Advanced Class Guide | Rules | Class Options

Class Options

Class Options

Archetypes and Class Options

Each base class in the Pathfinder Roleplaying Game draws upon a central idea—a basic concept representing a commonly held understanding of what a character of a certain class should be—and is designed to be a foundation for a wide array of characters. Within that basic concept, however, exists the potential for innumerable interpretations and refinements, ways for the rules to cater to a more specialized interpretation of the class. A member of the swashbuckler class, for example, could be a daring infiltrator, a queen's musketeer, or a masked avenger. Such choices are refined through background details, class options, feats, and skills, all to better forge the character the player imagines and make her more effective at manifesting her unique personality and pursuing her goals.

Some character concepts are too close to existing classes to warrant being full classes of their own, yet prove compelling enough that they come up in play time and time again. For these situations, the Pathfinder Roleplaying Game has archetypes—sets of modified abilities that can be easily swapped out for those of a given class to help customize its focus. The following section details new rules options and alternate class features to help you create iconic fantasy characters.

This section presents new archetypes or other options for all the classes in the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game: Advanced Player's Guide, Pathfinder Roleplaying Game: Ultimate Magic, and Pathfinder Roleplaying Game: Ultimate Combat, as well as all of the new classes introduced in this book. While most sections in this chapter focus on archetypes, a few focus on other new class options, or present a combination of the two. Many of the archetypes and options in this section allow members of classes from previous books to gain class features of the new classes presented in this book.

AlchemistArcanistBarbarianBardBloodragerBrawlerCavalierClericDruidFighterGunslingerHunterInquisitorInvestigatorMagusMonkOraclePaladinRangerRogueShamanSkaldSlayerSorcererSummonerSwashbucklerWarpriestWitchWizard

Selecting Archetypes

The primary way that archetypes (introduced in Pathfinder Roleplaying Game: Advanced Player's Guide) modify base classes is by replacing class features. When a player selects a class for his character, he could choose to use the standard class features found in the class's original description, but he could instead choose to adopt an archetype. Each alternate class feature presented in an archetype replaces or alters a specific class feature from its base class. For example, the strangler archetype's neckbreaker class feature replaces the awesome blow and improved awesome blow features of the standard brawler class. Class features that are not specifically replaced function as described in the original version of the class.

When an archetype includes multiple alternate class features, a character must take all of them—often blocking the character from ever gaining certain standard class features, but replacing them with other options. All other class features of the base class that aren't mentioned among the alternate class features remain unchanged and are acquired normally when a character reaches the appropriate level, unless otherwise noted. A character with an alternate class feature due to an archetype doesn't count as having the class feature that was replaced for the purpose of meeting any requirements or prerequisites.

On the other hand, any alternate class feature described as altering an existing class feature otherwise functions as that original class feature, and is considered to be that class feature for the purpose of meeting any requirements or prerequisites, even if that feature is renamed to fit a new theme. For example, a class feature that alters the bard's bardic performance still counts as bardic performance for any prerequisite that requires that ability.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the base class as the other alternate feature. For example, a warpriest could not be both a champion of fate and a disenchanter, because both archetypes replace the channel energy class feature with something else.

If an archetype replaces a class feature that's part of a series of improvements or additions to the base class's ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, her sneak attack doesn't jump from +1d6 to +3d6 at 5th level—it improves to +2d6 just as if she had finally gained the increase for 3rd level. This adjustment continues at every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

If an archetype replaces a class feature that has a series of improvements, but it does not mention one individual improvement, that class feature replaces the entire class feature and all of its improvements. For example, if a class feature says that it replaces trap sense without mentioning a specific bonus, it replaces all the benefits of trap sense.

Alchemist

Alchemists toil to unlock the secrets of alchemy—often at great cost to both mind and body. They discover their mutagens and terrifying bombs through experimentation, sometimes with dramatic and even catastrophic effects. But leaps of new understanding arise through this experimentation, meaning that no two alchemists are truly alike. All explore the world and their own innate talents in different ways, with deeply personal fusions of science and magic. This section introduces both new alchemist discoveries and an alchemist archetype.

Discoveries

The following discoveries can be taken by any alchemist who meets the prerequisites.

Grand Inspiring Cognatogen

The alchemist's inspiring cognatogen now grants a +4 dodge bonus to AC and a +4 bonus to Reflex saving throws; a –6 penalty to Strength and Constitution; and the effects of having the item lore, tenacious inspiration, and underworld inspiration investigator talents. An alchemist must be at least 16th level and have the greater inspiring cognatogen discovery to select this discovery.

Greater Inspiring Cognatogen

The alchemist's inspiring cognatogen now grants a +2 dodge bonus to AC and a +2 bonus to Reflex saving throws; a –4 penalty to Strength and Constitution; and the effects of having the amazing inspiration, eidetic recollection, and expanded inspiration investigator talents. An alchemist must be at least 12th level and must have the inspiring cognatogen discovery or class feature to select this discovery.

Inspired Bomb

An alchemist with this discovery and a pool of inspiration (by way of a class feature, a feat, or the inspiring cognatogen discovery) can expend two uses of inspiration to increase the bomb's damage by 1d6. The type of damage the bomb deals does not change. Unlike other discoveries that affect bombs, this one can be applied to a bomb that already has another bomb discovery, though it cannot be applied to the same bomb more than once.

Inspiring Cognatogen

An alchemist with this discovery learns how to make an inspiring cognatogen, a mutagen-like mixture that grants him inspiration (as per the investigator class feature) at the expense of Strength and Constitution. Upon drinking the inspiring cognatogen, the alchemist gains a pool of inspiration equal to 1/2 his alchemist level + his Intelligence modifier (minimum 1). He also gains a +2 dodge bonus to AC and takes a –2 penalty to both Strength and Constitution.

As a free action, the alchemist can add 1d6 to the result of an ability check or a skill check (including any he takes 10 or takes 20 on) by expending one use of inspiration. This ability works exactly like the investigator's inspiration ability, except that the alchemist gains the pool of inspiration upon drinking the inspiring cognatogen, and any unspent inspiration is lost at the end of the cognatogen's duration. If the alchemist already has an inspiration pool, the inspiration added by the inspiring cognatogen is added to his pool, but each time he expends at least one use of inspiration while this ability is active, he must succeed at a DC 20 Will saving throw or become dazed for 1 round. He cannot use inspiration to augment this saving throw.

All limitations of mutagens apply to an inspiring cognatogen as if they were the same substance—an alchemist can maintain only one mutagen or cognatogen (either the standard cognatogen from Pathfinder Roleplaying Game: Ultimate Magic or the inspired cognatogen) at a time, a cognatogen not in an alchemist's possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of an inspiring cognatogen ends, the alchemist takes 2 points of ability damage to Strength and Dexterity. The infuse mutagen discovery and the persistent mutagen class ability apply to an inspiring cognatogen.

Inspired Chemist

Akin to a mindchemist, inspired chemists use a type of cognatogen that, instead of increasing their mental ability scores, grants them an inspiration pool like that of an investigator. This inspiration provides an inspired chemist amazing powers to avoid danger, but takes a toll on both physical power and health.

Inspiring Cognatogen

At 1st level, an inspired chemist learns how to create an inspiring cognatogen, as the inspiring cognatogen discovery. This ability replaces the mutagen class ability. (This means that an inspired chemist cannot create mutagens unless he selects the mutagen discovery.)

Bonus Feats

An inspired chemist can select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, Spellcraft, or Use Magic Device) in place of a discovery.

Bonus Investigator Talents

An inspired chemist can select any two investigator talents in place of a discovery, but can use these talents only while under the effect of an inspiring cognatogen.

Languages

An inspired chemist can learn three languages in place of a discovery.

Discoveries

The following discoveries complement the inspired chemist archetype: grand inspiring cognatogen, greater inspiring cognatogen, and inspired bomb.

Arcanist

Perhaps unsurprisingly, these practitioners of flexible arcane magic and esoteric secrets come in many varieties. Some arcanists use their exploits to mimic the forms of other arcane spellcasters, while others manifest their powers in truly exotic ways.

Blade Adept

A small number of arcanists learn to use blades as part of their spellcasting and in combat. While these blade adepts are not as capable with a sword as a true master duelist, their combination of swordplay and arcane power makes them quite deadly.

Sword Bond

At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard's arcane bond ability except that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon. This ability replaces the arcanist exploits gained at 1st and 9th levels.

Sentient Sword

At 3rd level, the blade adept's bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade using the blade adept's class level in place of the magus's class level and points from her arcane reservoir in place of the magus's arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class. This ability replaces the arcanist exploit gained at 3rd level.

Adept Exploits

:A blade adept can select from the following additional exploits.

Eldritch Blade

A blade adept with this exploit uses her caster level instead of her class level for the purpose of advancing her bonded sword's powers.

Magus Arcana

A blade adept can select any of the following magus arcana, using her arcane reservoir in place of the magus's arcane pool: arcane accuracy, close range, critical strike, dispelling strike, and hasted assault. The blade adept treats her arcanist level as her magus level when determining the effects of magus arcana and when specific arcana are available. A blade adept can take this exploit multiple times. Each time it is taken, it applies to a different magus arcana.

Spellstrike

The blade adept can deliver touch spells with her bonded weapon. This ability works as the magus ability of the same name.

Student of the Blade

A blade adept can choose from any of the following bonus feats: Arcane Strike, Weapon Finesse, and Weapon Focus (in the weapon she is bonded to). This exploit can be taken multiple times. Each time it is taken, it applies to a different feat.

Weapon Specialization

The arcanist gains Weapon Specialization with her chosen weapon as a bonus feat. The blade adept does not need to meet the prerequisites for this feat, but must have the Weapon Focus feat with her chosen weapon to select this exploit. The arcanist must be at least 5th level to select this exploit.

Blood Arcanist

Though most arcanists possess only a rudimentary innate arcane gift, the blood arcanist has the full power of a bloodline to draw upon.

Bloodline

A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.

If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of her classes must change. Subject to GM approval, the blood arcanist can change her previous bloodline to make them conform.

This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.

Brown-Fur Transmuter

Frequently called "brown-furs," these transmutation-focused arcanists are known for transforming themselves into animals. What few realize is that these specialized arcanists excel at turning themselves—and others—into all kinds of creatures.

Powerful Change

At 3rd level, the brown-fur transmuter learns to harness the power of her magic to empower her transmutations. Whenever the brown-fur transmuter casts a transmutation spell using one of her arcanist spell slots, she can expend 1 point from her arcane reservoir as a free action to bolster the spell. If the spell grants a bonus to an ability score, the bonus then increases by 2. If it grants a bonus to more than one ability score, only one of the ability scores gains this bonus. The brown-fur transmuter cannot expend more than 1 point from her arcane reservoir in this way. This ability replaces the arcanist exploit gained at 3rd level.

Share Transmutation

At 9th level, the brown-fur transmuter can target others with her transmutation spells. A brown-fur transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range of personal to a range of touch. Such a spell automatically fails on unwilling creatures. This ability replaces the arcanist exploit gained at 9th level.

Transmutation Supremacy

At 20th level, the brown-fur transmuter learns to fully master the power of transmutation. Whenever she casts a transmutation spell, it is treated as it were affected by the Extend Spell feat without altering the casting time or slot used. (She cannot then alter its duration again with the Extend Spell feat.) Whenever she uses her powerful change ability, the bonus increases by 4 instead of 2. Her share transmutation ability can now target a willing creature within 30 feet. This ability replaces magical supremacy.

Eldritch Font

For some arcanists, the power bubbling up from within is nearly too much to contain. They become adept at shaping this magical energy without needing to bind it up in spells.

Font of Power

An eldritch font gains one additional spell slot for each level of arcanist spell she can cast. However, the number of spells of each level that she can prepare decreases by 1. If this reduces her spells prepared for a level to 0, she still gains spell slots of that level, which can be used to fuel her arcane reservoir (using the consume spells class feature) or to cast spells using metamagic feats.

Eldritch Surge

At 3rd level, an eldritch font can, as a swift action, pour more power into her spells and abilities. She can add 2 to the caster level and DC of a spell, or increase her effective arcanist level by 2 when using an arcanist exploit. She becomes fatigued upon using this ability. If she is already fatigued, she becomes exhausted. If she's already exhausted or something would prevent her from becoming fatigued or exhausted, she cannot use this ability. This ability does not stack with expending points from her arcane reservoir to increase the spell's caster level or DC (as the arcane reservoir class feature). Only rest can remove fatigue or exhaustion caused by an eldritch surge—spells and abilities have no effect. This ability replaces the arcanist exploit gained at 3rd level.

Improved Surge

At 7th level, an eldritch font can use her eldritch surge ability to reroll an attack roll associated with a spell or arcanist exploit, or to reroll all of the damage dice associated with a spell or arcanist exploit. In the case of an attack roll, this ability must be used after the die is rolled but before the result is revealed. The eldritch font must take the result of the reroll, even if it's lower. This ability replaces the arcanist exploit gained at 7th level.

Greater Surge

:At 13th level, an eldritch font can use her eldritch surge ability to force a creature to reroll a saving throw against one spell or arcanist exploit and take the lower value. The eldritch font must declare the use of this ability before the result of that creature's saving throw is revealed. If the spell or arcanist exploit affects more than one target, only one target is affected by this ability. This ability replaces the arcanist exploit gained at 13th level.

Bottomless Well

:At 20th level, an eldritch font can spend 1 hour studying her spellbook to refuel herself. Doing so allows her to prepare new spells and regain a number of points in her arcane reservoir equal to 1/2 her level. She can use this ability multiple times per day; however, she still regains spell slots only once per day. This ability replaces magical supremacy.

Elemental Master

Arcanists with an affinity for elemental forces sometimes focus on one and display its power in everything they do.

Elemental Focus

At 1st level, the elemental master must select one element: air, earth, fire, or water. The arcanist can prepare one additional spell per day of each level she can cast, but it must have the elemental descriptor of her chosen element. In addition, any spell she prepares from the opposite elemental school (air opposes earth, fire opposes water) takes up two of her prepared spell slots. This ability replaces the arcanist exploit gained at 1st level.

Elemental Attack

At 3rd level, the elemental master gains an arcanist exploit tied to her element. If she selected air, she gains the lightning lance arcanist exploit. If she selected earth, she gains the acid jet arcanist exploit. If she selected fire, she gains the flame arc arcanist exploit. If she selected water, she gains the ice missile arcanist exploit. This ability replaces the arcanist exploit gained at 3rd level.

Powerful Exploit

At 9th level, an elemental master increases the energy damage done by her elemental attack to 1d8 points + 1d8 points per 2 arcanist levels she possesses. The type of energy damage is determined by the elemental attack. In addition, the range of her elemental attack increases to 60 feet (in the case of flame arc, a 60-foot line). This ability replaces the arcanist exploit gained at 9th level.

Greater Elemental Attack

At 11th level, the elemental master gains a greater arcanist exploit tied to her element. If she selected air, she gains the dancing electricity arcanist exploit. If she selected earth, she gains the lingering acid arcanist exploit. If she selected fire, she gains the burning flame arcanist exploit. If she selected water, she gains the icy tomb arcanist exploit. This ability replaces the arcanist exploit gained at 11th level.

Elemental Movement

At 15th level, an elemental master gains an enhancement to her movement based on her chosen element type. Air grants a fly speed of 90 feet (average maneuverability), earth grants a burrow speed of 30 feet, fire grants an increase of 30 feet to base land speed, and water grants a swim speed of 60 feet. This ability replaces the arcanist exploit gained at 15th level.

Occultist

Not all arcanists peer inward to discern the deepest secrets of magic. Some look outward, connecting with extraplanar creatures and bartering for secrets, power, and favor.

Planar Spells

An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.

Conjurer's Focus

:An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action, and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane reservoir per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster effect immediately ends. This ability replaces the arcanist exploit gained at 1st level.

Planar Contact

At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level. This ability replaces the arcanist exploit gained at 7th level.

Perfect Summoner

:At 20th level, an occultist can use her conjurer's focus without spending points from her arcane reservoir, and the creatures summoned last until dismissed. This ability replaces magical supremacy.

School Savant

Some arcanists specialize in a school of magic and trade flexibility for focus. School savants are able to prepare more spells per day than typical arcanists, but their selection is more limited.

School Focus

At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting one of the subschools found in the Pathfinder Roleplaying Game: Advanced Player's Guide. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.

Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.

Spell Specialist

Where most arcanists are broad in their study of magic, a spell specialist has her power focused in a few spells. Spell specialists are able to warp and twist the magic of their signature spells in ways other casters cannot.

Barbarian

It's possible for a barbarian to have trace amounts of a bloodline; such barbarians can be trained or might seek spiritual guidance to unlock these powers to terrifying effect.

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