Spellcasting Class Options
Spellcasting Class Options
Spellcasting Class Options
From the studious wizard to the cryptic oracle, each base class in the Pathfinder Roleplaying Game draws upon a central archetype, a basic concept representing the commonly held idea of what a character of a certain class should be, and 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 paladin class, for example, might be a holy knight, a champion against undead, or a defender of the innocent, with each alternative refined by a player's choice of details, class options, and specific rules to better simulate the character she imagines and make that character more effective at pursuing her specific goals.
Some archetypes, however, prove pervasive and exciting enough to see use in play time and time again. To help players interested in creating iconic fantasy characters, the following pages explore new rules, options, and alternate class features for each spellcasting base class. For example, while most alchemists dabble in potions and poison, some try to unlock the secrets of life and death.
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 following pages include alternate class features for each class. Each alternate class feature replaces a specific class feature from its parent class. For example, the enhance healing class feature of the songhealer bard archetype replaces versatile performance from the standard bard class.
When an archetype includes multiple 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 and not 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 druid could not be both a mooncaller and a shark shaman, since both archetypes replace the venom immunity class feature with something different.
If an archetype replaces a class ability 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 GM about whether or not these alternate class features are available in her game, and if so, whether they can retroactively modify their characters to adopt them. As alternate class features are designed to be balanced with those in the base class, players who revise their characters shouldn't gain any special advantage over other party members. As long as the GM is comfortable with retroactively adjusting 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 his character is when leveling up between adventures, though he should always check with the GM before doing so, as she may wish to work significant changes to fit the revised character into the campaign.
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 be one of the most constant elements of a campaign. Constantly changing and recreating characters can prove problematic to a campaign. GMs should be willing to adapt and may allow players who grow bored with their characters to redefine them, but alternate class abilities shouldn't feel like exploitable options allowing 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 characters or by disallowing certain options. While GMs should always strive to help players run the characters they want, ultimately they know what's best for their campaigns.
Spellcaster 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) listed below are all included in this chapter. Characters may take more than one archetype if they meet the requirements.
This section includes the chirurgeon, clone master, internal alchemist, mindchemist, preservationist, psychonaut, reanimator, and vivisectionist archetypes.
Bard
This section introduces masterpieces—unusual bardic performances with special requirements—and includes the animal speaker, celebrity, demagogue, dirge bard, geisha, songhealer, and sound striker archetypes.
This section introduces variant abilities for channeled energy, as well as the cloistered cleric, separatist, theologian, and undead lord cleric archetypes.
This section introduces new animal and terrain domains, and rules and base statistics for vermin companions. It also includes the dragon shaman, menhir savant, mooncaller, pack lord, reincarnated druid, saurian shaman, shark shaman, and storm druid archetypes.
This section introduces domainlike inquisitions, and includes the exorcist, heretic, infiltrator, preacher, and sin eater archetypes.
This section includes the bladebound, hexcrafter, spellblade, and staff magus archetypes.
Monk
This section features monk vows and the high-fantasy qinggong monk archetype.
In addition to new mysteries, this section also includes the dual-cursed oracle, enlightened philosopher, planar oracle, possessed oracle, seer, and stargazer archetypes.
This section presents the oathbound paladin archetype, along with many oaths that customize the archetype's abilities.
This section presents a category of simple magical traps that characters can easily build, as well as the trapper archetype.
In addition to new bloodlines, this section also includes the crossblooded and wildblooded archetypes.
This section presents the aquatic eidolon base form, eidolon models to quickly build thematic creatures, and new evolutions. It also includes the broodmaster, evolutionist, master summoner, and synthesist archetypes.
This section presents new hexes and new patron themes, as well as the beast-bonded, gravewalker, hedge witch, and sea witch archetypes.
This section introduces arcane discoveries—special magical abilities wizards can discover—as well as the metal elementalist and wood elementalist wizard schools and the scrollmaster wizard archetype.
Some alchemists focus on their ability to create destructive magical bombs, while others become masters of all poisons, and still others unlock secret powers tied to their ability-enhancing mutagens. Straddling the border between science and magic, explosions and Spellcraft, alchemists have a unique place among the character classes.
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.
The alchemist gains the ability to create a lesser simulacrum. This works like the lesser simulacrum* spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. An alchemist must be at least 8th level before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.
The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. This process takes 1 hour and costs 100 gp in alchemical reagents per HD of the corpse being animated; the dead creature gains the zombie template. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. An alchemist must be at least 8th level before selecting this discovery. The created zombie is a creature, not a supernatural effect.
* When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. An alchemist must be at least 8th level before selecting this discovery.
The alchemist has learned how to preserve a sample of oozes in a sealed bottle, which he can prepare for use as an extract. When the alchemist activates the extract, he actually throws the bottle at a square within 30 feet, releasing the ooze, which reconstitutes and attacks the closest creature. The ooze is not under the alchemist's control, but is otherwise treated as a summoned creature. The ooze remains for 1 round per caster level, and decays into powder when the duration expires. If the alchemist has the infusion discovery, another character can use the infused specimen. Creating a bottled ooze requires an extract with a level equal to the ooze's CR (so a CR 4 gray ooze requires a 4th-level extract). An alchemist must be at least 6th level before selecting this discovery.
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist's possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.
* The alchemist's bombs twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 8th level before selecting this discovery.
The alchemist learns how to create a simulacrum, a soulless duplicate, into which he can project his consciousness. As a full-round action, he may shift his consciousness from his current body to any one of his available doppelganger simulacra, which must be on the same plane as the alchemist. If killed in a simulacrum, he transfers to his own body automatically; if killed in his own body, he is dead. Unused simulacra (including his abandoned original body) appear to be lifeless corpses, though they do not decay. Creating a duplicate costs 1,000 gp in alchemical materials and requires 1 week to grow. An alchemist must be at least 10th level and must have the alchemical simulacrum discovery before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.
The alchemist's cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends. An alchemist must be at least 16th level and must have the greater cognatogen discovery or class ability before selecting this discovery.
The alchemist gains the ability to create a simulacrum. This works like the simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh rather than ice or snow if killed. An alchemist must be at least 14th level and must have the alchemical simulacrum discovery before selecting this discovery. The created simulacrum is a creature, not a supernatural effect.
The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends. An alchemist must be at least 12th level and must have the cognatogen discovery or class ability before selecting this discovery.
The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist's daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist. An alchemist must be at least 6th level and must have the spontaneous healing discovery or class ability before selecting this discovery.
The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks). An alchemist must be at least 4th level before selecting this discovery.
The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a "living mummy." The alchemist's type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. An alchemist must be at least 10th level and must have the preserve organs discovery before selecting this discovery.
This discovery gives the alchemist the mutagen class ability. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagens.)
The alchemist's vestigial limbs are part of a parasitic twin on his torso, consisting of a head, a torso, and two arms (from the vestigial limb discovery). Normally, the twin is mostly recessed within the alchemist's body, with the visible arms acting like the vestigial arm discovery, though the alchemist can manifest or hide the twin as a standard action. The twin is helpless, fully subservient to the alchemist, and cannot be targeted or harmed. Once per day, if the alchemist succumbs to a mental effect that would make him unconscious, helpless, or not in control of his own actions (such as charm person, feeblemind, or hold person), he can reroll his saving throw; success means the twin absorbs the effect and the alchemist can ignore it. Using this ability sickens the alchemist for the duration of the absorbed effect (removing the effect from the twin ends the sickened condition), and he cannot use the twin's limbs during that time, though passive effects (such as from rings worn on the vestigial limbs) continue normally. The alchemist must have selected the vestigial arm discovery twice before selecting this discovery.
* The effects of the smoke created by an alchemist's bomb duplicates the effects of contagion instead of fog cloud, filling an area equal to twice the bomb's splash area for 1 round per level. An alchemist must be at least 8th level and must have the smoke bomb discovery before selecting this discovery.
The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This does not stack with similar abilities that negate critical hits and sneak attacks (such as fortification armor). An alchemist can take this discovery up to three times; the effects stack, increasing this chance to 50% and then 75%.
The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.
The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.
* The alchemist can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round. An alchemist must be at least 10th level and must have the blinding bomb discovery before he can select this discovery.
* A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist's original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist's caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist's familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist's extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist's attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist's original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own "hand" and "ring" magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). An alchemist may take this discovery up to two times.
The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability. An alchemist must be at least 6th level before selecting this discovery.
Alchemist Archetypes
An alchemist who studies anatomy and uses this knowledge to heal is a chirurgeon. A chirurgeon has the following class features.
Infused Curative
At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use.
Clone masters practice duplicating existing creatures in order to better understand how to create new life. A clone master has the following class features.
Bard