Archaist
Advanced Human class — see Classes for the full list.
Partially outdated
Archaists have moved from ceremonial eldritch magic to studious divine magic. The templates below and any remaining ceremony references predate that change and need updating. Check with the judge when building one.
Archaists are spiritual guides who follow a Sovereign tradition that includes some martial training regimen. They may pay reverence to the old gods of Horn and Hunt, Fire and Forge, or Strength and Steel. Each archaist follows a single Sovereign and has an additional prime requisite and powers determined by their choice of tradition.
Archaist Level Progression / Archaist Spell Progression
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Seeker | 1 | 1d6 | 1 | - | - | - | - | - |
| 1,500 | Chanter | 2 | 2d6 | 2 | - | - | - | - | - |
| 3,000 | Sigil-Bearer | 3 | 3d6 | 2 | 1 | - | - | - | - |
| 6,000 | Votary | 4 | 4d6 | 2 | 2 | - | - | - | - |
| 12,000 | Adept | 5 | 5d6 | 2 | 2 | 1 | - | - | - |
| 24,000 | Ordained | 6 | 6d6 | 2 | 2 | 2 | - | - | - |
| 50,000 | Warden | 7 | 7d6 | 3 | 2 | 2 | 1 | - | - |
| 100,000 | Master | 8 | 8d6 | 3 | 3 | 2 | 2 | - | - |
| 200,000 | Liturgist | 9 | 9d6 | 3 | 3 | 3 | 2 | 1 | - |
| 300,000 | Liturgist, 10th level | 10 | 9d6 + 1* | 3 | 3 | 3 | 3 | 2 | - |
| 400,000 | Liturgist, 11th level | 11 | 9d6 + 2* | 4 | 3 | 3 | 3 | 2 | 1 |
| 500,000 | Liturgist, 12th level | 12 | 9d6 + 3* | 4 | 4 | 3 | 3 | 3 | 2 |
| 600,000 | Liturgist, 13th level | 13 | 9d6 + 4* | 4 | 4 | 4 | 3 | 3 | 2 |
| 700,000 | Herald of the Sovereigns | 14 | 9d6 + 5* | 4 | 4 | 4 | 4 | 3 | 3 |
Archaist Attack Bonus and Saving Throws
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1-2 | 13+ | 10+ | 16+ | 13+ | 15+ | +0 |
| 3-4 | 12+ | 9+ | 15+ | 12+ | 14+ | +1 |
| 5-6 | 11+ | 8+ | 14+ | 11+ | 13+ | +2 |
| 7-8 | 10+ | 7+ | 13+ | 10+ | 12+ | +3 |
| 9-10 | 9+ | 6+ | 12+ | 9+ | 11+ | +4 |
| 11-12 | 8+ | 5+ | 11+ | 8+ | 10+ | +5 |
| 13-14 | 7+ | 4+ | 10+ | 7+ | 9+ | +6 |
Combat Characteristics
Combat Proficiencies: The Archaist is proficient with daggers, clubs, slings, staffs, javelins, and the favored weapon of their chosen Sovereign as well as light and very light armor. They are proficient fighting with weapon and shield or two-handed fighting styles, but not with the dual weapon style.
Combat Progression: Archaists advance in attack and saving throws as clerics. They may cleave once per round per two class levels, rounded down.
Starting Class Powers
Sovereign Path: At 1st level, the archaist dedicates themselves to one of the following Sovereigns and will gain class powers based on their choice.
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Banor, Sovereign of Horn and Hunt. Followers of Banor have DEX as an additional Prime Requisite.
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Dolorah, Sovereign of Sun and Sacrifice. Followers of Dolorah have CON as an additional Prime Requisite.
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Kolkorn, Sovereign of World and Wealth. Followers of Kolkorn have CHA as an additional Prime Requisite.
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Ontaar, Sovereign of Fire and Forge. Followers of Ontaar have STR as an additional Prime Requisite.
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Shaarat, Sovereign of Strength and Steel. Followers of Shaarat have STR as an additional Prime Requisite.
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Shargon, Sovereign of Wave and Whelm. Followers of Shargon have CON as an additional Prime Requisite.
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Szorowai, Sovereign of Rage and Ruin. Followers of the Stranger have STR as an additional Prime Requisite.
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Vulkoor, Sovereign of Betrayal and Bloodshed. Followers of Vulkoor have CHA as an additional Prime Requisite.
Each sovereign path rewards the archaist with an expanded repertoire, and a free general proficiency at 1st level. Additionally, each path awards an additional class power at 3rd, 5th, and 7th level. See Sovereign Paths below for specific details on each path.
Studious Divine Spellcasting: By studying the holy texts of the Sovereigns, archaists can cast divine spells. Unlike clerics, who receive their spells from prayer, archaists receive their spells from study. Archaists follow the same rules for learning and casting spells as mages (i.e., they have a base number of spells in their repertoire equal to the number shown on the Archaist Spell Progression table plus their INT bonus), except as modified by their expanded repertoire ability. They record their repertoires of spells in spell books and can learn new spells from scribing scrolls, intense observation of the truly faithful, or studying other divine spell books. They select their spells from the divine spell list, rather than the arcane spell list, however, and cannot learn or cast spells found in arcane spell books. See Spells for more information.
Theology: The archaist has received religious instruction at a seminary, monastery, or temple. He can begin play as a member of a religious hierarchy (Judge’s discretion). He can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is the equivalent of one rank of Theology proficiency.)
Additional Class Powers
Sovereign Boon II (3rd): At 3rd level, the antiquarian will gain an additional boon depending on his tradition.
Sovereign Boon III (5th): At 5th level, the antiquarian will gain an additional boon, depending on his tradition.
Minor Magical Research (5th): At 5th level, the antiquarian can scribe scrolls and brew potions and may research his own ceremonies.
Sovereign Boon IV (7th): At 7th level, the antiquarian will gain a mystical boon, depending on his tradition.
Major Magical Research (9th): At 9th level the character may create permanent magic items such as weapons, rings, or staffs.
Archive of Antiquities (9th): At 9th level, an antiquarian who controls an Archive of Antiquities worth at least 15,000 gp can attract followers to his service. So long as the antiquarian is in alignment with his traditional duties, he can save up to 7,500 gp in the construction costs due to the intervention of spiritual powers. See Campaigns for more information.
Supreme Magical Research (11th): The antiquarian can learn and cast ritual spells of great power (7th, 8th, and 9th level spells) craft magical constructs and create magical crossbreeds. If Chaotic, the character may perform necromantic research to create unliving servants or transform himself into an undead creature.
Sovereign Paths
Banor (Horn And Hunt, Dex)
Favored Weapon: Archaists of Banor are proficient with the battle axe.
Huntmaster: The archaist of Banor begins play with a free rank of Tracking proficiency.
Sovereign Repertoire (1st): The follower of Banor begins play with the following spells in his spellbook and may automatically add them to his repertoire when he reaches the level necessary to cast them. They do not count against his maximum repertoire size.
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1st: Call of the Wolf
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2nd: Speak With Beasts
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3rd: Growth, Beast
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5th: Lay of the Land
| Totem Animal | Key Attribute | Totem Benefit | Characteristics |
|---|---|---|---|
| Bear | Str | Berserkergang | Spd 120’, AC 13, HD 4, #AT 3 (1d3/1d3/1d6), hug |
| Cheetah | Dex | Running | Spd 360’, AC 15, HD 2+2, #AT 3 (1d2/1d2/1d4), pounce |
| Crocodile | Con | Combat Ferocity | Spd 60’/90’ swim, AC 14, HD 2, #AT 1 (1d8) |
| Crow / Raven | Int | Divine Blessing | Spd 330’ fly, AC 11, HD ¼, # AT 1 (1d2-1) |
| Dog | Cha | Alertness | Spd 180’, AC 12, HD 1+1, # AT 1 (1d4) |
| Eagle / Hawk | Cha | Command | Spd 480’ fly, AC 11, HD 1, #AT 2 (1d3/1d3), dive |
| Elk | Con | Contemplation | Spd 180’, AC 12, HD 4, #AT 1 (1d10) |
| Goat | Wil | Climbing | Spd 150’, AC 12, HD 1, #AT 1 (1d4) |
| Horse | Con | Mounted Combat | Spd 210’, AC 12, HD 2, #AT 2 (1d4/1d4) |
| Hyena | Cha | Weapon Focus | Spd 150’, AC 12, HD 2+1, #AT 1 (1d8), bone crush |
| Jackal | Int | Combat Trickery | Spd 180’, AC 12, HD 1-1, #AT 1 (1d4) |
| Lion | Cha | Divine Health | Spd 150’, AC 13, HD 5, #AT 3 (1d4+1/1d4+1/1d10), pounce |
| Monkey | Dex | Prestidigitation | Spd 120’/120’ climb, AC 12, HD 1, #AT 1 (1d3) |
| Rat | Wil | Quiet Magic | Spd 120’/60’ swim, AC 12, HD ½, #AT 1 (1d3) |
| Owl | Wil | Sensing Power | Spd 300’ fly, AC 11, HD ½, #AT 2 (1d2/1d2), dive attack |
| Python | Str | Laying on Hands | Spd 90’, AC 13, HD 5, #AT 2 (1d4/2d8), constriction |
| Viper | Dex | Combat Reflexes | Spd 90’, AC 13, HD 2, #AT 1 (1d4), poison |
| Wolf | Wil | Ambushing | Spd 180’, AC 12, HD 2+2, #AT 1 (1d6) |
Totem Animal (3rd): The Banor archaist gains a totem animal as a companion. The totem animal physically represents the archaist’s relationship with Banor. The Totem Animals table, below, lists the benefits and abilities of several sample totems. The Judge can create additional totems at his discretion. The totem animal should be a creature appropriate to the character’s attributes. For example, an archaist with high STR might have a bear totem, while an archaist with high WIL might have an owl totem and one with high CHA might choose an eagle totem. At a minimum, the archaist must possess an attribute of at least 9 in his totem animal’s key attribute. Over time, the archaist will come to resemble his totem animal. A wolf archaist might develop yellow eyes and sharp canines, while a bear archaist might grow husky and hirsute.
The totem animal has human-like intelligence, with Intellect equal to half the archaist’s Intellect. It can understand the archaist’s speech, and the archaist can understand his totem animal’s speech, though no one else can without resorting to speak with beasts. So long as the archaist upholds his service to Banor, the totem animal will be utterly loyal to the archaist and will fight for him, perform services, and obey his commands.
While the totem animal is alive, the archaist receives the animal’s totem benefit. The totem benefit is a bonus proficiency related to the totem. For example, an archaist with a cobra totem animal has the Combat Reflexes proficiency so long as he is within 30’ of his totem animal.
Because it is partly a creature of the archaist’s own spirit, the totem animal always has a number of Hit Dice equal to one less than the archaist’s own (1/2 HD when the archaist is 1st level) with 4 hp per HD. If a totem animal has fewer Hit Dice than those normally possessed by such an animal, it will appear as a smaller, younger creature of its type. If it has more HD, it will appear as a larger, fiercer variant. The animal’s baseline characteristics are adjusted based on its current Hit Dice relative to the Hit Dice of an ordinary animal of its type:
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Attack throws are as a monster of its HD, saving throws are as a fighter of half its HD.
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AC increases or decreases by 1 per 2 HD of difference, to a minimum of 0 and a maximum of its own ordinary HD.
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Average damage for its entire attack routine increases or decreases by 2 per HD of difference. The judge will determine specifics.
If the totem animal is ever killed, the archaist must save vs. Death or instantly take damage equal to its maximum HP. It cannot be restored to life or resurrected, but a creature of the same type will appear the next time the archaist gains a level of experience.
Shapechanging (5th): The physical link between the archaist and his totem becomes strong enough for the archaist to shapechange into his totem animal. The shaman remains in his new shape until he changes back. A 5th level archaist can initially shapechange once per day. Changing back into his human shape counts as one of these uses. With each level of experience gained, the archaist can change shape one additional time per day.
When in totem animal form, the archaist has the movement, armor class, attacks, damage, and powers listed on the Totem Animals table. He retains his normal Hit Dice, hit points, attack throws, and saving throws. If the archaist is of greater Hit Dice than his animal type, he will appear as a bigger, stronger version of the animal, to a maximum of twice normal size. For example, a 10th level archaist in lion shape would appear as a huge predator, twice the mass of a normal lion. Apart from size, the archaist is indistinguishable from a normal animal. The totem animal shape does not detect as magical, is not detected by spells that reveal illusions, and cannot be dispelled. Changing shape can be performed during combat as an action in lieu of movement.
Wild Summoner (7th): At 7th level, the archaist of Banor’s powers of summoning and conjuration grow stronger. When the character casts summoning spells (such as call of the wolf pack or conjure petty elemental), the spell effects are calculated as if he were two caster levels higher than his actual level of experience. (This makes them harder to dispel.) If the character loses his concentration due to taking damage while controlling a conjured creature, he must make a Spells saving throw. If the save succeeds, he maintains his concentration. His eligibility to conduct research on summoning magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching summoning magic. This ability can partially stack with the Mastery of Conjuration and Summoning proficiency, such that the character’s summoning spells and research are calculated as if he were three (rather than two) caster levels higher and he gains a +2 bonus on his Spells saving throw to maintain concentration.
Dolorah (Sun And Sacrifice, Con)
Favored Weapon: Archaists of Dolorah are proficient with polearms.
Light of Peace: Archaists of Dolorah begin play with Diplomacy as a bonus proficiency.
Sovereign Repertoire (1st): The follower of Dolorah begins play with all of the following spells in her spell book. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Illumination
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2nd: Shimmer
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3rd: Remove Curse
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4th: Sunflare
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5th: Fiery Pillar
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6th: Dispel Evil
Power of the Sun (3rd): The follower of Dolorah channel’s the sun’s power. She may rebuke undead as a cleric of ½ her level (rounded down). If the character casts spells that require a Paralysis saving throw, her targets suffer a -2 penalty on the save. When the character casts protection spells (including dispels), the spell effects are calculated as if she were two caster levels higher than his actual caster level. Her eligibility to research protection magic is determined as if she were two caster levels higher than actual. She gains a +2 bonus on magic research throws and increases her research rate by 10% when researching protection magic. This ability can partially stack with the Bright Lore proficiency, such that the character can rebuke undead as a cleric of two-thirds her class level (rounded up), and her protection spells and research ability are calculated as if she were three (rather than two) caster levels higher than her actual caster level.
Righteous Rebuke (5th): At 5th level, the follower of Dolorah adds her WIS bonus to her rebuking throws and adds one half her class level to the number of HD turned on a successful throw.
Inspiring Presence (7th): At 7th level, the follower of Dolorah channels radiance with ease. With but a few words (one round) before a battle, she can make up to 30 of her allies within a 50’ radius inspired. An inspired creature gains a +1 bonus to attack throws, armor class, morale rolls (for monsters or NPCs allied with the archaist), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A character can inspire courage once per day per class level. (Even the most inspired epic gets stale if you hear it twice in the same day.) A character cannot inspire courage on characters who are already engaged in combat.
Kolkorn (World And Wealth, Cha)
Favored Weapon: Archaists of Kolkorn are proficient with the mace.
Worldly Wisdom: Archaists of Kolkorn begin play with one free rank of Bargaining proficiency.
Sovereign Repertoire (1st): The follower of Kolkorn begins play with the following spells in his spellbook and may automatically add them to his repertoire when he reaches the level necessary to cast them. They do not count against his maximum repertoire size.
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1st: Allure
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2nd: Magic Lock
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3rd: Winged Flight
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5th: Safe Travels
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6th: Level Water
Trusted Network (3rd): As they travel, archaists of Kolkorn build connections with buyers, fences, and peddlers in each area they visit. Whenever he wishes to hire retainers or make passive investments in a market where he has previously entered, he can treat the market as if it were one market class larger than its actual size (Class I markets remain Class I markets) or he can take a +1 bonus to market impact, whichever is more useful. Additionally, his reputation is hard to tarnish, and when those he attempts to hire instead “refuse and slander” them, it is treated as a simple refusal. Likewise, characters performing Slandering hijinks targeting the character take a -4 penalty to their throws.
Steady Trade Route (5th): Through long-term business dealings, the archaist of Kolkorn establishes a steady trade route for transactions in any two types of merchandise between any two of the markets that he has visited. The trade route’s markets, and the specific type of merchandise that is bought and sold at each market, is chosen by the archaist when he establishes the trade route.
Thereafter, anytime the archaist personally enters one of the trade route’s markets, he can add one-half his class level to his market impact when determining the amount of merchandise of that type available for purchase or sale. If that results in his market impact exceeding the market maximum, reduce the market impact by 4 but shift to the next highest market class.
| Market Class | Max Capital / Month |
|---|---|
| I | 100,000gp* |
| II | 25,000gp |
| III | 10,000gp |
| IV | 5,000gp |
| V | 2,000gp |
| VI | 1,000gp |
| *Per 20,000 families |
Access to Capital (7th): The archaist’s reputation for money-making aids him in securing financing. He can borrow money from the merchant guild at an interest rate of 3% per month without collateral or at an interest rate of 1% per month with collateral. There is no limit to how much he can borrow in total, but each market only has a limited pool of capital for use each month, shown on the adjoining table. If the archaist fails to pay interest each month, he becomes disreputable in that market. While disreputable, he cannot use his trusted network or friendly merchant connections. If the archaist allows interest payments to build up such that he owes more in gp than his total XP, then his former business partners will begin to send rival adventurers after him, with wages by level that total the monthly interest payment. A henchman will not use this ability on behalf of his employer, but a player character can do so on behalf of his fellow party members.
Ontaar (Fire And Forge, Str)
Favored Weapon: Archaists of Ontaar are proficient with the war hammer.
Apprentice of the Forge: The archaist of Ontaar begins play with a free rank of any Craft proficiency.
Sovereign Repertoire (2nd): The follower of Ontaar begins play with all of the following spells in her spellbook. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Kindle Flame
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2nd: Flaming Sphere
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4th: Crafting
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5th: Sword of Fire
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6th: Phoenix Aura
Journeyman of the Forge (3rd): The archaist of Ontaar gains one rank of any Craft proficiency. If she already has 4 ranks in a Craft proficiency, she may choose to gain Elementalism (fire) or a rank of Magical Engineering instead.
Master of the Forge (5th): The archaist of Ontaar gains one rank of any Craft proficiency. If she already has 4 ranks in a Craft proficiency, she may choose to gain Elementalism (fire) or a rank of Magical Engineering instead.
Grand Master of (7th): The archaist of Ontaar gains one rank of any Craft proficiency. If she already has 4 ranks in a Craft proficiency, she may choose to gain Elementalism (fire) or a rank of Magical Engineering instead.
Shaarat (Strength And Steel, Str)
Favored Weapon: Archaists of Shaarat are proficient with the sword.
Master of Arms: The archaist of Shaarat begins play with a free rank of Manual of Arms proficiency.
Sovereign Repertoire (1st): The follower of Shaarat follower of Kolkorn begins play with the following spells in his spellbook and may automatically add them to his repertoire when he reaches the level necessary to cast them. They do not count against his maximum repertoire size.
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1st: Bane-rune
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2nd: Physical Protection
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3rd: Striking
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5th: Strength of Mind
Armor Training (3rd): The archaist of Shaarat has trained extensively and becomes proficient with medium armor. If he already has or later gains the Armor Training proficiency, he becomes proficient with heavy armor as well.
Martial Prowess (5th): The archaist of Shaarat gains more benefit from his combat training. He thereafter gains a +1 bonus to attack throws with his choice of either melee or missile attacks.
Fighting Style Specialization (7th): The archaist of Shaarat specializes more heavily into one style of fighting. He may choose any Fighting Style Specialization he qualifies for as a bonus proficiency.
Shargon (Wave And Whelm, Con)
Favored Weapon: Archaists of Shargon are proficient with the spear.
Nautical Prowess: The archaist of Shargon begins play with one free rank of Seafaring proficiency.
Sovereign Repertoire (1st): The follower of Shargon begins play with all of the following spells in her spellbook. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Ice Floe
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2nd: Circling Winds
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3rd: Water Breathing
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4th: Inspire Dread
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5th: Ice Sheet
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6th: Weave Water
Mastery of Water (3rd): At 3rd level, the follower of Shargon masters the powers of water. She gains Elementalism (water) as a bonus Proficiency. If she already has that proficiency, she may instead gain a rank of Seafaring or Navigation.
Deep One Mutation I (5th): At 5th level, the follower of Shargon has begun mutating and evolving into something from the horrible depths. She may choose any of the following mutations (or work with the Judge to create others, as appropriate):
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Swollen eyes: the archaist gains lightless vision with a range of 60’ but suffers a -2 penalty on reaction rolls.
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Scaly skin: the archaist gains +2 AC but reduces her maximum movement rate but reduces her maximum movement rate by 25% and suffers a -4 penalty on reaction rolls.
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Tentacular appendages: the archaist can hold torches or other objects while keeping her hands free or make two attacks per round with base damage 1d3-1. Tentacles impose a -2 penalty on reaction rolls.
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Throat gills: the archaist grows a pair of gills on her throat. She can breathe water for up to 1 turn at a time and gains a swimming movement rate of 30’. The gills impose a -2 penalty on reaction rolls.
Deep One Mutation II (7th): At 7th level, the archaist of Shargon develops a second mutation (as above).
Szorowai (Rage And Ruin, Str)
Favored Weapon: Archaists of Szorowai are proficient with the two-handed sword.
Enduring Wrath: Archaists of Szorowai begin play with Endurance as a bonus proficiency.
Sovereign Repertoire (1st): The follower of Szorowai begins play with the following spells in his spellbook and may automatically add them to his repertoire when he reaches the level necessary to cast them. They do not count against his maximum repertoire size.
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1st: Infuriate Beast
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2nd: Righteous Wrath
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4th: Dismember
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5th: Boil Blood
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6th: Barrier of Blades
Berserkergang (3rd): The archaist with this ability can enter a berserker rage anytime he takes a combat action. While enraged, he gains a +2 bonus to attack throws in melee or with thrown weapons and becomes immune to the cowering, faltering, and frightened conditions and never checks morale. However, the character has a -2 penalty to AC and becomes limited in his tactics. He cannot conduct defensive movement to retreat or withdraw from an enemy within 5’ and cannot move in such a way that the distance between himself and the nearest visible threat would increase. He must advance 5’ after cleaving if necessary to do so to engage an enemy and he has sufficient movement. Once it has begun, a berserker rage cannot be ended until combat ends. This is effectively the Berserkergang proficiency selected as a class power.
Combat Ferocity (5th): Archaists who venerate Szorowai are much more ferocious in combat than other archaists. At 9th level, the character may cleave one additional time each round.
Mutual Destruction (7th): An archaist of Szorowai becomes capable of whipping himself into an even more destructive frenzy, by cutting, whipping, or biting himself. When he uses his berserkergang ability, he can choose to suffer 1 damage per character level. If he does so, gains +2 bonus to damage rolls for the duration of the rage.
Vulkoor (Betrayal And Bloodshed, Cha)
Favored Weapon: Archaists of Vulkoor are proficient with the hand axe.
Subtlety and Guile: The archaist of Vulkoor begins play with one rank of Streetwise as a bonus proficiency.
Sovereign Repertoire (2nd): The follower of Vulkoor begins play with all of the following spells in her spellbook. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Hypnotism
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2nd: Indiscernible Bewitchment
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3rd: Bestow Curse
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4th: Poison
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5th: Dominate Monster
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6th: Bewitch Monster
Treachery (3rd): The Vulkoor archaist’s capacity for treachery extends beyond simple ambushes. If the character has used diplomacy, romance, or bribery to achieve a Friendly reaction roll, she can force every creature (allied or enemy) within 30’ to make surprise rolls at a -3 penalty by treacherously attacking. Any creature that fails the roll is surprised for the first round of combat. If the archaist has some way of secretly signaling to her party (such as Signaling proficiency) or has planned the treachery to occur in advance, then her party does not have to make the surprise roll. This ability cannot be used if the NPC opposition also has a character with this power handling negotiation, due to professional courtesy and mutual paranoia.
Poisoning (5th): The archaist of Vulkoor becomes an expert at identifying, extracting, and using natural toxins and venoms. She can identify poisonous plants and venomous monsters and distinguish their different poisons as if she had one rank of Naturalism. She can extract venom from slain creatures as if she had one rank of Animal Husbandry. She can extract toxins from plants as if she had one rank of Alchemy. (If she already has ranks of Animal Husbandry, Alchemy, or Naturalism, she functions as if having an additional rank.) She does not botch when extracting or using poison.
Evil Eye (7th): The Vulkoor archaist’s treacherous nature is so potent that she can tear down the unsuspecting with a simple glance. She can bestow curse as a supernatural ability once per week. Because her Evil Eye is a supernatural ability and not a spell, she does not need to declare she is casting it before initiative, nor does taking damage or failing a saving throw prior to her initiative segment prevent her from using it.
Class Proficiencies
Proficiency Progression: At 1st level, archaists select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th, 8th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.
Archaist Proficiency List: Armor Training, Battle Magic, Beast Friendship, Berserkergang, Black Lore of Mabar, Bright Lore of Irian, Contemplation, Diplomacy, Divine Blessing, Divine Health, Elementalism, Fighting Style Specialization, Healing, Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Mystic Aura, Naturalism, Passing Without Trace, Prestidigitation, Quiet Magic, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus
Archaist Templates
| 3d6 Roll | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Berserker (Szorowai) | Berserkergang Survival | Blood-stained tunic and pants, embossed leather belt, high boots, menacing two-handed sword, leather armor, large sack, 1 week’s iron rations, waterskin (enc. 4 2/6 stone) |
| 5 – 6 | Wild Hunter (Banor) | Beast Friendship Naturalism | Well-worn wool tunic and pants, animal skin cloak, leather belt, high boots, notched battle axe, knife, sling, pouch with 30 sling stones, leather armor, wooden shield, backpack, 1 week’s iron rations, waterskin, tinderbox, 6 torches, hunting horn, 19gp, 5sp (enc. 6 3/6 stone) |
| 7 – 8 | Storm Acolyte (Shargon) | Elementalism (water) Seafaring | Mariner’s tunic and pants, leather belt embossed with sea serpent pattern, high boots, trident, knife, traditional implements (Shargon), leather armor, large sack, 1 week’s iron rations, waterskin, 50’ rope, grappling hook (enc. 6 4/6 stone) |
| 9 – 10 | Sun Priest (Dolorah) | Bright Lore of Irian Healing | White tunic and pants, golden yellow cloak, embossed leather belt, high sandals, halberd, dagger, chain mail armor, steel shield embossed with sun symbol, backpack, 1 week’s iron rations, waterskin, tinderbox, 6 torches, 1 lb comfrey, 1 lb horsetail, 5gp (enc. 9 stone) |
| 11 – 12 | Forgemaster (Ontaar) | Magical Engineering Craft (weaponsmithing) | Soot-stained tunic and pants, leather belt, high boots, warhammer, traditional implements (Ontaar), craftsman’s tools, chain mail armor, steel shield, backpack, 1 week’s iron rations, waterskin, tinderbox, 6 torches, 6gp (enc. 9 4/6 stone) |
| 13 – 14 | Crusader (Shaarat) | Armor Training (heavy) Manual of Arms | Well-kept armiger’s tunic and pants, leather belt, high boots, sword, traditional implements (Shaarat), banded plate armor, steel shield, backpack, 1 week’s iron rations, waterskin, tinderbox, 6 torches, 1 flask holy water, 3gp (enc. 9 5/6 stone) |
| 15 – 16 | Rake (Vulkoor) | Quiet Magic Romance | Fine red tunic and pants, blue leather cloak, gold silk sash, high sandals, 2 kamas, dagger, traditional implements (Vulkoor), chain mail armor, steel shield, backpack, 1 week’s iron rations, waterskin, tinderbox, lantern, 1 pint common oil, vial of perfume (15 gp), little black book, quill and ink, 1gp (enc. 9 4/6 stone) |
| 17 – 18 | Opportunist (Kolkorn) | Mystic Aura Bargaining | Merchant’s tunic and pants, fine leather cloak, leather sash, low boots, short leather gloves, mace, sling, pouch with 30 sling stones, traditional implements (Kolkorn), chain mail armor, steel shield, backpack, 1 week’s iron rations, waterskin, journal, quill and ink, medium riding horse, riding saddle and tack, saddlebag, 3gp (enc. 9 2/6 stone) |
Notes: The storm acolyte’s trident is a kind of spear. The sun priest’s halberd is a kind of polearm. The rake’s kamas are a kind of hand axe.
| Prime Requisite: | INT and WIL |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d4 |
| Maximum Level: | 14 |
Spells
Studious divine caster: choose the repertoire from the whole divine spell list. See Magic and Spellcasting for how repertoires work.