Ultimate Combat | Rules

Rules

Class Archetypes

Class Archetypes

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. The class archetypes and corresponding new abilities mentioned below are all included in this section, and characters may take more than one archetype as long as they meet the requirements.

Alchemist

This section presents new discoveries, as well as the beastmorph and ragechemist archetypes.

Barbarian

This section includes new rage powers, as well as the armored hulk, scarred rager, sea reaver, titan mauler, true primitive, urban barbarian, and wild rager.

Bard

This section includes the archaeologist, daredevil, and dervish dancer.

Cavalier

This section includes new cavalier orders, plus the beast rider, emissary, gendarme, honor guard, luring cavalier, musketeer, standard bearer, and strategist.

Cleric

This section includes the crusader, divine strategist, evangelist, and merciful healer.

Druid

This section includes the ape shaman, bat shaman, and boar shaman, as well as the world walker.

Fighter

This section includes expanded weapon groups, plus the armor master, brawler, cad, dragoon, gladiator, tactician, thunderstriker, tower shield specialist, unarmed fighter, and unbreakable.

Gunslinger

This section includes the gun tank, musket master, mysterious stranger, and pistolero.

Inquisitor

This section includes new inquisitions, plus the iconoclast, spellbreaker, and witch hunter.

Magus

This section includes new magus arcana, plus the kensai, myrmidarch, skirnir, and soul forger.

Monk

This section includes the flowing monk, maneuver master, martial artist, master of many styles, sensei, sohei, and tetori.

Paladin

This section includes the divine hunter, empyreal knight, holy gun, holy tactician, knight of the sepulcher, and sacred shield.

Ranger

This section includes the battle scout, deep walker, falconer, trophy hunter, warden, and wild stalker.

Rogue

This section includes new rogue talents, plus the bandit, chameleon, charlatan, driver, knife master, pirate, roof runner, sanctified rogue, and survivalist.

Wizard

This section includes the arcane bomber, siege mage, and spellslinger.

Using Archetypes

Each base class in the Pathfinder Roleplaying Game draws upon a central idea, a basic concept representing the commonly held understanding of what a character of a certain class should be, and is designed to be useful as a foundation to the widest possible array of characters. Beyond that basic concept, however, exists the potential for innumerable interpretations and refinements. A member of the bard class, for example, might be an incorrigible archaeologist, a dashing swashbuckler, or a dangerously graceful dervish dancer, each refined by a player's choice of background details, class options, and specific rules such as feats to better simulate the character she imagines and make that character more effective at pursuing her specific goals.

Some character concepts are too close to existing classes to warrant unique classes of their own, yet prove pervasive and exciting enough that they come up in play time and again. For these situations, the Pathfinder Roleplaying Game has created archetypes—prepackaged modifications to abilities that can be easily swapped out of a given class to help customize its focus. To help players interested in creating iconic fantasy characters, the following pages explore new rules, options, and alternate class features for many different classes.

While the types of options presented for each base class differ, each subsystem and archetype is customized to best serve that class, emulate the abilities and talents of classic fantasy tropes, and expand players' freedom to design exactly the characters they desire.

Alternate Class Features

The primary way in which archetypes modify their corresponding base classes is via the use of alternate class features. When a character selects a class, he must normally choose to use the standard class features found in the class's original source—the exception is if he chooses to adopt an archetype. Each alternate class feature presented in an archetype replaces a specific class feature from its parent class. For example, the flowing monk archetype's redirection class feature replaces the Stunning Fist feature of the standard monk class.

When an archetype includes multiple alternate class features, a character must take them all—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 the character reaches the appropriate level, unless noted otherwise. A character who takes an alternate class feature does not count as having the class feature that was replaced for the purposes of meeting any requirements or prerequisites.

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 another alternate class feature. For example, a fighter could not be both an armor master and a brawler, since both archetypes replace the weapon training 1 class feature with something different.

If an archetype replaces a class feature that is part of a series of improvements or additions to a base 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, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

Adapting Existing Characters

Players with existing characters should talk with their GMs about whether or not these alternate class features are available in their games, and if so, whether players can retroactively modify their characters to adopt them. As the alternate class features presented in this book are designed to be balanced with those in the base class, players who revise their characters shouldn't gain any special advantages over other party members. As long as a GM is comfortable with retroactively adjusting the character specifics, there should be no disruption to future adventures. Typically, the best time for a player to adopt alternate class features and significantly revise her character is when leveling up between adventures, though she should always check with her GM before doing so, as he may wish to make changes to the campaign to better fit the revised character.

While GMs might want to make concessions for players who didn't have these alternate class features available to them when creating their characters, PCs should still be one of the most constant elements of a campaign. Regularly changing and recreating characters can prove problematic to a campaign. GMs should be willing to adapt and may allow characters who grow bored with their characters to redefine them, but alternate class abilities shouldn't feel like exploitable options that allow players to build and rebuild their characters in whatever ways seem most advantageous at a given moment. Allowing players to remake characters in light of newly adopted rules may be desirable on occasion, but GMs shouldn't feel like they're being unfair or breaking any rule by not allowing players to rebuild their characters or disallowing certain options. While GMs should always strive to help players run the characters they want, ultimately the GMs know what's best for their campaigns.

Alchemist

Alchemists are the mad scientists of adventuring parties and villainous organizations. This section introduces new alchemist discoveries, which are followed by new alchemist archetypes.

Discoveries

The following new discoveries can be taken by any alchemist who meets the prerequisites. Discoveries that modify bombs and are marked with a single asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb.

Breath Weapon Bomb

* Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist's bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. An alchemist must be at least 6th level before selecting this discovery.

Explosive Missile

As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.

Immolation Bomb

*: When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist's Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist's Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist's turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb's direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater. An alchemist must be at least 3rd level before selecting this discovery.

Nauseating Flesh

The alchemist's body is suffused with poison. Any creature that bites, engulfs, or swallows the alchemist must make a Fortitude saving throw or be nauseated for 1d4 rounds. An alchemist must be at least 12th level before selecting this discovery. The alchemist with this discovery does not suffer the effect of the poison of his own nauseating flesh.

Poison Conversion

By spending 1 minute, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab. An alchemist must be at least 6th level before selecting this discovery.

Siege Bomb

*: As a standard action, the alchemist infuses a single piece of ammunition on a loaded siege weapon with the power of his bomb. As long as the siege engine with this ammunition is fired before the start of the alchemist's next turn, the ammunition does damage normally, and also deals the damage of the alchemist's bomb. The splash radius of the bomb effect is 20 feet rather than 5 feet. Creatures that take the bomb's damage (either direct damage or splash damage), take 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 bonus on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. An alchemist must be at least 12th level and must possess the explosive bomb discovery before selecting this discovery.

Alchemist Archetypes

Beastmorph

Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.

Beastform Mutagen

At 3rd level, a beastmorph's mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.

Improved Beastform Mutagen

At 6th level, a beastmorph's mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.

Greater Beastform Mutagen

At 10th level, a beastmorph's mutagen grants him three of the abilities listed in the beast shape II spell, which persist as long as the mutagen. He may select three different abilities each time he creates a mutagen. This ability replaces poison resistance +2, +4, and +6, as well as poison immunity.

Grand Beastform Mutagen

At 14th level, a beastmorph's mutagen grants him four of the abilities listed in the beast shape III spell, which persist as long as the mutagen. He may select four different abilities each time he creates a mutagen. This ability replaces persistent mutagen.

Discoveries

The following discoveries complement the beastmorph archetype: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification, spontaneous healing, tentacle, and wings.

Ragechemist

Some alchemists create mutagens that tap into a primal anger that fuels their physical transformation. These alchemists have little control over their altered selves.

Rage MutagenAt 2nd level, whenever a ragechemist creates a mutagen that improves his Strength, that mutagen's bonus to Strength increases by 2 and penalizes the alchemist's Intelligence score. Furthermore, while under the effects of this mutagen, whenever the alchemist takes damage, his rage grows, with detrimental effects. At the end of each turn that he takes hit point damage, the ragechemist must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist's Intelligence score to 0, the ragechemist is comatose until 1 hour after the mutagen expires. This ability replaces poison use.

Sturdy Rage

At 6th level, whenever a ragechemist uses his rage mutagen, he also gains a +4 bonus to natural armor, but the penalty on Will saving throws and to Intelligence for taking damage increases to –4. This ability replaces swift poisoning.

Lumbering Rage

At 10th level, whenever a ragechemist uses his rage mutagen ability, he may have the mutagen also give him a +2 morale bonus to Constitution, but when he takes a penalty on Will saving throws and to Intelligence, he also takes a –1 penalty to Dexterity. This ability replaces poison immunity.

Discoveries

The following discoveries complement the ragechemist: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, tentacle, and vestigial arm.

Barbarian

The barbarian is a creature of savagery and superstition. Whether tapping into totems of power or unleashing mighty reserves of rage and destruction, a barbarian lives in a world of battle, a place of barely controlled emotion and unrelenting bloodshed.

Presented here are a number of new barbarian rage powers and archetypes that allow a barbarian to tap into new sources of savage power, expanding your choices when building such characters and providing different types of barbarians for you to play. Many of the new rage powers increase already published rage powers. Others are brand new, providing new manifestations of a barbarian's powerful rages.

The new barbarian archetypes also suggest rage powers—though not mandatory, these choices complement the theme and the features of each archetype.

Rage Powers

Any barbarian who meets the powers' prerequisites can select and use the following new rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with "dragon totem" in its title).

Auspicious Mark

The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits' favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.

Bestial Climber

While raging, the barbarian gains a natural climb speed equal to her land speed. A barbarian must have the raging climber rage power and be at least 6th level before selecting this rage power.

Bestial Leaper

While raging, the barbarian can take a move action to move and can take her normal standard action at any point during the move. A barbarian must have the raging leaper rage power and be at least 6th level before selecting this rage power.

Bestial Swimmer

While raging, the barbarian gains a natural swim speed equal to her normal land speed. A barbarian must have the raging swimmer rage power and be at least 6th level before selecting this rage power.

Bleeding Blow

When she uses her powerful blow rage power, the barbarian also deals bleed damage equal to her bonus damage with the powerful blow. This bleed damage bypasses damage reduction. A barbarian must have the powerful blow rage power and be at least 8th level before selecting this rage power.

Body Bludgeon

While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon. A barbarian must be at least 10th level before selecting this rage power.

Crippling Blow

When using her powerful blow rage power, the barbarian can forgo the normal bonus to damage (including any bleed damage granted by the bleeding blow rage power or similar boosts to the damage of the powerful blow rage power) and instead deals 1 point of ability damage to the target's Strength or Dexterity score for every four class levels the barbarian has attained. The target can attempt a Fortitude saving throw (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) to halve this ability damage. A barbarian must have the powerful blow rage power and be at least 8th level before selecting this rage power.

Deadly Accuracy

If the barbarian scores a critical threat when using her surprise accuracy rage power, she applies double the surprise accuracy bonus when rolling to confirm the critical. A barbarian must have the surprise accuracy rage power and be at least 4th level before selecting this rage power.

Barbarian Archetypes

Bard

The versatility of bards makes them threats in any battle. A combat-focused bard is a bit less of a jack-of-all-trades than others of his kind, but still backs up martial prowess with social skills and a healthy dose of arcane talent. Presented below are variant options for martially inclined bards.

Feats

Feats represent special tricks or abilities a character has acquired through training, luck, or as a quirk of his birth. They grant characters abilities that others lack, giving them an edge in the right situation. While some feats specifically interact with a PC's race or class, most are available to anyone who meets the prerequisites. This section introduces two new types of feats—grit feats and style feats. Grit feats expand a gunslinger's ability to use grit and deeds, while style feats each grant a style of martial arts that can be used by monks and other characters who learn the style.

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