5 archetypes, from Weapon Improviser to Wrestler.
Weapon Improviser · Wellspring Mage · Witch · Wizard · Wrestler
ARCHETYPE
As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever's at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you off guard.
Whether you're smashing someone over the head with a bar stool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a fight breaks out. Because you fight with disposable weapons, you don't need to be as careful with your weapons as other warriors do, and you can break them when needed to win a fight without feeling any regrets later.
Improvised Weapon Ideas
Cavern: broken stalagmites, large mushrooms, old bones
Docks: barrel, crate, hook
Forest: branch, needles or thorns
Market: box, fruit, scale, sign
Noble Court: gavel, goblet, quill, lectern
Tavern: bottle, mug, serving tray, stool
Advanced Player’s Guide, page 198.
ARCHETYPE
The source of your magic buckles against your control, always pressing to be released.
Wellspring Magic1st
You regain magic power quickly, but it can be difficult for you to control. You must select Wellspring Mage Dedication as your 2nd-level class feat.
Prerequisites: You must have a class that casts spells with a spell repertoire.
Wellspring Mage Adjustments: You learn spells as normal for your class, but change your spontaneous spellcasting in the following ways.
You can cast fewer spells each day unless you gain more spells thanks to your wellspring. Reduce your number of spell slots of each spell level by 1. Reduce the number of cantrips you gain from your class by 1.
A wellspring of magic fills you with power that's not fully under your control. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check.
Critical Success You temporarily recover an expended spell slot of any level of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate wellspring surge.Success As critical success, except you randomly determine the level of spell slot from among your top three spell levels (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute.Failure You generate a wellspring surge, with a spell level chosen randomly among your top three levels of spell slots (or all your levels if you have fewer than three).You can gain a temporary spell slot no more than twice per day. If you would gain a temporary spell slot for a level that has no expended spell slots, there's no effect. If you use a temporary slot to cast a spell with a duration, the spell ends whenever you would have lost the slot if its duration hasn't yet elapsed. If you roll for wellspring magic while you currently have a temporary spell slot, you automatically fail the flat check.
Wellspring Surges
When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so.
Roll 1d20 and use Table 5–2: Wellspring Surges below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead.
If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies.
A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects.
Secrets of Magic, page 248.
ARCHETYPE
You have heard the whispers of a distant patron, who sent an emissary to teach you powerful magic.
Multiclass Witch characters
The witch archetype grants versatile prepared spells, perfect for characters looking to add some extra utility.
Advanced Player’s Guide, page 154.
ARCHETYPE
You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells.
Multiclass Wizard characters
The wizard archetype grants versatile prepared spells, perfect for characters looking to add some extra utility.
Core Rulebook, page 231.
ARCHETYPE
Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life.
The wrestling tradition is common all over Falavririak. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed.
Wrestlers have storied traditions in the Zeshai, where orcs use specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing the creature creates a stronger bond between mount and rider.
Outside of the Graikitain Sea, wrestlers are common in Grotai and Treithebal. Iblydan wrestlers focus on grappling techniques to make sure they're never left without a means to fight on the battlefield, even if their weapons are destroyed. Staekhirn wrestlers engage in matches designed to retell stories of ancient gods. These matches feature impressive acrobatic feats as well as highly technical grappling maneuvers.
LOTGB, page 126.