder
Path of War
???
The Aegis and other abilities geared to help allies are fitting with the Paladin theme. No magic as well no special mount*** are the big trade-off here.
Paladin
4
Non-magic ones
Warder with the Ordained Defender Archetype
Path of War
???
If you want a bit more magic then you get can some bit and pieces compared to the Warder.
Paladin
4
Non-magic ones
Warder/Warlord with the Hussar archetype
Path of War
???
This one is "I wanna keep the mount!!1!" for the Paladin fans. Is otherwise just tanky.
Paladin
4
Non-magic ones
Warlord
Path of War
???
Tactical Presence, Force of Personality and other abilities geared to help allies are fitting with the Paladin theme. No magic as well no special mount*** are the big trade-off here.
Paladin
4
All?
Warder/Warlord with the Hussar archetype/CL 3 (take any SoP class)/Battle Templar
Path of War, Spheres of Power
3?
For people who want to have magic like the Paladin and wanting to wield it like the Magus, the Battle Templar prestige class seems interesting. A Sphere Battle Templar would require a CL 3 instead second level of a divine casting class and be a mid-caster, providing one magic talent when the CL increases. So at BT 10, you would have around the same number of magic talents and CL 10 as the Warrior of Holy Light at level 20. Which means you can freely add more martial stuff for the last levels, or go increase the magic prowess more. Or choose a gish class.
Paladin
4
All aside requiring mounted combat?
Zealot
Path of War - Expanded
???
The Paladin theme is provided by the team oriented powers. No magic as well no special mount*** are the big trade-off here.
Ranger
4
All?
Sphere Ranger
Spheres of Power
4
There is no SoP which comes close to the feel of the Ranger, although the Shifter has access to Favored Terrain and Favored Enemy. A handicapped low-caster (CL 7 at 20th level) and only 8 magic talents over the entire progression (discounting the two bonus magic talents every caster gets) make the magic part sad. On the other hand, you can choose from all spheres, so choosing complementary effects can provide a big boost. The core rules might have a CL of 17 at 20th level, but not a spell list which could capitalize on this.
Ranger
4
All?
Ranger with the Ambush Hunters archetype
Path of War: Expanded
???
The biggest trade-off is the loss of the spells. But your animal companion can do martial stuff as well! The other stuff looks cool as well.
Rogue
5
All
Rogue with Hidden Blade archetype
Path of War: Expanded
4???
For the price of 5 rogue talents you get access to the martial stuff and a number of nice to have things. Compared what you trade-out definitively an improvement. And as luck would have it, you can actually use the UR variant as base class, which has a chance to push this into Tier 4.
Rogue
5
All
Unchained Rogue
Pathfinder Unchained
4
The Unchained version has received an upgrade by one tier level, but still falls flat compared to the Arcane Trickster replacement mentioned below. Overall this version might be too weak still.
Rogue
5
All?
Stalker with Vigilante archetype
Path of War (Expanded)
4??
I added Slayer as a Rogue replacement earlier, but the lack of trapfinding made me unhappy. But look no further, with Vigilante archetype Stalker looks like Arnold and Rogue like Danny from Twins.
Rogue
5
Trapfinding, martial ones
Luckbringer with the Black Cat Burgler archetype
The Secrets of Adventuring
4??
This class/archetype has access to Trapfinding, but not access to sneak attack. Instead it seems to be a debuffer. Works as a face as well.
Sorcerer
2
All?
Sphere Sorcerer
Spheres of Power
3
A Sphere Sorcerer is powerful, but trades part of their magic talents for spell points and bloodline feats compared to an Incanter. This I feel costs them too much flexibility to warrant Tier 2. On the other hand, with the increased SP pool, you can more often the stronger effects. This makes still a compelling choice, if you don't care about casting drawbacks or want to use them for boons instead.
Sorcerer
2
All?
Incanter
Spheres of Power
2-3
If there would have been no specific Sorcerer conversion, there would have been no doubt which SoP class would be the replacement. You can get even some part of the Sorcerer's bloodline powers (no feats or spells). Depending on load-out, the Incanter can still reach Tier 2, but this is no longer a guarantee.
Wizard
1
All?
Sphere Wizard
Spheres Of Power
2-3
This class is an Incanter with preselected options. Forget about it. Unless the option happen to be what want to choose anyway. Then you might be happy that you get Scribe Scroll as a free bonus feat. Otherwise all I can say about this option is the same as I say below.;)
Wizard
1
All?
Incanter
Spheres Of Power
2-3
There is a Sphere Wizard, but that class is strictly a lesser Incanter. Forget about it. The Incanter gets bonus feats like the Wizard, but can trade them at 1st level for special abilities. It's those who provide flavor and differentiation on the class feature-side. Otherwise, an Incanter has less flexibility as they can't change their load-out.
Arcane Trickster
Any not requiring unlimited sneak attack
Hedgewitch
Spheres of Power
3
While a PrC, I'd like to mention that with the traditions Academia and Charlatanism you can get an Arcane Trickster from level 1. The Telekinesis sphere has nice abilities if you go for remote skill usage - far superior to Ranged Legerdemain. Also one does get access to sneak attack, but you to pay for them with a Guile Pool. So this is too opportunistic to be reliable.
*Although Armorist and Mageknight are heavy armored spellcasters, they don't seem to capture the cleric-y feeling, so I didn't mention them as choices.
**Sphere Druids don't have the one hour duration as otherwise the Shifter's own progression for increased duration sucks too much in comparison.
*** Mounts may be gained by:
directly investing in Conjuration - which is costly enough (base sphere, Greater Summoning, Lingering Companion, Boon Companion for the optimum)
employing the advanced talent Summoning with DM fiat for requiring less pay - i.e. not requiring daily wages. Also allows to ask your party wizard doing it for you instead of taking these talents.
taking the feats Animal Ally, Boon Companion and Nature Soul - in case, where magic is not an option.