What Are Archetype Packages?
Archetype packages are sets of class abilities characters may select in place of some of the normal abilities gained from a class.
This book was written with the assumption that every class has at least one archetype package built into it which represents a standard set of powers all members of that class receive (see below for details). It is designed with the premise that one can remove some of the standard abilities of a class and replace them with new options that, while different from what the core rulebook says, have no detrimental effect on the class’s mechanical balance or ability to contribute to an adventuring team.
An obvious example of an existing archetype package can be seen in the cleric, who gets to pick two domains. These are in addition to the cleric’s core abilities (and clerics have a broad range of options even without domains). Even if a player neglected to ever select those domains, the character would be able to perform the cleric’s core function and maintain the same role in a well?built team. However, over 20 levels these domains give the cleric access to nine spell slots, eighteen spells known, four special abilities, and in some cases up to two additional class skills or bonus feats.
In the context of this product, the cleric’s two domains represent a single archetype package—the Domain Servant. That package becomes just one option a cleric can take, with the new archetypes in this volume representing some alternative options. A player who wants to play a cleric that also has an increased level of battle expertise (perhaps as a priest serving a deity of war) gives up the Domain Servant archetype package and selects one of the new martial archetypes described in the following pages.
Existing Archetype Packages
Below we define the archetype packages already included as part of the heroic base classes presented in this game. To gain a new archetype, a character must forgo one of the archetypes normally granted to his class. While most classes have only one archetype, a few (alchemist, bard, cavalier, inquisitor, paladin, and ranger) have two. Classes with multiple archetypes only need to give up one in order to take a new archetype package.
Alchemist
The alchemist has two archetype packages: Grenadier and Mad Chymist.
Grenadier: The Grenadier package includes all the alchemist’s bomb abilities, throw anything, and the advancement of bomb damage. It also includes the discoveries normally gained at 8th and 14th levels. Without this archetype package, an alchemist never gains or advances the bomb ability.
Mad Chymist: The Mad Chymist package includes the mutagen and persistent mutagen abilities, and the discoveries normally gained at 2nd, 6th, 10th, and 18th levels. Without this archetype package, an alchemist never gains or advances the mutagen ability, and is treated as not being an alchemist if a mutagen is consumed.
Barbarian
The barbarian has one archetype package: Berserker.
Berserker: The Berserker archetype includes a barbarian’s rage class ability and all rage powers, including greater rage, indomitable will, tireless rage, and mighty rage. A barbarian that gives up this package never receives any of these abilities.
Bard
The bard has two archetype packages: Performer and Spellsinger.
Performer: The Performer archetype grants a bard all the bardic performance class abilities plus the versatile performance and well-versed class abilities. A bard that gives up this package never receives any of these abilities.
Spellsinger: The Spellsinger archetype grants a bard all his spellcasting ability. A bard that gives up this package gains no caster level, has no spells known or spells/ day, and has no access to the bardic spell list.
Cavalier
The cavalier has two archetype packages: Knight and Horseman.
Knight: The Knight archetype package includes 1 use/day of the challenge ability gained at 1st level, 1 use/day gained at 16th level, and the cavalier’s order. A cavalier without this archetype package gains the challenge ability at 4th level, but has 1 fewer uses/day (and beginning at 16th level, 2 fewer uses/day).
Horseman: The Horseman archetype includes the mount, cavalier’s charge, expert trainer, mighty charge, and supreme charge abilities.
Cleric
The cleric has one archetype package: Domain Servant.
Domain Servant: The Domain Servant archetype grants a cleric two domains, and one spell slot/level for domain spells. A cleric that gives up this package does not receive one additional spell slot per spell level for domain spells, and gives up all domain granted powers and domain spells.
Druid
The druid has one archetype package: Beastlord.
Beastlord: The Beastlord archetype grants the druid the spontaneous casting, wild empathy, and wildshape class abilities (including all improvements to wildshape). A druid that gives up this archetype never receives any of these abilities.
Fighter
The fighter has one archetype package: Battle Master.
Battle Master: The Battle Master archetype grants a fighter the bonus feats gained at 1st, 6th, 12th, and 18th levels, bravery, and weapon training. Additionally, without this archetype package the character cannot take feats whose prerequisites include levels in the fighter class (such as Weapon Specialization).
Inquisitor
The inquisitor has two archetype packages: Executioner and Magister.
Executioner: The Executioner package includes the judgment, second judgment, third judgment, and true judgment abilities. Without this archetype, the inquisitor never gains any judgment powers.
Magister: The Magister archetype package includes the spells and orisons abilities. An inquisitor without this archetype is not a spellcaster. The inquisitor retains the domain ability, and if a caster level is required for a class ability it is considered to be equal to the inquisitor’s level.
Monk
The monk has one archetype package: Ki Master.
Ki Master: The Ki Master archetype grants a monk the flurry of blows, bonus feat gained at 2nd level, ki pool, wholeness of body, abundant step, and empty body class abilities. A monk that gives up this package never receives any of these abilities, has no ki pool, and cannot spend ki points as part of the high jump ability.
Oracle
The oracle has one archetype package: Mystic.
Mystic: The Mystic archetype package includes the oracle’s mystery plus all the class skills, bonus spells, and revelations it includes. An oracle without this archetype package may choose to have an oracle’s curse or not, as the player prefers. This decision is made at first level, and once made it cannot be changed.
Paladin
The paladin has two archetype packages: Avenger and Divine Guardian.
Avenger: The Avenger archetype grants a paladin the smite evil, lay on hands, mercy, channel positive energy, and divine bond class abilities. A paladin that gives up this package never receives any of these abilities.
Divine Guardian: The Divine Guardian archetype grants a paladin the detect evil and aura of courage class abilities, plus all of the paladin’s spellcasting ability. A paladin that gives up this package never receives any of those abilities, gains no caster level, has no spells/day, and has no access to the paladin spell list.
Ranger
The ranger has two archetype packages: Scout and Woodland Spellcaster.
Scout: The Scout archetype grants a ranger the favored enemy, combat style feat, favored terrain, and hunter’s bond class abilities. A ranger that gives up this package never receives any of these abilities.
Woodland Spellcaster: The Woodlander Spellcaster archetype grants a ranger Spellcraft as a class skill, 2 of the ranger’s 6 skill points per level, the ranger’s wild empathy ability, and all the ranger’s spellcasting ability. A ranger that gives up this package never receives any of those abilities, gets only 4 skill points (plus Int bonus) per level, gains no caster level, has no spells/day, and has no access to the ranger spell list.
Rogue
The rogue has one archetype package: Sneak.
Sneak: The Sneak archetype grants a rogue the sneak attack dice gained at 1st, 5th, 9th, 13th, and 17th levels, as well as the trap sense class ability. A rogue that gives up this package still receives sneak attack dice at 3rd, 7th, 11th, 15th and 19th levels, but never receives the trap sense abilities.
Sorcerer
The sorcerer has one archetype package: Heritage.
Heritage: The Heritage archetype grants a sorcerer one bloodline—including the bloodline class skill, bonus spells, bonus feats, bloodline arcana, and bloodline powers. A sorcerer that gives up this package never receives any of these abilities or bonus items.
Summoner
The summoner has one archetype template: Augmenter.
Augmenter: The Augmenter template includes the summoner’s 1st-level and higher spells (but not his access to cantrips or his special summon monster spell-like ability). A summoner that gives up this package never gains spells of 1st-level and above.
Witch
The witch has one archetype package: Hexen.
Hexen: The Hexen template includes the witch’s hex, major hex and grand hex abilities. Without this template, the witch never gains any hex abilities.
Wizard
The wizard has one archetype package: Arcane Master
Arcane Master: The Arcane Master archetype grants a wizard the arcane bond and arcane school class abilities. The wizard does not choose a school (not even the universalist school) to specialize in, and never gains any of the abilities granted for specializing in a school. The wizard also does not need to choose two opposing schools.