Fighter
- Archer: The archer is dedicated to the careful mastery of the bow, perfecting his skills with years of practice honed day after day on ranges and hunting for game, or else on the battlefield, raining destruction down on the enemy lines. — A classic archetype, of course. Robin Hood. How can you call yourself a serious fantasy game without enabling this archetype in some way or another?
- Crossbowman: The crossbowman has perfected the deadly use of the crossbow, a simple but cruelly efficient weapon, as a craftsman mastering a lethal tool. — Of course, this just seems the same archetype with a slightly different weapon. Is that really necessary?
- Free Hand Fighter: The free hand fighter specializes in the delicate art of handling a single weapon in one hand while using his free hand to balance, block, tip, and distract his opponents. While not a brawler, his open hand is as much a weapon as a bow or blade. His fighting school benefits only apply when he is using a one-handed weapon and carrying nothing in his other hand. — I dunno. This seems like overkill to me. Then again, if you watch the absolutely excellent 70s The Three Musketeers and The Four Musketeers, you'll see that swashbucklers actually fought like this an awful lot. Those movies were rather well known for their accurate (ish) fight scenes.
- Mobile Fighter: Where some fighters focus on strength and raw power, the mobile fighter relies on swiftness and mobility, gliding across the battlefield like a steel whirlwind and leaving destruction in his wake. — Given the abstract nature of combat in D&D, this maybe is a bit much. It's of course even more abstract in m20, so this becomes a tactical variation that has no meaning in any of my games.
- Phalanx Soldier: The phalanx soldier specializes in defensive tactics, using his shield to guard himself and his allies and forming a shield wall like an unbreakable anvil against which his enemies break. — While this is, of course, an actual archetype from the ancient (not Medieval) world, it's a little hard to see how that makes it at all useful to your typical adventuring party. Since you're unlikely to roleplay a soldier in an army surrounded by your brothers-in-arms, I just don't see the point.
- Polearm Master: The polearm master is schooled in the ancient wisdom that enemies are best faced at the end of long striking pole, lashing like a serpent before clumsy swords and axes can even be brought to bear. — Swords and axes aren't clumsy. But there are plenty of HEMAs that will tell you that this wisdom is, in fact, true. Polearms are superior to shorter weapons for the most part. It's curious that the Migration period Germanic warrior would fight with ranged weapons first (thrown francisca and then angon) then fight with his spear or angon, and only rarely actually used a sword. A sword was more of a status symbol than a day to day weapon.
- Roughrider: Roughriders study and practice the fine points of mounted combat, drilling endlessly with warbeasts—from noble thoroughbreds to trained monsters—to form a perfect synergy between rider and steed. — A combination of a knight and a cowboy archetype in one package. Not a bad idea.
- Savage Warrior: Warriors' might is not measured only by their skill with steel, but also by their ability to inflict death with fang and claw, horn and hoof, and every exotic appendage the natural and unnatural world has to offer. — There already is a barbarian class.
- Shielded Fighter: A shielded fighter focuses on both offense and defense, blending weapon and shield in perfect balance to impede his enemies while delivering deadly blows, and even turning the shield itself into a formidable weapon. These fighting school benefits apply when wielding a weapon and a shield simultaneously. — In other words... a fighter. Y'know, in the actual middle ages, this was just what everyone did.
- Two-Handed Fighter: Some fighters focus their efforts on finding the biggest, heaviest, most imposing weapon they can find and training to manage and harness the weight of their massive weapons for maximum impact. These fighting school benefits only apply when using two-handed weapons. — OK. If all of these fighter archetypes are defined merely by what weapon they use, this list is going to start getting old.
- Two Weapon Warrior: Trained under great masters who preached the simple truth that two are better than one when it comes to weapons, the two-weapon warrior is a terror when his hands are full. From paired daggers to exotic double weapons, all combinations come equally alive in his skilled hands. — Darth Maul. Or The Three Musketeers mentioned above, quite often.
- Weapon Master: Devoted to the perfection of a single weapon, the weapon master's meditations upon his favored weapon border on the obsessive, but none can deny his consummate skill. The weapon master must select a single type of weapon (such as longsword or shortbow). All of his abilities apply to that weapon type. — My m20 rules actually accommodate this concept very well, believe it or not.
Monk — I have very little use for this class/archetype in the first place. I rarely see them played, and I don't know what David Carradine wandering through a pseudo-Medieval Europe like that old 80s show
Kung Fu has to do with anything I'd really want to see in my D&D or D&D-ish games anyway. But, no doubt the monk has its fans. Because I'm not one, I probably won't have much to say on most of this subset in the list.
- Drunken Master: Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting. — Well, if you haven't seen the really famous Jackie Chan movie on which this is based, you really should. It's pretty amazing. Don't watch the first one, though, watch Drunken Master II, or under it's US release title, The Legend of the Drunken Master.
- Hungry Ghost Monk: The hungry ghost monk looks to spirits that prey upon the living as models of perfection. He sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the hungry ghost monk reaches his ultimate goal: power—personal, pure, and simple. — A vampire monk based on a Chinese folk story. Sigh.
- Ki Mystic: The ki mystic believes that violence is sometimes necessary, but knowing and understanding is the true root of perfection. Through meditation and spiritual visions, a ki mystic can see beyond the veil of reality to the underlying truth of all existence. — I have no idea what all that bafflegarble is actually supposed to mean.
- Monk of the Empty Hand: The monk of the empty hand eschews normal weapons in favor of whatever is lying around—rocks, chair legs, flagons of ale, even a simple quill pen all become deadly weapons in the hands of such a monk. A monk of the empty hand draws on his own ki to infuse his improvised weapons with power, and can transform a broken bottle into a magical weapon. — If he's constantly picking stuff up and fighting with it, it's hardly "empty hand" is it? Kinda reminds me of that guy "Mad Dog" in Ong Bak.
- Monk of the Four Winds: The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. — OK...
- Monk of the Healing Hand: Monks of the healing hand seek perfection through helping others. By focusing their meditations on the flow of life within themselves and all creation they gain an understanding of how to share their ki with others, healing wounds and even bringing the dead back to life. For such a monk, sacrificing himself to save another is the surest way to achieve transcendence. — Yeah, but what exactly is the point in a game that already has clerics?
- Monk of the Lotus: Monks are warriors who hone their bodies into deadly weapons, but some monks eschew violence in favor of a more peaceful philosophy. While a monk of the lotus realizes that combat cannot always be avoided—and is more than capable in a fight—he understands that all creatures are connected, and to harm another is to harm the self. Instead, he strives to find peaceful resolutions to conflicts, and in doing so, hopes to achieve inner peace. — That sounds really, really boring to play. Plus, kind of a pussy.
- Monk of the Sacred Mountain: The monk of the sacred mountain finds strength and power in the earth beneath his feet. Rather than spinning though the battlefield with the fluid motion of the river, he roots himself to the ground, as immovable and unshakable as the stones of the mountain. — Sounds like a minor tactical variation that I don't see the point of.
- Weapon Adept: While all monks train in both unarmed combat and with weapons, the weapon adept seeks to become one with his weapons, transforming them into perfect extensions of his own body. Through such training, a weapon adept seeks to attain perfection by becoming a living weapon himself. — Oh, so to be good in a combat, he wants to learn to use weapons well! Well, that's certainly innovative.
- Zen Archer: Some monks seek to become one with another weapon entirely—the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's limbs, and the flight of an arrow fired true. — Sounds already like the very first item from today, except with some weird Jedi BS thrown in for good measure.
Paladin
- Divine Defender: Some paladins see themselves as the last line of defense between the teeming hordes of evil and the innocent folk trying to make a living in a harsh, unforgiving world. These defenders spend their lives protecting others and taking on foes that the common man should not even know exist. To aid them in their holy mission, they have special powers to protect themselves and those around them. — Kinda sounds like... the paladin.
- Hospitaler: Paladins are known for their charity and for tending to the sick. The hospitaler takes to this calling above all others, spending much of her time healing the poor, and giving aid and succor to those in need. — It's one thing if you want to (more or less) use the name of an actual knightly order, but you should at least understand that order, I think. Anyway, again—while this may well be a laudable character that if the game were real life we'd be glad to know, it hardly seems like the kind of heroic archetype that, y'know, enables the game exactly.
- Sacred Servant: Paladins as a general rule, venerate the gods of good and purity, but some take this a step further, dedicating themselves to a specific deity and furthering the cause of the faith. These sacred servants are rewarded for their devotion with additional spells and powerful allies. A sacred servant must select one deity to worship. This deity's alignment must be lawful good, lawful neutral, or neutral good. — This is meaningless without the religious assumptions that D&D kinda sorta brings with it.
- Shining Knight: While paladins often are seen mounted atop a loyal steed, the shining knight is the true symbol of mounted bravery. They are never far from their steeds and are always clad in brightly polished armor. — Paladins are already known for their steed, and how polished their armor is hardly seems like an archetypal detail to me.
- Undead Scourge: Undead are an abomination in the eyes of the just and righteous. It is no surprise then that there are some paladins that dedicate themselves to wiping these unholy terrors from the world. — There are a lot of these kinds of classes in the game, but without knowing ahead of time that undead are going to be your major mission in the game, then it kinda seems like why would you ever want to use this class for anything?
- Warrior of the Holy Light: Some paladins use their gifts to focus on the holy light that shines within their souls. With the gifts of purity and redemption, these paladins spend much of their lives helping others find the true path. Unleashing this power takes patience and comes at a steep price. — Huh?
- Antipaladin (Alternate Class): Although it is a rare occurrence, paladins do sometimes stray from the path of righteousness. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through piety, charity, and powerful magic. Yet there are others, the dark and disturbed few, who turn actively to evil, courting the dark powers they once railed against in order to take vengeance on their former brothers. It's said that those who climb the farthest have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the glory of their forsaken patrons. Antipaladins become the antithesis of their former selves. They make pacts with fiends, take the lives of the innocent, and put nothing ahead of their personal power and wealth. Champions of evil, they often lead armies of evil creatures and work with other villains to bring ruin to the holy and tyranny to the weak. Not surprisingly, paladins stop at nothing to put an end to such nefarious antiheroes. — Yeah, OK. I'm not exactly a neophyte to D&D, so I've been familiar with the anti-paladin for quite a while. Heck, back in the mid 80s or so, I even had an anti-paladin Ral Partha miniature. Actually, that's probably still kicking around in my basement somewhere, come to think of it.
Ranger — Given that this is my absolute favorite of the normal archetypes that they've made a class out of, I probably have plenty to say about the subheadings below. Some I'll like, some I'll hate, and some I'll be meh about, but all of them have to be addressed because I'm such a huge fan of the hunter archetype, and have been ever since watching Errol Flynn as Robin Hood and reading about Aragorn. Of course, because I like the archetype so much, I've often been dissatisfied with the implementation of it, because I have very specific "requirements" of what I want it to look like myself, so my relationship with class itself (and various alternative versions of it that I've seen) is kinda love/hate sometimes.
- Beast Master: Some rangers, particularly those in primitive lands or who were raised by animals, have unusually strong bonds with animals. Unique among rangers, they can bond with multiple animals of any kind, creating a menagerie of wild yet loyal creatures, like a strange family. — I have to think that there's a kind of 80s barbarian movie vibe to this (not just because they used the same title) but I like the idea anyway.
- Guide: Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. — I always thought the favored enemy was kind of a silly mechanic anyway.
- Horse Lord: Rangers of the plains use horses or other riding beasts to hunt their lands, forging a near-mystical relationship with their mounts. Horse lords are unparalleled mounted combatants, the envy of even the most dedicated cavalier. Though called “horse lords” as a generic term, these rangers are not restricted to horses for their animal companions—any creature the ranger can ride is included in these abilities. — From the Huns, Scythians, Mongols, Comanche and the Rohirrim and even the American cowboy, this is one of those iconic archetypes out there, and absolutely has to be enabled, I think. On the other hand—especially in a dungeon environment like D&D often has, I have to wonder sometimes what the point is.
- Infiltrator: Some rangers study their favored enemies and learn their ways, applying this knowledge to their own abilities and using their foes' strengths against them. Infiltrators are willing to walk a mile in an enemy's shoes so as to learn everything there is to know about their foes in order to more effectively hunt and kill them. — In part because I dislike the favored enemy ability, then I guess I have less use for this particular bullet point.
- Shapeshifter: Most rangers venture into the wilderness, but there are some who let the wilderness seep into them. Whether by curse, disease, ancient rite, a slight lycanthropic influence in the blood, or the corrupting influence of chaos, these rangers embrace the wild to transform themselves into something untamed and feral. Shapeshifters are often held in awe, but are even more often feared. — There are a lot of subtle variations on this theme that we've already seen. This one has a bit more of a Beorn-like vibe going on.
- Skirmisher: Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests. — I consider this almost mandatory for any ranger I play, but I take it merely as a mechanical template that replaces spells with some other abilities. I'd then go ahead and look for an additional archetype, maybe.
- Spirit Ranger: Some rangers nurture a connection with the spirits that reside in all things. By communing with these spirits, the spirit ranger can gain glimpses of things to come. — I'm not 100% sure what this means, exactly.
- Urban Ranger: For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. — This is still just a weird concept.
Rogue — the rogue is my second favorite archetype, and I think the class itself does a decent job of emulating it, for the most part. This is the true "urban ranger" and given that I see most of my settings as a combination of dangerous yet beautiful safari-type wilderness dotted with wretched hives of scum and villainy, it's perhaps not surprising that the ranger and the rogue are usually my favorite classes to play when playing D&D itself. In fact, I've often multiclassed between them, sometimes.
- Acrobat: Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues. — Ah, yes. The gymnast! McKayle Maroney is not impressed.
- Burglar: Adept at infiltration, trap removal, and lock picking, burglars prey on the homes of the wealthy and forgotten tombs alike. Such riches are guarded with vicious traps and hazards, but the devious mind of the burglar allows her to find such dangers and avoid them. — While I think that this is certainly appropriate for D&D specifically, this one also is a nice archetype for other types of games too. Jimmy the Hand type guy.
- Cutpurse: Everyone who lives in the city understands that a wealthy man stays wealthy by guarding his purse while wandering the streets and markets. Cutpurses are often trained by guilds to collect the guild's tax from local businesses on a daily basis, whether through intimidation or pickpocketing. Some find themselves taking up the mantle of adventurer, and their talents are generally appreciated in this role, but the cutpurse is still the first person her companions look to when an item goes missing. — While this is a very clear fantasy city archetype, I wonder how you can expand that into something usable by a player character.
- Investigator: Not all rogues work against the law. Investigators use their skills to serve the law, often in the employ of nobles or in the pursuit of noble causes. In some cities cabals of investigators work for rulers or bureaucracies, but often an investigator is a free agent who pursues whatever mysteries come across her path. Of course, not all investigators serve the law. Crime lords and guildmasters often have squads of investigators serving their own nefarious purposes. — Another great archetype (which we've explored already in other form) that probably isn't necessarily a great fit to the rogue class. What does the backstab (or sneak attack, as it is now) ability have to do with being Sherlock Holmes?
- Poisoner: Some consider poisoning an evil act. The poisoner knows poison is just a tool toward an end, and is no different than any other weapon. Some poisoners see themselves as great equalizers, as they are able to craft weapons that the weakest of creatures can wield to devastating effect, but most have no lofty delusions about their work. — This is probably a minor archetype mechanically that offers little difference to the class other than a swamp of an ability or two. Not a bad idea, but probably too specialized for play.
- Rake: The rake is a rogue who is open about her skills and talents, often to the point of being boastful. Usually she has the protection of an important figure who finds her services useful, but sometimes her bravado is enough to keep enemies away. She is often used as a face for the group for diplomacy, gathering information, negotiations, or to gain the most lucrative contracts and quests from local authorities. — "She". Sigh. Face from the A-Team certainly shows that this idea works in the ensemble team kind of format that D&D tends to make use of.
- Scout: Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon. — Using the rogue class to become a ranger analog.
- Sniper: Some say that the sniper is the worst kind of assassin: a killer who waits silently in the shadows and then strikes from a distance without remorse. Snipers, of course, understand that such protestations about “cowardice” and “honor” regarding their profession are in fact merely the bleatings of sheep fearing the slaughter and pay them no heed. Most snipers take pride in their formidable abilities, which allow them to take life quickly, quietly, and efficiently, then disappear into their surroundings without a trace. — Everyone knows what this means, I think.
- Spy: The best spies are like chameleons, but not only can they change their appearances to fit the situation, they can also change their personalities, allegiances, and even loves if that's what it takes to achieve their clandestine goals. Spies are the ultimate manipulators, and even those who commission their services sometimes find that they've merely served the spies' own interests. — Another great archetype, but one that is probably going to get little play in the group setting that D&D favors. If you ever do an unusual 1-on-1 type game, you could really make some hay with this archetype, though. Or if you're not playing and you're writing fiction, of course.
- Swashbuckler: A paragon of mobile swordplay, the swashbuckler is a rogue who focuses almost exclusively on honing her skill at arms and perfecting daring acrobatic moves and elaborate flourishes that border on performance. — Of course, there is a swashbuckler class already, so using the rogue class to try and get there is probably overkill. There's a lot of overlap in the Pathfinder archetype system, which I suppose gives you lots of wiggle room in terms of how to come up with your character.
- Thug: Some criminals steal with finesse, their victims only discovering the crime when the rogue is long gone and the coin already spent. A thug, on the other hand, cares nothing for finesse. Through both threat and violence, the thug gets what she wants by the promise of force, and has no problem making good on that promise as needed. — Given that the rogue isn't much of a combat specialist or a bruiser, I'd be surprised to find that this archetype works well to actually match the archetype.
- Trapsmith: Some rogues are not content with just disabling traps—they love to build them, finding a captivating beauty in the turning of gears and the slither of ropes over pulleys. The trapsmith may have started out putting together traps in order to better understand how to disable them, but for most, it's long since gone beyond that—they now relish the challenge of creating the perfect combat machine. — I'm not a fan of traps in the game. A few are... ok. Specializing in them is absurd.
Sorcerer — I don't have much interest in the specifics of the sorcerer class, and the bloodlines "archetypes" aren't archetypal, there's just interesting tactical variations that have little bearing on my game. I'll probably present these mostly without comment.
- Aquatic: Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command. — Love the subtle reference to Lovecraft.
- Boreal: Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter's night.
- Deep Earth: The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. You are likely slow, steady, and stable in your thinking, little prone to wandering and preferring to instead find depth in contemplation.
- Dreamspun: Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure. — Another subtle Lovecraft reference...
- Protean: You have in your veins the ever-changing wildness of primal chaos, the raw essence of unbound creation. Your mind and spirit burst with the constant inspiration of consummate freedom, though you have difficulty following through on a task when another, new and exciting, catches your interest.
- Serpentine: Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.
- Shadow: Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.
- Starsoul: You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds.
- Stormborn: You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.
- Verdant: Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature.
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