Archetypes: E

4 archetypes, from Eldritch Archer to Exorcist.

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Eldritch Archer · Eldritch Researcher · Elementalist · Exorcist

Eldritch Archer

ARCHETYPE

While many archers see their craft as an art form as much as a means of battle, a small number of archers seek to perfect their skills through magic, and you are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow—transforming arrows or bolts into eldritch ammunition, sending arrows zig-zagging nearly unerringly to their target, and manifesting arrows that can deliver spells or even instant death.

While having some spellcasting ability increases your potential flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake.

ELVEN ARROWS

The ability to infuse eldritch energy into bow shots is often seen as a kind of elven magic. While it may be true that elves first developed eldritch archery as a martial art, and many eldritch archers are elves and half-elves, other peoples have learned and developed their own forms of eldritch archery.

Some whisper that remote regions to the south have their own dedications that rely on elemental archery, while the strange and shadowy hunters of the Uskwood use a form that relies on tenebrous shadow magic. Disturbing rumors circulate claiming that devils have developed a diabolical form of magical archery that can trap the soul and bind it to Hell, albeit for a short time. Like any form of magic, the discipline of eldritch archery will continue to develop among its practitioners across the multiverse.

Advanced Player’s Guide, page 172.

Open in the interactive list

Eldritch Researcher

ARCHETYPE

uncommon 

An eager student of occult lore, you enjoy reading rare or forgotten tomes with ancient rituals and hidden secrets. You connect disparate facts to unlock deeper mysteries and uncover the truths of the universe, and you zealously hoard the knowledge your painstaking research produces. Aberrations fascinate you for many reasons, not the least of which is because their anatomy is wholly alien and yet, to the insightful, eminently sensible.

You've been particularly enlightened by the accumulated lore in Thresholds of Truth, and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries.

You scoff at those fools who claim you meddle in things mortals aren't meant to know—for isn't it the duty of the enlightened to gather the universe's deepest truths?

Abomination Vaults #2: Hands of the Devil, page 76.

Open in the interactive list

Elementalist

ARCHETYPE

You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.

Elemental Magic1st

You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the Elementalist Dedication as your 2nd-level class feat.

Prerequisites: You must have a spellcasting class feature that chooses spells from the arcane or primal spell list.

Elementalist Adjustments: Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead.

If you're a sorcerer with the elemental bloodline, you can replace your initial bloodline spell with an initial elemental focus spell, and your advanced bloodline spell with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline.

Druid Elementalist Adjustments: If you're a druid of the storm order, you can choose to replace your starting order spell, tempest surge, with updraft.

Wizard Elementalist Adjustments: If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the air trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school functions as written in the Core Rulebook. If you later select the Advanced School Spell wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element.

Secrets of Magic, page 206.

Open in the interactive list

Exorcist

ARCHETYPE

Spirit Dwellings and Remnants

A spirit dwelling can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your spirit dwelling has the trait of the magical tradition used to take Exorcist Dedication and the necromancy trait. Your spirit dwelling is attuned to you, so only you can use it. If your spirit dwelling is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous spirit dwelling to revert to a mundane object and any spirits within to harmlessly disperse.

Your spirit dwelling can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the Collect Spirit Remnant activity.

Collect Spirit Remnant [>>>] (concentrate, manipulate) Requirements You're holding your spirit dwelling; Effect You brandish your spirit dwelling at the location where a haunt, ghost, or other incorporeal undead was destroyed within the last minute and pray or recite ritual incantations. You coax the spirit remnant into your spirit dwelling.

Rejuvenating Spirits: Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently.

Excorcists Across Falavririak

The well-known exorcists of Grobreil use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Krakraek, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Stefaliabu and some parts of Meigi, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Draideil orcs in the Falalugreid Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Moutriavriam, exorcists often use fulus to assist in their practice.

You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling. This spirit dwelling might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job.

While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats.

Exorcists are most commonly found among the faithful of Braegraezaeth the True Spark (the empyreal lord of dancers), but among the major deities of the Graikitain Sea region, Bedrud, Grobreil, and even Baimoraimou count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the spirit dwelling, exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of Grobreil could take a more severe route, demanding the spirits return to the natural order of things.

Book of the Dead, page 22.

Open in the interactive list

ABCDEFGHIJKLMNOPQRSTUVWXYZ