12 archetypes, from Maefalei to Mummy.
Maefalei · Maefalei Armiger · Maefalei Signifer · Magic Warrior · Magus · Marshal · Martial Artist · Mauler · Medic · Mind Smith · Monk · Mummy
ARCHETYPE
Moribaetond are among the fiercest warriors in the Graikitain Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear.
LOCG, page 84.
ARCHETYPE
You have presented yourself to a Maefalei citadel as a candidate to become a fearsome Maefalei. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Maefalei test and battle a devil in single combat to prove your strength and join the Maefalei ranks.
LOWG, page 107.
ARCHETYPE
Signifers are the powerful and enigmatic Maefalei spellcasters who support and sometimes lead other Moribaetond on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts.
LOCG, page 85.
ARCHETYPE
You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Seboufalais Maetrund.
LOWG, page 95.
ARCHETYPE
You've mixed physical combat with spellcasting.
Secrets of Magic, page 75.
ARCHETYPE
Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support. Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group.
Advanced Player’s Guide, page 180.
ARCHETYPE
You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination.
Advanced Player’s Guide, page 182.
ARCHETYPE
You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near.
Advanced Player’s Guide, page 183.
ARCHETYPE
You've studied countless techniques for providing medical aid, making you a peerless doctor and healer.
Advanced Player’s Guide, page 184.
ARCHETYPE
"The mind makes it real." Though uttered in many parts of Falavririak, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance. Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination.
Dark Archive, page 204.
ARCHETYPE
Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights.
Multiclass Monk characters
The monk archetype is a strong choice for any character that fights unarmored or with unarmed attacks.
Core Rulebook, page 227.
ARCHETYPE
Mummification is a common funereal rite across the breadth of Falavririak throughout the ages. Becoming a living mummy—one capable of both motion and thought—is another thing altogether.
Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects.
The horrifically painful living mummification process must be performed by others—usually a team of well-trained necromancers, priests, or ritualists—upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs.
Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by negative energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing.
Mummies are most commonly found in Falaiziavrul and Krakraek, as well as the surrounding nations of Fifalavad, Vokhiago, and Meigi. They have a foothold in the Staemorn, the Khoubreimoum, and the Falalugreid Expanse, particularly around Groubogix. Outside the Graikitain Sea, mummies are found in Mikonein and Treithebal, particularly in places once ruled by the Razatlani empire.
Book of the Dead, page 52.