Archetypes: C

10 archetypes, from Captivator to Curse Maelstrom.

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Captivator · Cathartic Mage · Cavalier · Celebrity · Champion · Chronoskimmer · Cleric · Clockwork Reanimator · Crystal Keeper · Curse Maelstrom

Captivator

ARCHETYPE

Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed upon you.

Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals.

Good captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies while minimizing harm to their companions.

Evil captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their magic to cause harm. Evil captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume.

LOTGB, page 120.

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Cathartic Mage

ARCHETYPE

uncommon 

Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again.

Emotional Focus

Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable.

Emotional States

The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information.

Catharsis Trigger The event or conditions you must meet to take your Catharsis reaction.

Catharsis Activation The benefit when you use Catharsis.

Emotional Fervor Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your emotional fervor. You must expend a spell slot to cast it. This slot must be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended.

Emotional Fallout The effect you experience when your emotional fervor ends.

Focus Spell The focus spell you gain if you select the Cathartic Focus Spell archetype feat.

Anger[–]

Your destructive wrath allows you to harm your foes but causes you pain in the process.

Catharsis Trigger An enemy deals damage to you. You can't use this reaction if you're fatigued.

Catharsis Activation If you're grabbed, immobilized, or restrained, you can attempt to Escape. If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level.

Emotional Fervor When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: draw ire

Emotional Fallout You become fatigued until you Settle your Emotions.

Focus Spell athletic rush

Awe[–]

Your powerful sense of wonderment can be infectious and distracting.

Catharsis Trigger You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs.

Catharsis Activation If you're fascinated or stupefied, you can attempt an additional save to end the effect if it allowed a save.

Emotional Fervor When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes fascinated with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: glitterdust

Emotional Fallout You become flat-footed until you Settle your Emotions.

Focus Spell dazzling flash (doesn't require a religious symbol)

Dedication[–]

Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar).

Catharsis Trigger Your emotional focus takes damage from an enemy while within 30 feet of you.

Catharsis Activation Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute.

Emotional Fervor Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: spirit link

Emotional Fallout Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus.

Focus Spell protector's sacrifice

Fear[–]

You let your fear fuel you, rather than consume you, but it burns your endurance.

Catharsis Trigger An enemy makes you frightened.

Catharsis Activation Increase your frightened value by 1, to a maximum of frightened 4.

Emotional Fervor You don't take the status penalty from the frightened condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: fear

Emotional Fallout You are fleeing for 2 rounds, running from the source of the frightened condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout.

Focus Spell waking nightmare

Hatred[–]

Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar).

Catharsis Trigger You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up).

Catharsis Activation You can Step or Stride. You must end this movement closer to your emotional focus.

Emotional Fervor Your emotional focus is flat-footed to you and takes a –2 status penalty to saves against your spells. You're flat-footed to your emotional focus and take a –2 status penalty to saves against it. Spell: blood vendetta

Emotional Fallout You become stunned 2.

Focus Spell cry of destruction

Joy[–]

Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned.

Catharsis Trigger You critically succeed on an attack roll or save, or an enemy critically fails on a save against you.

Catharsis Activation Reduce the value of any frightened or stupefied condition you have by 1 and end any persistent mental damage you have.

Emotional Fervor You gain a +1 status bonus to Performance checks and to the spell attack rolls of emotion spells, and enemies take a –1 status penalty to saves against your emotion spells. Spell: hideous laughter

Emotional Fallout You become fatigued until you Settle your Emotions.

Focus Spell unimpeded stride

Love[–]

You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back.

Catharsis Trigger Your emotional focus takes damage from an enemy while within 30 feet of you.

Catharsis Activation If either you or your emotional focus is confused or controlled, one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save.

Emotional Fervor You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: soothe

Emotional Fallout You're fascinated with your emotional focus for 1 minute.

Focus Spell soothing words

Misery[–]

To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering.

Catharsis Trigger You gain persistent damage from a foe.

Catharsis Activation You gain a number of temporary Hit Points equal to your level. They last for 1 minute.

Emotional Fervor You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. Spell: phantom pain

Emotional Fallout You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell level.

Focus Spell savor the sting

Pride[–]

All is well as long as you appear well, but you get caught up in the moment and lose track of what's important.

Catharsis Trigger You critically fail on an attack roll or saving throw.

Catharsis Activation The critical failure becomes a failure.

Emotional Fervor Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: color spray

Emotional Fallout You momentarily lose track of what's real, becoming confused for 1 round. Spell: mirror image

Focus Spell veil of confidence

Remorse[–]

You attempt to overcome your failings, but your guilt stays with you.

Catharsis Trigger An ally within 30 feet drops to 0 Hit Points.

Catharsis Activation You Step or Stride. You must end this movement closer to the triggering ally

Emotional Fervor Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: warrior's regret

Emotional Fallout Your emotional weight crushes you, leaving you stupefied 2 until you Settle your Emotions.

Focus Spell healer's blessing

Secrets of Magic, page 194.

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Cavalier

ARCHETYPE

You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. You and your mount are an unparalleled team, moving with shared intent to become a powerful force on the battlefield. You might wield a banner in the name of a greater organization, a liege, or an ideal you uphold, or you might fight solely to further enrich your own prestige, reputation, and coffers.

CAVALIER PLEDGES

Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or a particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid's animal order would be tied to that anathema, while a cavalier pledged to the church of Breizoneik would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge.

Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier's Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature.

Advanced Player’s Guide, page 164.

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Celebrity

ARCHETYPE

You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation.

Advanced Player’s Guide, page 166.

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Champion

ARCHETYPE

You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.

Multiclass Champion characters

The champion archetype greatly improves defenses, particularly armor. It's a great way for a character to gain armor proficiency or a powerful defensive reaction.

Core Rulebook, page 223.

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Chronoskimmer

ARCHETYPE

rare 

The flow of time is an unstoppable force. Most are carried downstream inexorably, like a leaf floating on a river. You, however, somehow fell out of the flow of time, if only for an instant, but in doing so gained a perspective that few others have.

Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit.

You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the Ronid won't allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever.

Dark Archive, page 186.

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Cleric

ARCHETYPE

You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts.

Multiclass Cleric characters

The cleric archetype is a great way to create a character of another class who's a devotee of a particular deity. The many domains available to clerics of different deities present a variety of options for focus spells.

  • Alchemist clerics work well with the chirurgeon field, healing various ailments with either alchemy or spells.
  • Martial clerics are typically looking for a potent domain spell or some healing to use in a pinch.
  • Divine sorcerer clerics double down as the ultimate divine spellcasters.
  • Other spellcaster clerics diversify their options, becoming theurgic characters who combine two magical traditions.

Core Rulebook, page 224.

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Clockwork Reanimator

ARCHETYPE

rare 

You have unlocked the secret connections between necromancy and clockwork locomotion, giving you the unholy power to reanimate corpses. These minions shuffle forth with the mindless motions of the unliving and are little more than puppets under your control.

Similarly, via careful tinkering and anatomical study, you learned how to make a powerful necromechanical ally. Finally, your technological prowess is such that you can use your innovations to force even powerful, free-willed undead to obey you.

The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter—your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power.

While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works, plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to positive energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Grobreiins, always so inconveniently up in arms about the whole "desecrating the bodies of the dead" thing. They can't learn the difference between the stench of undeath and the smell of progress.)

OoA3, page 78.

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Crystal Keeper

ARCHETYPE

rare 

In the era before Brataibrem, the elven people of Falavririak exhibited a wide range of mastery over magic. A sect of elves who venerated the goddess Faleru first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. There are those who still remember, though—PCs can gain access to the crystal keeper archetype from the tragic figure that haunts Rumeisam waystation in "Fires of the Haunted City."

Age of Ashes #4: Fires of the Haunted City, page 74.

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Curse Maelstrom

ARCHETYPE

rare 

Manifestations

Those at the center of a storm of curses often have peculiar manifestations that mark them as one of the unfortunate. Over time, even the places that they inhabit will begin to show signs of their presence: plants with bizarre growths, dust clouds that form strange symbols in the light, and floors that creak and groan even when no one is walking across them.

Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul.

You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe?

Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little.

Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible.

Dark Archive, page 168.

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