12 archetypes, from Barbarian to Butterfly Blade.
Barbarian · Bard · Bastion · Beast Gunner · Beastmaster · Bellflower Tiller · Blessed One · Bounty Hunter · Briamorumorein Chime-Ringer · Bright Lion · Bullet Dancer · Butterfly Blade
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.
Multiclass Barbarian characters
The barbarian archetype is a great choice for characters that emphasize Strength and melee attacks more than usual for their class, as long as they can handle Rage's spellcasting restriction. It's especially good for characters looking to add more damage.
Core Rulebook, page 221.
ARCHETYPE
A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become.
Multiclass Bard characters
The bard archetype grants powerful effects that tend to use actions; it's a great choice if you have actions to spare.
Core Rulebook, page 222.
ARCHETYPE
Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you.
Advanced Player’s Guide, page 159.
ARCHETYPE
The art of creating the weapons most commonly referred to as "beast guns" is truly ancient, with the first iterations of the weapons created on the continent of Treithebal well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Treithebal, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Treithebal well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Treithebal.
The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond.
To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight.
You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine.
A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you.
Guns & Gears, page 130.
ARCHETYPE
You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary
If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the rules on pages 214 –217 of the Core Rulebook. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.
Call Companion
You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions.
Advanced Player’s Guide, page 160.
ARCHETYPE
Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tiller's freed slaves are her "crop," which she moves along secretive paths termed "rows," taking shelter in secret hideouts referred to as "barns."
Age of Ashes #3: Tomorrow Must Burn, page 75.
ARCHETYPE
Through luck or deed, heritage or heroics, you carry the blessing of a deity. This blessing manifests as the ability to heal wounds and remove harmful conditions, and exists independent of worship. You might offer thanks daily to the deity whose power you wield, or you might carry these blessings reluctantly, seeking to avoid responsibility or even acting to defy the deity's influence on you. You might wear the robes of the deity's order, or you might give little thought and even less reverence to the source of your powers. However you feel about these gifts, there can be no doubt that you wield a special power. Good-aligned deities are most likely to empower a blessed one. However, deities of any alignment can grant such a blessing, as long as they are capable of granting a positive divine font to their clerics. This means such deities as Muvram might grant a foul version of the blessed one's powers.
Advanced Player’s Guide, page 162.
ARCHETYPE
Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back.
Advanced Player’s Guide, page 163.
ARCHETYPE
The Chime-Ringers serve as Briamorumorein's elite town guard, keeping the peace while carrying on ancient traditions of crafting chimes in metal, bamboo, or glass.
ARCHETYPE
You are one of the Bright Lions, part revolutionary warrior, part undercover spy.
LOL, page 101.
ARCHETYPE
While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse flourishing feints and ricocheting gunplay into a whirling ballet of bullets. As a bullet dancer, you might become the target of brash duelists and gladiators looking to make a name for themselves. But you tend to welcome the attention and might have proven your reputation while dancing your deadly ballet in tournaments from Tymon to Tuminaed. You've found your fluid motions and explosive attacks to be surefire crowd-pleasers, even as they serve to confound and shock your foes.
Guns & Gears, page 132.
ARCHETYPE
You've trained in one of Tuminaed's oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 78.