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Pathfinder Pathfinder: Wrath of the Righteous - Game of the Year Edition

IHaveHugeNick

Arcane
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5000 archetypes doesn't mean much when most of them are lazy copypasta where some features from one class get plugged into another. If you removed archetypes that are mechanically same-ish there wouldn't be much left.
 

Yosharian

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Grand Chien
Yeah there's so much dead weight with some of these archetypes.

I will say that the ones which swap mechanics between different classes aren't necessarily the issue here though, in fact those are often some of the most interesting archetypes to build characters with
 

mediocrepoet

Philosoraptor in Residence
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Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
5000 archetypes doesn't mean much when most of them are lazy copypasta where some features from one class get plugged into another. If you removed archetypes that are mechanically same-ish there wouldn't be much left.
This is actually one of the things that bugs me the most about Pathfinder. Why multiclass? Let's just build the special snowflake archetype that is your specific character blend!

Nevermind that the base classes already had done that. The distinctions are so fine, Paizo should've either went classless or left it alone.

Similarly, Owlcat probably would've had a more enjoyable game without so much bloat since you'd actually have to consider build trade offs and what not in a more concrete way instead of picking the flavour of munchkin class that cookie cutters the specific blend you want for you. Nevermind that this would also mean the options could be reasonably play tested and would almost certainly be less buggy and actually implemented.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
This is simply not the case. The classes people usually bring up to illustrate this canard are things like Demonbane Priest which gives Clerics three extra Feats by level 8 which Clerics kind of, you know, need.

The one archetype that was obviously mailed in (Eldritch Archer which leaves in all the melee abilities/heavy armor etc and just lets you use Spellstrike/Spell Combat ranged) nonetheless can destroy the game with that one tweak alone.
 

mediocrepoet

Philosoraptor in Residence
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This is simply not the case. The classes people usually bring up to illustrate this canard are things like Demonbane Priest which gives Clerics three extra Feats by level 8 which Clerics kind of, you know, need.

The one archetype that was obviously mailed in (Eldritch Archer which leaves in all the melee abilities/heavy armor etc and just lets you use Spellstrike/Spell Combat ranged) nonetheless can destroy the game with that one tweak alone.
Want to play a bard except barbarian instead of fighter? Have skald.

Want to play a ranger-druid? Have a hunter.

Want to have a shitty sorcerer that only debuffs? Have a witch.

Want to have a druid-witch? Have a shaman.

Want to play a non-LG paladin with short duration gimmicks? Have a warpriest.

Etc.

It's bloated af and still has multiclassing despite making classes for concepts traditionally dealt with by multiclassing. Sometimes less is more.
 
Joined
Jan 7, 2012
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Ehh... It's fine. Its a mess to wade through but at least most archetypes are trying to do something different.

It's probably better if you're just a simple new player who is thinking "let me pick a class, then I'll decide between 5 archetypes to see what fits me best" rather than "let me preordain a 6 person team build with knowledge of all 200 archetypes and how all of the various buff types can stack and which selection of archetypes best fits into all the available buff categories".
 

IHaveHugeNick

Arcane
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most archetypes are trying to do something different.

Eh, don't get me wrong, there are some cool archetypes that try to do interesting things, but majority fall into one of these groups

Archetype 1: same shit but copypaste something from another class
Archetype 2: same shit but with more feats
Archetype 3: same shit but with sneak attack

Job done, move to next class.

Like mediocrepoet says, most of it is just bloat, it duplicates things that can be achieved by multiclassing and probably gets playtested only in Kenabres so you end up with forever broken game.
 
Joined
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A lot of the complexity could be moved to an ability/feat selection option (like how Ranger can choose between sword and shield, two handed, dual wielding, ranged rather than needing 5 classes). But that's not really simplifying things just rearranging the deck chairs. If you wanted to take that even further you could say that barbarian should just be a fighter who takes rage powers/feats. But that doesn't change much and its arguably worse for players who want to read about a class and pick that rather than deal with all that additional complexity every level up.

Multiclassing isn't really a good solution due to how the game system doesn't allow you to combine caster levels and spell books except in very limited circumstances. If you want to multiclass a fighter/cleric then you can't get a paladin because your casting is a gimped cleric without the special paladin spells, and if you gave those to cleric then you'd overpower cleric.

Also I doubt most of the archetypes got significant playtesting, they were added just because there's just one dude on the dev team whose job is to add a new archetype from various source materials every once in a while. On the other hand the few archetypes that are homebrew by owlcat tend to fit in pretty well.
 

Dishonoredbr

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https://store.steampowered.com/news/app/1184370/view/4155211502139959812?l=english
New Archetypes in A Dance of Masks DLC: Part 1
Greetings, Pathfinders!

Although there were a lot of new archetypes in The Lord of Nothing DLC, some classes were left out. We're addressing that problem by adding new archetypes for the remaining classes in A Dance of Masks DLC!

This time, we really let our imaginations run wild, and developed many of these archetypes specifically for Pathfinder: Wrath of the Righteous. As is tradition, we have split this article into two parts because we have so much material to cover. We will be introducing more new content in part two, so make sure to watch for its release! We hope you are as inspired as we are to try these new archetypes on your next playthrough!
Monk — Drunken Master
The first and most widely anticipated archetype on our list is, of course, the drunk monk, aka the magnificent Drunken Master.
In our RPG, monks are often used as “tanks” due to their powerful abilities at low levels. The Drunken Master archetype allows ki point abilities to be used more frequently, and also provides specific bonuses based on the monk’s level of intoxication. Incredibly, this monk regenerates ki points by drinking alcoholic beverages, and the higher the monk’s level, the more ki points they can accumulate. At higher levels, the Drunken Master gains the ability to produce alcohol, further enhancing the monk’s combat abilities.
We think that the Commander who chooses this archetype will be Seelah’s best friend and the life of the party! Have fun, but remember — drinking is bad for your wealth!


Slayer — Bloodseeker
The Bloodseeker archetype was invented and developed by our lead game designer, Andrey Sverkunov. He noticed that the slayer archetypes in the game were all very similar, and wanted to design something different. This gave him the idea for an archetype inspired by the anime series Vampire Hunter D.
Although the Bloodseeker is not a true vampire, the cursed bloodline they have inherited endows them with near-vampiric powers. The Bloodseeker does not possess slayer talents. Instead, they gain access to a wide range of new abilities that can be expended using blood points. These points are accumulated by performing critical bite attacks, or by sucking the blood from nearby enemies while in raven form.
Create panic among the enemy ranks by changing shape and attacking from the air! Feast on your foes, and let their blood flow like a river for the glory of the Commander!


Bard — Chelaxian Diva
This archetype offers new performance abilities which allow bards to take on a more aggressive role. The masterful voice of the Chelaxian Diva strengthens allies and bursts enemy eardrums — sometimes simultaneously! At the height of their career, this archetype can learn to replicate the famous banshee scream, turning the bodies of their enemies into withered husks of their former selves.
Amaze your allies and terrify your enemies with your incredible singing skills!


Skald — Inciter
This skald archetype uses insults and taunts to provoke the enemy into abandoning their defenses and attacking recklessly... then finishes them off with a dagger from behind. The Inciter gains access to a sneak attack, which can be enhanced through a rogue’s advanced abilities. At higher levels, this archetype can also learn to channel these abilities using inspired rage!
Now you can be sure that the Commander and their companions will always have the last laugh!


Fighter — Titan Fighter
The Titan Fighter can wield a two-handed weapon in one hand — need we say more? This archetype has no difficulty using two huge weapons at once to deliver powerful blows and pulverize foes.
Crush your enemies on your way to glory!


Inquisitor — Living Grimoire
The Living Grimoire is a new interpretation of Paizo’s original archetype. The Inquisitor has always been something between a fighter and a spellcaster, and we wanted to incentivize players to focus on both of these aspects. This Inquisitor archetype possesses a unique weapon — a large sacred tome which can be used to instruct demons on the path to truth. The Living Grimoire can enchant this holy book like a battle priest, and can amplify the strength of their abilities by using both magical and non-magical attacks in battle. This archetype’s final ability is so powerful, it can kill almost any opponent instantly. In the right hands, this sacred tome can be a formidable weapon — so only give it to those you trust!


This concludes part one of our article on new archetypes, but don’t worry — there is still more to come! In part two, we will introduce five more exciting archetypes to be released in this DLC. In the meantime, please share in the comments which archetype interests you the most!
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
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Slayer — Bloodseeker - ''This gave him the idea for an archetype inspired by the anime series Vampire Hunter D.''
5703cb697c0988da1585f7606bf436ad29899b5fr1-540-250_hq.gif
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Or dual-wield Great Swords and build your dude to chain AAOs. But there's probably some downside built in, plus it seems kinda redundant given there's already a two-handed archetype.

Honestly I'd prefer if they focused on some of the lame duck classes instead of giving one archetype per class equally when Monk Inqui and Fighter are all already quite superb in terms of gameplay variety you can get out of exisiting archetypes. But Owlcat gonna Owlcat I guess.
 

Vulpes

Scholar
Joined
Oct 12, 2018
Messages
411
Location
Fourth Rome
Monk — Drunken Master
The first and most widely anticipated archetype on our list is, of course, the drunk monk, aka the magnificent Drunken Master.
In our RPG, monks are often used as “tanks” due to their powerful abilities at low levels. The Drunken Master archetype allows ki point abilities to be used more frequently, and also provides specific bonuses based on the monk’s level of intoxication. Incredibly, this monk regenerates ki points by drinking alcoholic beverages, and the higher the monk’s level, the more ki points they can accumulate. At higher levels, the Drunken Master gains the ability to produce alcohol, further enhancing the monk’s combat abilities.
We finally got a fun monk build :incline:

1671698466096.gif
 

Cyberarmy

Love fool
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Messages
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Smyrna - Scalanouva
Divinity: Original Sin 2
Monk — Drunken Master
The first and most widely anticipated archetype on our list is, of course, the drunk monk, aka the magnificent Drunken Master.
In our RPG, monks are often used as “tanks” due to their powerful abilities at low levels. The Drunken Master archetype allows ki point abilities to be used more frequently, and also provides specific bonuses based on the monk’s level of intoxication. Incredibly, this monk regenerates ki points by drinking alcoholic beverages, and the higher the monk’s level, the more ki points they can accumulate. At higher levels, the Drunken Master gains the ability to produce alcohol, further enhancing the monk’s combat abilities.
We finally got a fun monk build :incline:

1671698466096.gif
 

razvedchiki

Magister
Joined
May 25, 2015
Messages
4,319
Location
on the back of a T34.
improving the mounted combat is out of the question it seems, its implementation is basic and you can ride mamoths inside caves etc.
you can run down anyone indepent of size and the weapon they carry, your mount is basically another hp pool and thats about it. and no enemy is mounted anywhere in the campaign.
 

Anthedon

Arcane
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Jan 1, 2015
Messages
4,790
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Are there any mounted enemies in the DLCs? I shudder to think what would break if Owlcat decided to implement them into the main campaign.
 

Forest Dweller

Smoking Dicks
Joined
Oct 29, 2008
Messages
12,373
For those who've played the game - how will this last DLC affect the pacing of the game? Will this interrupt the build-up to a climax?
 
Joined
Jan 7, 2012
Messages
15,257
The last chapter is kind of just going from place to place wrapping up side story threads as much as you want. You could argue that 90% of it is already interrupting the build up to a climax.
 

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