Archetypes
Pathfinder Core Rulebook (Second Edition), page 219
There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren’t sufficient to fully realize your character. Archetypes allow you to expand the scope of your character’s class. Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype’s dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.
Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).
Each archetype’s dedication feat represents a certain portion of your character’s time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype’s list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.
Sometimes an archetype feat lets you gain another feat, such as the alchemist’s basic concoction. You must always meet the prerequisites of the feat you gain in this way.
Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.
Multiclass Archetypes
Archetypes with the multiclass trait represent diversifying your training into another class’s specialties. You can’t select a multiclass archetype’s dedication feat if you are a member of the class of the same name (for instance, a fighter can’t select the Fighter Dedication feat).
Class Archetypes
Archetypes with the class trait represent a fundamental divergence from your class’s specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class’s static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class’s initial class features. In that case, you must take that archetype’s dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype.
Spellcasting Archetypes
Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren’t multiclass archetypes. A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.
Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard’s master spellcasting feat is called Master Wizard Spellcasting. All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.
Basic Spellcasting Feat: Available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.”
Expert Spellcasting Feat: Taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the “expert spellcasting benefits.”
Master Spellcasting Feat: Upon reaching 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the “master spellcasting benefits.”
- Alchemist Archetype You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.
- Barbarian Archetype There’s a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities.
- Bard Archetype A muse has called you to dabble in occult lore, allowing you to cast a few spells.
- Champion Archetype You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.
- Cleric Archetype You are an ordained priest of your deity and have even learned how to cast a few divine spells.
- Druid Archetype You have entered a druidic circle and learned a few of the order’s secrets, granting you primal power.
- Fighter Archetype You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor.
- Monk Archetype Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights.
- Ranger Archetype You have studied hunting, tracking, and wilderness survival, adding a ranger’s tools to your skill set.
- Rogue Archetype You’ve learned to sneak, steal, and disable traps.
- Sorcerer Archetype You coax the magic power in your blood to manifest, accessing magic others don’t expect you to have.
- Wizard Archetype You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells.
- Pathfinder Agent You’re a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate.
- Aldori Duelist You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori.
- Lastwall Sentry While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths.
- Living Monolith You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical *ka stone* to finalize your oaths.
- Red Mantis Assassin You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond.
- Student of Perfection You studied martial arts at Jalmeray’s Houses of Perfection.
- Magic Warrior You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe.
- Hellknight Armiger You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight.
- Runescarred The rune magic of Thassilon and its descendant nations has left its mark on your very flesh.
- Lion Blade You’ve trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease.
- Firebrand Braggart Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds.
- Hellknight Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear.
- Hellknight Signifer Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law.
- Knight Vigilant Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor.
- Knight Reclaimant Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant’s agents.
- Magaambyan Attendant Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university.
- Halcyon Speaker One of Old-Mage Jatembe’s central lessons was that magic was magic, no matter what the source.
- Scrollmaster Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Society’s disposal.
- Spellmaster Those who train under the Master of Spells concern themselves with all matters related to magic.
- Swordmaster Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot be spread if those who discover it fail to come back alive.
