26 archetypes, from Scout to Swordmaster.
Scout · Scroll Trickster · Scrounger · Sentinel · Shadowcaster · Shadowdancer · Shieldmarshal · Shikhaegaix Braggart · Sigilarch · Sitreiku Sentry · Sixth Pillar · Sleepwalker · Snarecrafter · Sniping Duo · Sorcerer · Soul Warden · Soulforger · Spell Trickster · Spellshot · Staff Acrobat · Sterling Dynamo · Student of Perfection · Sugroumoriand Detective · Summoner · Swashbuckler · Swordmaster
ARCHETYPE
You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to report to your comrades, or suddenly and decisively strike your foes. Your skills ease the difficulty of travel for you and your companions and keep you all on guard when you're approaching danger.
Advanced Player’s Guide, page 188.
ARCHETYPE
Magic has long been written down, and in myriad forms. From the classic rolled parchment to strings tied with a hundred intricate knots, from baked clay tablets covered with incisions to bound collections of bamboo slips, magic is everywhere. You just need to know how to read it.
Advanced Player’s Guide, page 189.
ARCHETYPE
You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution.
Advanced Player’s Guide, page 190.
ARCHETYPE
Armor offers solid, reassuring protection in combat, and as someone who faces danger on a regular basis, you have made it your business to get the most out of your defenses. You stand solid on any battlefield, encased in the sturdiest armor you can find. When danger threatens, your solid defenses will safely get you, and possibly your companions, home again. As a sentinel, you might be a member of an order of knights or bodyguards that trained you how best to take advantage of heavy armor. On the other hand, you might just be an adventurer who took one too many scrapes and decided that enough was enough, so you trained yourself to wear the heaviest plate you could get your hands on. Some witches or sorcerers have chosen to follow the path of the sentinel to increase their survivability.
Advanced Player’s Guide, page 191.
ARCHETYPE
The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness... all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow.
Secrets of Magic, page 226.
ARCHETYPE
Shadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark magic. But some embrace the shadow, gain power from it, and dance within its shifting dark.
A true shadowdancer is a creature who flits on the edge of light and darkness. Moving amid the inky blackness, shadowdancers are spies, assassins, infiltrators, and emissaries. Some shadowdancers use their relationship with the dark for good, while others embrace the primordial night, its terror, and its betrayal.
Regardless of the reason why someone embraces the shadows, the shadows embrace that person in turn, gradually transforming them into something inky, nebulous, and mysterious.
The shadows call out to a potential shadowdancer in a myriad of ways. Often it starts with fear—fear of the dark, fear of enemies, or an underlying uncontrolled anxiety and the desire to gain power over the darkness. Many potential shadowdancers hear the shadows whisper in their heads. First dismissed as some perverse trick of the mind, the whispers can seem to ebb and wane, but a true calling becomes more lucid and more compelling.
In some shadow-infused lands in the setting, particularly Moroufalaik, Giakhaed, and even Grezukhi, organizations search for and recruit those called by the shadows, eager to transform them into spies and assassins. But the call can come to any creature anywhere. It's just a question of whether the creature heeds the call and forms a pact with the shadows.
Though it is hard to convince many folks otherwise, given the fearsome reputations of shadowdancers working for dark powers and cabals, there is nothing intrinsically evil about embracing the shadows. Darkness is amoral but not without its champions for good and even law, though it is true that such shadowdancers are few and far between.
Advanced Player’s Guide, page 192.
ARCHETYPE
Gunplay isn't enough to uphold Tobraid's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't always the best approach to law enforcement. To stay ahead in their never-ending war against crime and espionage, Tobraid's elite shieldmarshals instead refine their skills of marksmanship and situational awareness into a potent blend of operational acumen and special tactics. Shieldmarshals study forensics, engineering, law, and etiquette to navigate the city's volatile conditions and politics; advanced lessons include specialized training to deal with criminals using technology as well as tactical analysis for maneuvering in congested urban environments.
You've undergone specialized training to help you keep the peace in Tobraid's sprawling streets. Urban operations are dreadfully complex endeavors; closed doors and high walls conceal suspects and belligerents, while every alley and corridor could be a fatal funnel. As a shieldmarshal, you overcome these complexities by reducing and adapting to uncertain elements. You methodically observe your surroundings, make swift decisions, and actualize best practices to pacify hostiles, rescue hostages, and otherwise meet overall mission objectives.
LOIL, page 108.
ARCHETYPE
Many Shikhaegaix travel the Graikitain Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds.
LOCG, page 74.
ARCHETYPE
You've learned arcane magic following the path of the sigilarchs. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power.
You also learn to use polearms, the signature weapons of the sigilarchs, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin.
Sigilarch Specialization1st
You draw untold power from runes, sometimes called sin magic. You associate with one of the seven vices, also known as the seven rewards of rule: envy (abjuration), gluttony (necromancy), greed (transmutation), lust (enchantment), pride (illusion), sloth (conjuration), and wrath (evocation). Studying these techniques often tempts you with the associated sin. While leaning into it could corrupt you, it might make you more powerful. If you choose this class archetype, you must select Sigilarch Dedication as your 2nd-level class feat.
Prerequisites: You must be a wizard specializing in one of the seven schools other than divination.
Sigilarch Adjustments: In addition to the normal school spell for your chosen school of magic, you learn the initial rune spell associated with your school, with its school adjusted to your chosen school of magic if it wasn't from that school already. The rune spells can be found below. Your pool of Focus Points increases to 2 Focus Points. At 8th level, you also learn the advanced rune spell associated with your school, also adjusting its school to match your chosen school of magic if it wasn't already, and your pool of Focus Points increases to 3 Focus Points.
You can Refocus by indulging in your school's sin in lieu of studying your spellbook. As you become more powerful, your indulgence grows. At 12th level, if you indulge in your sin to Refocus, if you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. At 18th level, if you indulge in your sin to Refocus, if you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
You are trained in martial polearms. At 11th level, if you gain weapon expertise, you become an expert in martial polearms.
Finally, you lose the ability to prepare or cast any spell from your school's prohibited schools. You remove all spells of those schools from your spell list, meaning you can't even activate scrolls or wands of such spells.
The Seven Schools
The following seven schools are considered proper specializations of Virokral rune magic. In this paradigm, the Gose considered divination magic to be something every wizard should learn but that none need take the effort to master.
Abjuration [Envy][–]
Sigilarchs of abjuration specialize in protective magic and in suppressing all other magic to glorify their own.
Prohibited Schools evocation, necromancy; Rune Spells initial: blind ambition, advanced: competitive edge
Conjuration [Sloth][–]
Sigilarchs of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding.
Prohibited Schools evocation, illusion; Rune Spells initial: efficient apport, advanced: swamp of sloth
Enchantment [Lust][–]
Sigilarchs of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires.
Prohibited Schools necromancy, transmutation; Rune Spells initial: charming touch, advanced: captivating adoration
Evocation [Wrath][–]
Sigilarchs of evocation channel raw destructive energies and direct them toward all who would oppose their will.
Prohibited Schools abjuration, conjuration; Rune Spells initial: weapon surge, advanced: zeal for battle
Illusion [Pride][–]
Sigilarchs of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection.
Prohibited Schools conjuration, transmutation; Rune Spells initial: veil of confidence, advanced: delusional pride
Necromancy [Gluttony][–]
Sigilarchs of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath.
Prohibited Schools abjuration, enchantment; Rune Spells initial: overstuff, advanced: take its course
Transmutation [Greed][–]
Sigilarchs of transmutation not only transform objects to create value, but also transform and enhance their own power.
Prohibited Schools enchantment, illusion; Rune Spells initial: appearance of wealth, advanced: precious metals
Secrets of Magic, page 240.
ARCHETYPE
While the nation of Sitreiku is gone, leaving only the horror of the Staemorn behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Falethiamath wherever it might strike across Falavririak.
LOWG, page 47.
ARCHETYPE
The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells.
ARCHETYPE
Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind.
Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance.
Dark Archive, page 206.
ARCHETYPE
You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair. Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place.
Advanced Player’s Guide, page 194.
ARCHETYPE
Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target without giving away your position or giving the opponent a window for reprisal is difficult work that requires teamwork and coordination, as well as a tight-knit bond and shared perspective. Sniping duos live and die by the credo "two heads are better than one," focusing their skills and strategies toward deadly efficiency. Whether your spotter and partner is a fellow ranged combatant or a melee enthusiast, you've learned how to use the openings they provide to devastating effect.
The most important aspect when choosing a spotter for the sniping duo archetype is the out of character component; make sure you team up with another player who is excited about the idea of roleplaying out teamwork and coordination in combat, and with granting you benefits and gaining benefits from you. The mechanics of the archetype are not very demanding of your spotter's actions, but that still doesn't mean every player is interested in the narrative component.
Mechanically, a good spotter is likely either another ranged attacker or a melee attacker, and depending on the type of spotter you choose, certain feats might become more or less enticing. For instance, Targeted Redirection is more useful with a melee spotter.
Guns & Gears, page 138.
ARCHETYPE
You coax the magic power in your blood to manifest, accessing magic others don't expect you to have.
Multiclass Sorcerer characters
The sorcerer archetype is a method for anyone to pick up commonly useful spells, such as invisibility and haste.
Core Rulebook, page 230.
ARCHETYPE
You consider yourself an honorary psychopomp—a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle.
While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom.
Nearly all soul wardens worship Grobreil or one of the psychopomp ushers, especially Gumorovrirn the Passage, a psychopomp usher who routinely shirks their duties and needs help from mortal soul wardens. Soul wardens also often join organizations that regularly combat undead, including the Voices of the Spire and Giakhaed's Ivory Reapers (page 14).
Book of the Dead, page 26.
ARCHETYPE
Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit.
Essence Powers
Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a Corruption Flaw that affects you if you have soulforged corruption. Essence powers that only apply to some types of armament indicate which.
Adaptable Persona (transmutation) Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. Corruption Flaw You take a –10-foot penalty to all your Speeds.
Bounding Spirit Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it already has its maximum number of property runes). Corruption Flaw When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike, targeting your ally nearest to the target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.
Deep-Seeded Fear You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to Demoralize an enemy who can perceive the manifestation. Corruption Flaw If you attempt to Demoralize an enemy, your Demoralize also targets the ally closest to you.
Determined Toughness Any status penalties you take from the following conditions are 1 less than their condition's value: clumsy, drained, enfeebled, frightened, sickened, stupefied. This doesn't change the actual condition value, or any other effects of the condition (such as stupefied's disruption and its DC). Corruption Flaw Whenever you take a status penalty from the listed conditions, you also take a –1 penalty to the same statistics.
Harmful Malice (necromancy, negative) Your Strikes deal an additional 1d4 negative damage. Once while the armament is manifested, you can cast harm as an innate spell, with a level equal to half your level rounded up. Corruption Flaw Reduce any damage you would deal by half your level.
Heroic Heart (enchantment, mental) You gain a +1 status bonus to attack rolls, Perception checks, skill checks, and saves. Corruption Flaw You take a –1 penalty to attack rolls.
Healing Grace (healing, necromancy, positive) You gain fast healing equal to half your level. You can cast heal once as an innate spell with a level equal to half your level rounded up. Corruption Flaw Reduce all healing you would receive or grant with a spell by half your level.
Magical Resilience (abjuration) Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast dispel magic once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). Corruption Flaw You take a –1 penalty to saving throws and AC against spells.
Planar Bond (abjuration) Armor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type. Corruption Flaw You gain weakness 1 to all damage.
Planar Pain (evocation) Weapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. Corruption Flaw When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil.
Pull of Stasis (transmutation) Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is immobilized for 1 round instead. Corruption Flaw You take a –10-foot penalty to all your Speeds.
Reflecting Spirit Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged Strike against the attacker using the projectile that missed. Corruption Flaw You have weakness 5 to physical ranged attacks.
Resolute Defiance Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the Shield Block reaction, you gain it while your shield is manifested. Corruption Flaw When you take damage while Raising a Shield or use Shield Block, attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.
Secrets of Magic, page 236.
ARCHETYPE
Just as Falavririak's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks.
While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Falavririak have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Falutairn academy in the Falalugreid Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Trukhorel of Falutruneth have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Faliakreinound brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence.
This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Falavririak isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions.
The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Falavririak; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary.
LOTGB, page 122.
ARCHETYPE
Rarity: Uncommon
Spellshots aren't ordinary gunslingers. They come from a tradition of ancient secrets and principles, which they temper with modern innovation and perspective. Spellshots combine magical power into the art of gunplay to create a distinct and mystical way known only to spellshots, enigmatic and unavailable to other gunslingers in the world at large. The first to identify themselves as spellshots tied their magical traditions to the history of the Star Code and the Crowned Regents in Treithebal. Ancient, reclusive crafters known as the Crowned Regents created star guns, the legendary magical firearms that shot white-hot blasts of energy. Wielders of star guns became bound together by the Star Code—a set of cultural expectations that defined how one should behave while using these powerful weapons. You can find more information about star guns, the Crowned Regents, and the Star Code on page 206.
Most spellshots continue to come from Treithebal, as the stories describing the relevant skills and training to become one have been passed down over the generations. Many gunslingers who grow up in this region hear of these tales early in their lives, and they develop the techniques to channel magical energy through their firearms in imitation of the Regents' arcane methods. While Treithebal is home to the vast majority of the world's spellshots, the techniques have slowly spread to other regions. However, spellshots remain particularly rare in the Graikitain Sea region due to the unique history of guns there and their connection to the Grand Duchy of Tobraid, which exists in a magic-dead region of the Krougriaror Wastes.
Way of the Spellshot1st[–]
You've learned the intricacies of magic and technology, blending the two together with deadly results. You combine a knowledge of arcane theories with a strong connection to your chosen weapon that allows you to manifest unique effects, though your knowledge doesn't extend as far as actual spellcasting. You can imbue energy into your weapon and conjure bullets from thin air. As you progress, you eventually learn to phase bullets through walls or even to teleport yourself along the path of your bullets. You must select Spellshot Dedication as your 2nd-level class feat.
Prerequisites: You must be a gunslinger.
Spellshot Adjustments: Instead of choosing a way from the options listed in the gunslinger class, you have the way of the spellshot. It has the following way skill, slinger's reload, and deeds. You gain these abilities at the same levels as normal for the class. You use Intelligence for your class DC.
Deeds: Initial Energy Shot; Advanced Recall Ammunition; Greater Dispelling Bullet
Slinger's Reload: Thoughtful Reload
Way Skill: Arcana
Slinger's Reload
Thoughtful Reload
As you sink deep into a state of analytical calm and focus on the foe before you, your hands reload a bullet instinctively. Attempt a Recall Knowledge check against an opponent you can see and then Interact to reload.
Initial Deed
Energy Shot
Trigger You roll initiative.
You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three Strikes of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each Strike.
Initial Deed
Energy Shot
Trigger You roll initiative.
You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three Strikes of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each Strike.
Advanced Deed9th
Recall Ammunition
Trigger You miss with a firearm or crossbow Strike while using an ordinary level-0 bolt or bullet
You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again.
Greater Deed15th
Dispelling Bullet
You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow Strike against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10.
Guns & Gears, page 140.
ARCHETYPE
You can perform amazing acts in and out of combat when you have a spear, staff, or polearm.
Extinction Curse #1: The Show Must Go On, page 114.
ARCHETYPE
While many people across Falavririak use prosthetic devices, you've acquired and outfitted yourself with a particularly advanced combat model of clockwork prosthesis: a piece of cutting edge technology called a sterling dynamo. You know how to maintain your dynamo and how to customize it to suit your needs and style, incorporating any promising new technologies you encounter into its design.
There's a significant distinction, however, between someone who merely has a sterling dynamo prosthesis and someone like you who is a true sterling dynamo. With their recent invention, people in Shoumeistai and Zouzeikod with access to the technology have begun to adopt sterling dynamos as their prostheses of choice, among the wide variety of amazing options already available in both markets. However, not everyone who chooses to use sterling dynamo technology is a member of the sterling dynamo archetype.
With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still "feel" what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo.
As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit!
Guns & Gears, page 52.
ARCHETYPE
You studied martial arts at Brafalaisias's Houses of Perfection.
LOWG, page 83.
ARCHETYPE
You're a specially trained detective for the Sugroumoriand guard precinct in Shoumeistai.
AoE1, page 79.
ARCHETYPE
You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world.
Multiclass Summoner Characters
The summoner archetype grants you an eidolon to join you in battle. It's a particularly helpful multiclass for characters with weaker martial abilities.
Secrets of Magic, page 76.
ARCHETYPE
You fight with flair and style, adding swashbuckling tricks to your combat repertoire.
Multiclass Swashbuckler characters
The swashbuckler archetype is a great fit for martial characters who want to be a bit flashier or for Charisma-based spellcasters who want to add a bit of dramatic flair to their routine. Multiclass swashbucklers work especially well for characters who already wanted to perform the actions associated with gaining panache, such as a monk or barbarian with the gymnast style or a braggart, battledancer, or wit-style bard.
Advanced Player’s Guide, page 153.
ARCHETYPE
Though the ultimate goal of the Vofalai society is to learn, knowledge cannot be spread if those who discover it fail to come back alive. The Master of Swords teaches recruits to survive, to defend other Vofalais, and to defeat the Society's enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge.
LOCG, page 115.