Archetypes: G

11 archetypes, from Gelid Shard to Gunslinger.

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Gelid Shard · Geomancer · Ghost · Ghost Eater · Ghost Hunter · Ghoul · Gladiator · Golden League Xun · Golem Grafter · Gray Gardener · Gunslinger

Gelid Shard

ARCHETYPE

Gelid shards are arcane focuses of refined magical cold in physical form. Unfortunately for their creator, gelid shards do not grant immortality, though mortal creatures bonded to them do often have slightly longer lifespans thanks to the preserving cold that inundates and surrounds them.

Read the rest from page 184 of Treasure Vault.

This archetype is a part of the Gelid Shard artifact.

Treasure Vault, page 184.

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Geomancer

ARCHETYPE

You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties.

You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible.

Secrets of Magic, page 212.

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Ghost

ARCHETYPE

rare 

Incorporeality, Flight, and Rejuvenation

Many ghost abilities have been significantly toned down to work for a player character—most notably flight and the ability to move through walls with incorporeality. The GM has the option to loosen the reins on both abilities, allowing movement through walls as normal for the trait, granting an unlimited fly Speed of 15 feet, or both. The fly Speed replaces any other abilities that involve flying, and any feat that upgrades the PC's flying capabilities, such as the Unlimited Ghost Flight feat, might instead upgrade this Speed by an additional 5 feet. However, a PC who can constantly fly and move through walls can trivialize many low- and mid-level challenges, as well as a fair number of high-level challenges, consistently outshining or leaving other characters behind; the GM should consider this option very carefully before allowing it and adjust the game accordingly.

Combining the rejuvenation feat with a character whose unfinished business is tied to the adventure essentially makes the character immortal. As with a lich's soul cage, even a group using other undead archetypes might want to avoid the rejuvenation feat or have it function more like a Rejuvenation Token (page 56).

Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a ghost's fundamental desires.

Book of the Dead, page 46.

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Ghost Eater

ARCHETYPE

uncommon 

The warriors of Grarirn frequently contend with lost spirits of the Taumatan people that haunt their shattered lands to this day. These Khudraelal warriors, known as ghost eaters around Bonmu, travel the countless islands of Grarirn and offer their skills to exorcists and priests. When working in such a partnership, ghost eater's main task is to destroy a spirit in order to give their holy comrade time to learn about the individual soul and finally put it to rest.

Fists of the Ruby Phoenix #1: Despair on Danger Island, page 79.

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Ghost Hunter

ARCHETYPE

uncommon 

Ghosts have a wide range of capabilities and features—no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.

The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife.

AV1, page 81.

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Ghoul

ARCHETYPE

rare 

Roleplaying A Ghoul

When playing a ghoul, think about how hunger will affect your personality. Perhaps keep your character's personality as close to its original intent as possible, but with a slight twist. The desires and cravings of a ghoul are certainly strange and inhuman, but if you start emphasizing that right away, you don't have room to grow your portrayal of the character's descent into this hunger.

As you get more ghoul feats, you can roleplay your character's diminishing aspects as ghoul-like characteristics emerge. As your character becomes more ghoulish, they loses old inhibitions and becomes more ambitious. Ambition, after all, is another sort of hunger. Adding these new ambitions gives you ways to portray the transformation besides just making your character a cannibal.

You died from the necrotic disease known as ghoul fever and rose anew as a ravenous ghoul, forever craving the flesh of sapient creatures. While you can temper your hunger with long-dead flesh stolen from ancient graves, you much prefer devouring those who are freshly dead, whether as a scavenger or because you killed the creature yourself to ensure a fresh meal.

Whether they stalk through the graveyards and crypts of Falavririak or work together with other ghouls to build empires in the Veimaikhik, ghouls care most about the consumption of dead flesh. The moment you become a ghoul, your existence focuses upon satisfying this endless craving. Ghouls who go more than a few days without feeding on freshly dead humanoid flesh find themselves in constant pain; those who go for more than a week might be driven to the edge of delirium, becoming bestial in their craving.

When you succumb to ghoul fever and become a ghoul, you don't lose your mind or memories. You keep your personality only to have it warped by the never-ending need to consume flesh. A brave warrior remains brave, but under the curse of the fever, that brave warrior's prime directive is to consume flesh. A rogue might go from finding clever ways to pick pockets to finding ways to waylay opponents and devour them.

Since most societies don't allow cannibalism, ghouls who wish to continue their old lives must satisfy their cravings in secret, finding a way to balance society's rules while feeding the constant gnawing hunger inside them. Some take up professions that allow them to secretly eat dead flesh or create dead bodies to feed upon. There are tales told of ghoul mercenary troops who satisfy their cravings and profit, while ghoul spellcasters can use their magic to procure and preserve flesh.

Ghouls who won't restrain themselves with rules of the living may join or establish ghoul societies. These caste systems base their hierarchy on how much flesh one has consumed and can provide for other ghouls. Hunger and ambition drive ghouls to rise through the ranks, which allows them to feed their hunger even more.

Book of the Dead, page 48.

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Gladiator

ARCHETYPE

The roar of the crowd and thrill of competitive combat drive you to become the best—and the fame isn't bad either.

If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter.

Advanced Player’s Guide, page 175.

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Golden League Xun

ARCHETYPE

uncommon 

You've become a xun, a powerful gang enforcer.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 76.

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Golem Grafter

ARCHETYPE

uncommon 

You have replaced a portion of your body with artifice of the kind used to create golems, fortifying your flesh with the unyielding might of magical constructs.

Extinction Curse #3: Life’s Long Shadows, page 74.

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Gray Gardener

ARCHETYPE

uncommon 

The Gray Gardeners are the remorseless executioners of Falumoraekro. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of Night of the Gray Death, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Falumoraekro's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years.

The following is suitable for heroes to take after the events of Night of the Gray Death. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Falumoraekro's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice.

Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the vigilante archetype.

Night of the Gray Death, page 64.

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Gunslinger

ARCHETYPE

uncommon 

You like a weapon that makes an impression almost as much as you like making an impression.

Multiclass Gunslinger characters

Gunslinger is a great fit for dexterous characters who want a weapon that hits hard from a distance, especially rangers and rogues who already have abilities that can make their first hit count. Spellcasters with true strike might favor firearms with the fatal property and gunslinger abilities that improve options for supporting their allies.

Guns & Gears, page 127.

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