Vortling
2020-08-23, 11:12 AM
Recently I bought myself the Path of War books as I'm a big fan of Tome of Battle and may be getting into another Pathfinder game soon. I was reading through the archetypes for Pathfinder base classes in Path of War Expanded book and thought these would be a good way to introduce the maneuver system rather than jumping straight into the martial initiator classes. Below I've gone through the archetypes with my estimation of whether the archetype is an upgrade or a downgrade to the base class. I'm working on the assumption that feats, traits, etc from PoW are on the table for this and not just maneuvers.
Barbarian (Primal Disciple) - Loses pretty much all the rage powers for maneuvers. Based off what is available in rage powers and in PoW maneuvers this looks like an even trade or slight upgrade. Slight upgrade in that maneuvers grant mobility so the barbarian doesn't get stuck standing still full attacking to get the most out of their damage. Several maneuvers also allow them to apply status effects or buffs so they don't have to completely damage focus. Trading out for some of the more supernatural maneuver schools (*cough* Elemental Flux *cough*) can grant additional mobility.
Bard (Rubato) - Complete loss of spells and trades out several bard songs for different ones. This looks like the biggest loser of all the archetypes. Yes, maneuvers provide some excellent flexibility, but not as much as spells. Now the bard is mostly looking at skills for their out of combat utility. While the bard does gain access to the best buff discipline (Golden Lion) and arguably the best debuff/utility discipline (Elemental Flux) I don't see it as enough to make up for losing spell access.
Fighter (Myrmidon) - Loses 5 feats for maneuver access, grit, grit effects, and 2 more skill ranks per level. This looks like the big winner of the archetypes, possibly tied with the Rogue. Fighters are gaining access to the most disciplines and the largest list of disciplines to choose from. They're getting more maneuvers and stances than they would from spending those 5 feats on Martial Training and more on top of that. Even without trading out for a supernatural discipline it appears the fighter will have significantly improved mobility and utility without any sacrifice to damage.
Monk (Monk of the Silver Fist) - Odd set of trade outs to make the monk more of a protector than puncher. This one looks like a fairly even trade to me. Flurry still appears to have the same issue in Pathfinder as it did in 3.5 so trading it out isn't a huge deal. If you really want stunning fist back it's a feat. In trade your gauntlets are better at dealing damage. This is nice as gauntlets are easier to enchant than fists. Abundant Step and Quivering Palm weren't ever that good and while their trade outs are weaker they're significantly more consistent in use. If you want to go more punchy you can always trait for access to one of the unarmed strike disciplines.
Paladin (Knight Disciple) - Trade out spells, swap several class features for similar ones. This looks like the other big loser of the archetypes, but not as bad as the bard since paladins are less about spellcasting than the bard. Every single traded feature is a straight downgrade. The paladin does get some of their out of combat utility with being able to use spell completion items but it just doesn't make up for all that is lost. I'd argue that if you want the paladin feel without the suck you should play the fighter archetype instead and trait for one of the paladiny disciplines.
Ranger (Ambush Hunter) - Loses spells, favored enemy, locks you into having the animal companion. In trade you gain significant damage nova capabilities and access to a broad choice of disciplines to match your fighting style. I'm going to call this one even as it really depends on what you want out of the ranger. The ranger loses out on of combat utility from spells and favored enemy, but what you receive in return gives huge damage spikes from letting your animal companion use maneuvers and stances. Ranger also gets one of the most efficient recovery mechanics for maneuvers once they hit 4th level.
Rogue (Hidden Blade) - Lose half your rogue talents. Gain maneuvers, a few small features, INT as your initiation ability, and access to gambits for recovery. This is the other big winner from what I'm seeing. Gambits give you some nice self or team buffs. Looking through the rogue talents few of them are on par with what you receive from maneuvers and stances and the ones that are have a 1/day restriction. With access to PoW, the best rogue talents look to be the ones that give you a bonus combat feat and a bonus feat respectively. Overall a straight upgrade and with 4 disciplines you can easily trait out into another without losing flexibility.
Thoughts?
Barbarian (Primal Disciple) - Loses pretty much all the rage powers for maneuvers. Based off what is available in rage powers and in PoW maneuvers this looks like an even trade or slight upgrade. Slight upgrade in that maneuvers grant mobility so the barbarian doesn't get stuck standing still full attacking to get the most out of their damage. Several maneuvers also allow them to apply status effects or buffs so they don't have to completely damage focus. Trading out for some of the more supernatural maneuver schools (*cough* Elemental Flux *cough*) can grant additional mobility.
Bard (Rubato) - Complete loss of spells and trades out several bard songs for different ones. This looks like the biggest loser of all the archetypes. Yes, maneuvers provide some excellent flexibility, but not as much as spells. Now the bard is mostly looking at skills for their out of combat utility. While the bard does gain access to the best buff discipline (Golden Lion) and arguably the best debuff/utility discipline (Elemental Flux) I don't see it as enough to make up for losing spell access.
Fighter (Myrmidon) - Loses 5 feats for maneuver access, grit, grit effects, and 2 more skill ranks per level. This looks like the big winner of the archetypes, possibly tied with the Rogue. Fighters are gaining access to the most disciplines and the largest list of disciplines to choose from. They're getting more maneuvers and stances than they would from spending those 5 feats on Martial Training and more on top of that. Even without trading out for a supernatural discipline it appears the fighter will have significantly improved mobility and utility without any sacrifice to damage.
Monk (Monk of the Silver Fist) - Odd set of trade outs to make the monk more of a protector than puncher. This one looks like a fairly even trade to me. Flurry still appears to have the same issue in Pathfinder as it did in 3.5 so trading it out isn't a huge deal. If you really want stunning fist back it's a feat. In trade your gauntlets are better at dealing damage. This is nice as gauntlets are easier to enchant than fists. Abundant Step and Quivering Palm weren't ever that good and while their trade outs are weaker they're significantly more consistent in use. If you want to go more punchy you can always trait for access to one of the unarmed strike disciplines.
Paladin (Knight Disciple) - Trade out spells, swap several class features for similar ones. This looks like the other big loser of the archetypes, but not as bad as the bard since paladins are less about spellcasting than the bard. Every single traded feature is a straight downgrade. The paladin does get some of their out of combat utility with being able to use spell completion items but it just doesn't make up for all that is lost. I'd argue that if you want the paladin feel without the suck you should play the fighter archetype instead and trait for one of the paladiny disciplines.
Ranger (Ambush Hunter) - Loses spells, favored enemy, locks you into having the animal companion. In trade you gain significant damage nova capabilities and access to a broad choice of disciplines to match your fighting style. I'm going to call this one even as it really depends on what you want out of the ranger. The ranger loses out on of combat utility from spells and favored enemy, but what you receive in return gives huge damage spikes from letting your animal companion use maneuvers and stances. Ranger also gets one of the most efficient recovery mechanics for maneuvers once they hit 4th level.
Rogue (Hidden Blade) - Lose half your rogue talents. Gain maneuvers, a few small features, INT as your initiation ability, and access to gambits for recovery. This is the other big winner from what I'm seeing. Gambits give you some nice self or team buffs. Looking through the rogue talents few of them are on par with what you receive from maneuvers and stances and the ones that are have a 1/day restriction. With access to PoW, the best rogue talents look to be the ones that give you a bonus combat feat and a bonus feat respectively. Overall a straight upgrade and with 4 disciplines you can easily trait out into another without losing flexibility.
Thoughts?