List of Archetypes in Pathfinder Second Edition

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Archetypes in Pathfinder 2e are optional feat paths that a character can take in place of class feats. Some are absolutely essential to a playstyle, while others are mostly fluff and roleplay. Regardless, all of them add at least some build variety, and there are a lot of them. There are so many, in fact, that we feel it would be best to put it all on one page, rather than making one for each individual archetype.

Multiclass Dedications[edit | edit source]

In Pathfinder 1e, multiclassing into another class simply meant substituting levels in your base class with levels of another. In Second Edition, however, multiclassing is done by substituting your class feat at level 2 with a dedication feat. This will allow you to slowly gain the abilities of the class you chose, as well as allowing you to choose class feats up to 10th level. For example, here is the dedication feat for the Rogue Archetype:


Rogue Dedication, Level 2

  • Archetype: Rogue
  • Prerequisite: Dexterity 14
    • You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
    • Special: You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.

From here on, you can select feats every other level from this archetype when you choose a class feat.

All multiclass dedications work similarly, granting you basic proficiencies and some first level class features. All other archetypes work like this too, but have much more specific intentions with their designs.

Advanced Players Guide[edit | edit source]

The Advanced Players Guide (APG) added many archetypes centered around different combat styles. These tend to be a lot more niche than class dedications, but a good many of them are very useful and flavorful.

Acrobat[edit | edit source]

The Acrobat Dedication is for those who want to dance around the battlefield without actually spending skill points in Acrobatics. It automatically levels your Acrobatics skill to Expert when you take it, levels it to Master at 7th level, and levels it to Legendary at 15th level. In addition, you get several feats to make you do crazy stuff with your Acrobatics skill, from a reaction letting you step away from an attack when it misses, to allowing you to Tumble Through and Strike in one action.

Archaeologist[edit | edit source]

An archetype that any class can take. A good one to take if your doing a lot of dungeon delving. In addition to being good with traps and learn magic to help with exploration, you are also gain bonus when rolling about the culture (Like knowing where they keep their treasures, or how to say "I'm your god" in the native tongue).

Archer[edit | edit source]

The Archer Dedication is one any character can grab so long as they intend to keep using bows and crossbows. After all, why should the fighter be the only master of arrows? This statement rings particularly true since, aside from its own few tricks (such as drawing and shooting in the same action or aiming for a bonus to hit), the archetype also gives access to a few of the fighter's archery feats (and one ranger feat) at a later level than intended.

In truth, this archetype's not really meant for fighters or rangers, who would do just as well just multiclassing to each other. Who this is meant for is everyone else who just wants to be better at shooting. If you want the fighter's feats, you're not really getting much out of multiclassing since you likely won't be needing all the proficiencies you just got and there's no crossbow support. The ranger multiclass, on the other hand, saddles you with an action you won't ever be able to use for combat, and not as many feats for helping with combat.

Assassin[edit | edit source]

The Assassin Dedication is all about poisons, backstabs, and other underhanded tactics to kill opponents. The base dedication comes with the 3-action ability Mark for Death, granting you bonuses to track your target down, bonuses to your feints against your target, and giving your agile/finesse weapons extra traits to make them deadlier against the target.

Other feats in this dedication deal with poison and sneak attacks, capping off the archetype with a feat that deals lots of damage and can instantly kill the enemy on a critically failed save.

Bounty Hunter[edit | edit source]

An archetype that any class can take to track a target. Grants the ability to track any query like a ranger, and gain bonuses and proficiency to non-lethally catch your prey. Feats are: Additional bonuses when using Hunt Prey action( or more of it if you already had it), party gains bonuses for helping you look, gain proficiency with bola, sap, and whip (no-penalty to non-lethal), Quarry can't shake you off if they move in combat, and can counter grapple if Quarry critically fails its melee stike attack against you.

Bastion[edit | edit source]

The Bastion Dedication is centered all around shields and being the tank. The Bastion Dedication requires you to have Shield Block feat. The base dedication grants you the Reactive Shield feat, allowing you to raise a shield as a reaction.

Other feats in this archetype allow your shield to do such things as disarming opponents on a block, making your shield to take a lot more damage while you take even less, and saving that shield from shattering completely. Overall, a pretty good investment for any prospective shield user.

Beastmaster[edit | edit source]

For anyone who doesn't want to be a ranger/druid, the Beastmaster Dedication allows you to tame an animal companion for combat, provided that you are trained in the Nature skill.

The feats provided via the archetype allow you to strengthen your companion, as well as recruit up to 3 more. You can only have one in combat at a time, so be wary. Other feats grant you extra abilities to use with your companions.

Blessed One[edit | edit source]

The Blessed One Dedication is an archetype made for PCs who don't want to be champions, but still have Lay on Hands. Taking this archetype grants you the Lay on Hands Focus Spell, along with the focus point required.

Everything else in this dedication is there to bolster Lay on Hands, from treating negative conditions to preventing them in the first place. It even caps out with granting temp HP to someone every round for 10 rounds.

Cavalier[edit | edit source]

Cavalier was cut from the class list of Pathfinder Second Edition, being reduced to an archetype (archetypes here being essentially a chain of feats to take in place of class feats) during the 2018 playtest. And even then, it didn't appear in the CRB. It would only appear in the Advanced Player's Guide, alongside a bunch of other non-class archetypes.

This version of the cavalier gives you a riding mount off the bat, which not many classes can do (Druid and Ranger, while Champion has to wait a few levels) but requires proficiency in either Society or Nature. This feat tree includes the mandatory pet-progression feats that come with owning a pet, but it also has several ways of taking the sting off of owning a mount, like using your AC to protect the steed, mounting on and moving in a single action and being able to move twice while also attacking. It even provides that token banner feature the class had, adding that token +1 to Will.

Celebrity[edit | edit source]

An archetype that any class can take. You hog the spotlight, Doing the best to out stage others, Distract others, and Not tier in front of a crowd.

Dandy[edit | edit source]

The Dandy is one of the many generic archetypes introduced in the Advanced Player's Guide, available to anyone with Diplomacy. You lean the ins of smooth-talking to get by the social encounter. You start by numbing up your Deception and Society skills and spend downtime to manipulate the locale rumors. Other feats include Covering for That Guy when they do something stupid (it has a 10 min cooldown so...); You can recall Knowledge on any topic (hairstylists are well versed in demon politics?); Can use deception as a job, and get your party into parties.

Dandies Are a good thing to have if your doing a campaign with many social encounters, especially if every other PC is dirty murder hobos or the recurring villain is a snob.

Dragon Disciple[edit | edit source]

  • Uncommon Archetype

If you are a dragonscaled or spellscaled kobold, dragon instinct barbarian, or a draconic bloodline sorcerer, this archetype lets you go even further into playing like a dragon, giving you more of their powers. You gain their claws, Smell, Scales, Breath, Wings, and finally, as the capstone, is transforming into an adult dragon for 1 minute every hour for no resources.

Duelist[edit | edit source]

A general archetype that revolves around dueling. Speccing into the dedication gets you the Quick Draw feat immediately so that you can immediately get into a fight anywhere.

Some additional feats add new abilities like: proclaiming a challenge and getting a circumstance damage bonus to that enemy, give your allies a +1 to AC when you parry, and the ability to swap out your Duelist Archetype feats during Daily preparations.

Dual-Weapon Warrior[edit | edit source]

The Dual-Weapon Warrior Dedication makes fighting with two-hand weapons a lot better. The dedication comes with a vital feat, Double Slice, which lets you make two attacks with two actions, without adding to your Multiple Attack Penalty. You still take a -2 penalty on the second attack normally, but you can negate that penalty if the weapon is agile.

Beyond that, some additional feats (many lifted from the fighter class) add new abilities like: making ranged attacks instead of just melee as part of your dual attack, reload with full hands, entering a defensive stance, or double slash so hard they become susceptible to follow up attacks.

Eldritch Archer[edit | edit source]

The Eldritch Archer Archetypes gives you the ability to use a lesser version of the Magus' Spellstrike, usable only with a bow. Still, it does a lot of damage if it hits. It's recommended that you take this only if you can both cast spells and use a bow already.

Familiar Master[edit | edit source]

An archetype that any class that gives them a Familiar companion and/or improve them further. Other feats included let a friend share a master ability, let you cast a spell from Familiar's position, need less Familiar feats for it to take a special form, Change Familiar feats for a job.

Gladiator[edit | edit source]

An archetype that any class can take to extenuate a charismatic pit fighter. You gain bonuses when spectators are around as you wow them with your killing and showmanship. Also, get some exotic weapons and learn how to non-lethal better.

Herbalist[edit | edit source]

The Herbalist Archetype is for players who want to make healing elixirs without playing alchemist, which is understandable. It requires you to be trained in Nature and take the Natural Medicine skill feat, of course, but two of the twelve base classes already have Nature skill baked in, and Natural Medicine is easy to get at the same level.

Speccing into the Herbalist at level 2 grants you basic alchemy for the purposes of creating healing elixirs, antidotes and antiplagues. You get batches of infused reagents equal to your level, or half if you didn't make them in the wilderness (Sorry city herbalists). You also become an expert in Nature. Your advanced alchemy level starts at 1 and can't increase on its own.

Some additional feats include:

  • Fresh Ingredients, Level 2 Feat (even though you spent a level two feat to get the archetype already.)
    • When using Natural Medicine to Treat Wounds, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead.
  • Expert Herbalism, Level 6 Feat
    • Your advanced alchemy level for herbalism increases to your level – 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level.

Horizon Walker[edit | edit source]

An archetype that any class can take. You become well adapted to a single environment your GM decided to set the campaign in. Gains bonuses and ignore hazards while traveling through that Forest, Desert, Ocean, or other places.

Linguist[edit | edit source]

The Linguist is a niche archetype that any character can pick up so long as they know three languages. Just by entering this archetype, you gain training in the Society skill (or just rank it up one level) as well knowledge of four more languages by giving you two instances of the Multilinguist feat.

Languages tend to be a wrench that a gm will throw at a party when they want something they can't just kill their way through it, but now you can turn that into its own set of tools beyond just writing. Though none of it is offensive in nature, it does give you the ability to replicate whatever you read, impersonate a person's mannerisms after reading every detail about them and even find ways to interpret unspoken communication.

Loremaster[edit | edit source]

An Archetype any class can take. You become a know it all that knows all the lore, Even things you shouldn't if the DM was foolish enough to let you roll.

Other feats including some cantrip, Read anything, and speed read.

Martial Artist[edit | edit source]

An archetype that any class that any class can take to learn how to punch. You don't need to invest in both Str and Dex, unlike the monk Archetype, letting you pick up how to punch better and learn monk stances without forcing your Fullplate Brawler, kung fu Warpriest, or Muscle Wizard invest in a stat they don't use.

You can take some monk stance feats: Crane, Dragon, Gorilla, Mountain, Stumbling, Tiger, Wolf, and an adventure path stance, exclusive to Martial Artist, the Powder Punch Stance, covering your fist wrappings or knuckle duster in black powder for an explosive 1 damage and a 5ft shove on a crit. additional feats let you make a thunderclap or flash-bang a guy.

Exclusive feats, not stance or monk related is making one punch that deals additional damage dice and decreases physical resistance, or use all three actions to stride, not trigger reactions, and punches three times without multi-attack penalties (unless you some how make a fourth attack)

Mauler[edit | edit source]

The Mauler Dedication gives you proficiency with two-handed weapons, and the rest of it focuses around these sorts of weapons (including co-opting some feats from Fighter).

In particular, this gives you plenty of ways to use combat maneuvers using big weapons, shoving enemies around and knocking them down.

Marshal[edit | edit source]

The Marshal is one of a great many generic multiclass archetypes available in PF2's Advanced Player's Guide, open to anyone trained in martial weapons and in either Diplomacy or Intimidation, and inclined for those of a leader/support bent. The initial feat gives you proficiency in either the one skill you didn't use to qualify for this feat or boost the proficiency rank of the one you are skilled with, as well as an aura giving a token buff vs Fear.

Most of this archetype's feats focus buffing this aura with other combat bonuses, such as providing temp HP and free movement actions, but others give allies special actions to use in place of reactions. This makes the Marshal a lot like the Warlord class from 4E.

Medic[edit | edit source]

The Medic Dedication automatically levels your Medicine skill to Expert, as well as increasing the healing potential when you Treat Wounds, and allowing you to use Battle Medicine (feat that lets you Treat Wounds during battle) more frequently.

Its feat line, understandably, deals a lot with making these abilities better, such as striding and healing in one action, reducing harmful conditions, and resuscitating dead bodies.

Pirate[edit | edit source]

An archetype where you master the ins and outs of fighting on ships. It was originally a rather limited archetype that appeared on the 2018 playtest before vanishing. It would show up again in the Advanced Player's Guide, looking just as small when compared to other archetypes. This is likely because it's already relying on two other skills with feats that would otherwise overlap with it: Athletics (which helps with rope climbing) and Intimidation.

The prerequisites for entry pretty much boil down to "look scary" (read: trained in Intimidation) and in exchange, you can walk on boats without issue, learn lore about sailing and gain a special action that pretty much lets you go Errol Flynn and swing your sword while swinging on a rope.

Poisoner[edit | edit source]

An archetype that any class can take. You learn how to better craft, resist, and use poisons.

Ritualist[edit | edit source]

An archetype that any class thats an expert in one of the 4 magic related skills can take. With the GM's permission, you can circumvent doing side quests to learn rituals and be really good at casting them. You start with a +2 circumstance bonuse to pull off rituals and learn two uncommon ritual spell + 2 more at 8th, 12th, 16th, and 20th level. You then can gain feats to reduce ritual requirement: less secondary casters can cast even if one skill level lower then required, and turn a casting time of days to hours.

Ritualist starts being useful in games that go to higher levels(6lv+) and when gold is plentiful. This is a class you would only take if your solving problems with rituals, whether it is a summoner amassing servents for party jobs, That investigator which solves mysteries by interrogating the local squirrels and Grass, the party planeswalker, or making an inter-dimension guild hall manned by animated furniture.

Scroll Trickster[edit | edit source]

An archetype that makes You very good at using scrolls you shouldn't be able to cast. A useful add-on for a martial or skill monkey if your party is collecting or crafting a lot of scrolls

When you start the dedication, you get the Trick Magic Item feat, which lets you cast spells from magic items even if they are from a magic tradition you don't have or are not even a spellcaster. In addition, you get a +2 for using this feat with scrolls. Keep in mind you still need to have an investment in the skill associated with the spell's tradition to cast.

Additional feats you can take are wiping out a scroll from your pocket and tricking it as a single action or creating one temporary spell scroll for each spell level during your daily prep.

Scrounger[edit | edit source]

The Scrounger is a general archetype in Pathfinder Second Edition. You can scrounge together a ton of junk and create random improvised shit that somehow works. However, these items are still made of junk, and they tend to fall apart quickly.

The Dedication feat is quite a doozy:

  • Scrounger Dedication
    • Prerequisites trained in Crafting
    • You can Craft items even without appropriate tools or a workshop, though you take a –2 item penalty to your Crafting check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all.
    • You can Craft temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear. Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for 1d4 hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text.
    • You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to Craft a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a –5 penalty to the Crafting check (or a –10 penalty if the materials you used were particularly unsuitable, as determined by the GM).

Pretty cool, honestly. The rest of the feats revolve around scrounging together higher level items, reverse engineering items, or using Crafting instead of Thievery for picking locks and disabling devices (like traps).

Scout[edit | edit source]

A mix of Ranger and Rouge. An archetype that any class can take. Helpful when moving on the map and prevent ambushes, while you can jump out of the bushes to distract the enemy then vanish back into them.

Sentinel[edit | edit source]

Same name but completely different. An archetype that any class can take to become the master of fighting in armour. Imagine Wizard in fullplate. You can sleep in armour, and could destroy it to stop lethal damage.

Shadowdancer[edit | edit source]

An Archetype that any class can take as long as your a master of stealth and expert in performance. Combo Some Rogue feats with abilities involving shadows, starting with better at ambushing from darkness and then learn Shadow magic synergy more with sneaking through dimly lit areas.

Snarecrafter[edit | edit source]

You took this archetype because you are Fred. The prerequisite is having the Snare Crafting Feat to become the master of Snares. The starting Decdication lets you have a number of premade traps for free that can be deployed in 3 actions instead of one minute. This is just the rangers Snare Specialist class feat but they stack if your a ranger. Other feats improve their effectiveness: improved DCs, making a snare down to 1 action, placing a snare under an enemy's feet, activating a snare remotely, or creating a 10-by-10 snare.

Snares can dish out a lot of damage or deal important debuffs but require setup and board positioning. More useful if your campaign lets you choose where the fight takes place and gives you time to prepare. Defending narrow halls, make an ambush on a road. If you have a few rounds to breathe, you can make a trap before the enemy comes. Depending on how good your party is at shoving, setting up snares mid-battle can be viable.

If you are a Ranger Multiclassing into Snarecrafter your going to have so many free snares You can set up in no time at all, The Dm has to crawl through your dungion.

Talisman Dabbler[edit | edit source]

An Archetype any class can take. Lets you make Free Tailmans every day. Talismans in Pathfinder are consumable doodads you glue to your gear to give you bonuses during particular occasions.

As a Dabbler, your really good at gluing Eyeballs to people's swords.

Vikings[edit | edit source]

An archetype that any class can take if you want to be a melee guy that knows some things about sailing and moving through water. You learn how to best use a shield, not be slow by wet terrain, in addition, to throw things while Running. Works well as an early investment in a sailing campaign where your often fighting in the ocean surf or in a swamp, while also dipping into additional weapon proficencys and shields usage in the same tree.

Vigilante[edit | edit source]

Because the Vigilante and its archetypes were merely features with other classes stapled onto it, it was converted into a Multiclass Archetype that any class can take. The entry feat merely gave you the double identity gimmick, fairly untouched compared to the original form.

The rest of the arhetype's feats swung between the Social identity (which let you disguise your pets and magical items as well as things like a safehouse) and the Startling Appearance power (which let you hit an enemy that didn't notice you to inflict various penalties) with a few other tricks like Quick Draw (co-opted from the Rogue and Ranger) and a faster transformation.

In terms of a min-maxer, this archetype is more billed as a gimmick. Sure, you might be able to make something out of the surprise attacks, but you could do it way quicker with a Rogue multiclass.

Weapon Improviser[edit | edit source]

An Archetype any class can take. If you are good with all martial weapons you can use anything as a weapon. If you can grab it you are very good at beating people to death with it.

Lost Omens Character Guide[edit | edit source]

These archetypes are linked to various factions within Golarion, ranging from groups dedicated to liberation and freedom, to holiness and crusading, to knowledge and learning.

Lost Omens World Guide[edit | edit source]

These archetypes are tied into major organizations tied to the setting of Golarion, usually stuck with Uncommon or higher rarity due to these memberships being constrained to certain countries. Not only did this make Archetypes somewhat like Prestige Classes, but also introduced interlocked archetypes, some of which are can break the minimum feat requirements to overlap others that are directly related to them.

Secrets of Magic[edit | edit source]

These archetypes are for the most part dedicated to magic in one way or another. This book introduced the first cases of archetypes that rewrote the way certain characters cast spells. These archetypes are effectively chosen as the character is created and thus require the dedication feat to be taken at level 2.

Guns and Gears[edit | edit source]

The Guns & Gears archetypes are centered around firearms and machinery, in various different specializations. Some are for heavy weapons, while others are about explosions. Still others are centered around more clever and efficient ways to kill.

Grand Bazaar[edit | edit source]

While largely a setting book, the 'Grand Bazaar splat did provide a few archetypes too.

Book of the Dead[edit | edit source]

The Book of the Dead supplement added many new archetypes involving the undead. The book's archetypes are split in-between those who hunt undead, those who embrace the undead, and even becoming undead. Many of these will require the GM's permission and are meant for specific campaigns, so be sure you and your GM are on good terms.

Dark Archive[edit | edit source]

Dark Archive presents a number of archetypes more focused on the supernatural and the occult.

Treasure Vault[edit | edit source]

Other Sources[edit | edit source]

This article contains spoilers! You have been warned.

These archetypes were made for certain Adventure Paths, Pathfinder Society games and Modules. As such, they are all uncommon or rare, and each are specifically made for scenarios in their campaigns. Use at your own discretion.

Addendum[edit | edit source]

If you are interested in learning more about any specific archetypes and don't want to pay money for it, we recommend checking out the Archives of Nethys to see full details on feats and such.

The Classes of Pathfinder 2nd Edition
Core Classes: Alchemist - Barbarian - Bard - Champion - Cleric - Druid
Fighter - Monk - Ranger - Rogue - Sorcerer - Wizard
Advanced Player's Guide: Investigator - Oracle - Swashbuckler - Witch
Secrets of Magic: Magus - Summoner
Guns and Gears: Gunslinger - Inventor
Dark Archive: Psychic - Thaumaturge
Other: Archetypes