- Gaining an Archetype
- Other Considerations
- Altered or Replaced Envoy Class Features
- Altered or Replaced Mechanic Class Features
- Altered or Replaced Mystic Class Features
- Altered or Replaced Operative Class Features
- Altered or Replaced Solarian Class Features
- Altered or Replaced Soldier Class Features
- Altered or Replaced Technomancer Class Features
- Phrenic Adept
From the cunning operative to the deadly soldier, each core class draws upon a central idea common to many characters found in science fantasy settings. However, there is a vast universe of interesting and useful character concepts beyond those easily represented by the existing classes. Players can emulate some of these concepts by choosing specific class features, selecting an appropriate theme, or multiclassing to combine elements from more than one class. However, other concepts demand changes to a character’s Focus that are beyond the scope of the standard classes and themes. To encompass these major differences, your character can take an archetype—a set of alternate class features that alters or replaces class features you would otherwise gain at specific levels.
An archetype is a character concept more specific and involved than a theme, but not as comprehensive or broad as a class. Each archetype represents a significant divergence from the abilities of a typical member of the core classes. Archetypes provide an additional layer of control for players who want to fine-tune their character’s advancement.
An archetype generally grants abilities that aren’t otherwise available to characters through a class, or it may grant easier access to a specific set of appropriate abilities. In general, these abilities aren’t tied to the background of any one core class or theme and aren’t available to characters via other sources. For example, the phrenic Adept archetype could be used for a character who is naturally psychic or who gained psychic powers after being exposed to strange alien technology. Without a similar background or event, other characters can’t gain these powers, making it more appropriate for an archetype than a series of class features.
Gaining an Archetype
You can gain an archetype when you achieve a new class level in an eligible class matching the earliest level for which the archetype offers an alternate class feature. The archetype is then considered part of the class you gain a level in when you level up. For example, if you are playing an envoy interested in being a forerunner, you must select that archetype when you gain your 2nd level of envoy (the first level at which the forerunner has an alternate class feature). From that point forward, whenever you gain an envoy class level, you should check whether you gain an alternate class feature from the forerunner archetype, as well as whether any envoy class features are altered or replaced. When you first gain an archetype, read through all the altered or replaced class features that will affect your character, and note these down; for some classes (especially mystics and technomancers) these changes affect features from levels before or after the levels at which you gain archetype features.
You cannot add the same archetype to multiple classes if you multiclass. For example, if a 2nd-level vesk envoy has selected the forerunner archetype and later decides to multiclass and gain levels in the soldier class, the character cannot add the forerunner archetype to his soldier class. Every time he gains soldier levels, he follows the normal character progression. If the character later gains more levels in envoy, that class continues to have the forerunner archetype attached to it.
You also cannot add more than one archetype to a specific class. For example, once you have added the forerunner archetype to the envoy class, you cannot add any other archetype to that class. If you multiclass and gain a level in a new class, you can add a new archetype to that class when you reach the appropriate level.
When an archetype refers to class level, it is referring to the number of levels you have in the class associated with the archetype.
Alternate Class Features
An archetype grants alternate class features that replace or alter class features normally granted by your class at one or more levels. The possible levels at which an archetype might grant an alternate class feature are 2nd, 4th, 6th, 9th, 12th, and 18th. An archetype might grant alternate class features at a few of these levels or at all of them.
Each class has a specific list of the class features that are altered or replaced, as defined in each class’s replaced class features entry. For example, an envoy who selects the forerunner at 2nd level gains the trained for trouble class feature granted by the forerunner instead of the envoy improvisation normally gained at 2nd level.
In some cases, a character gains a class feature at a later level than she would normally, rather than not gain it all. In these cases, a different class feature is generally replaced at the level the delayed class feature is now acquired. For example, a mechanic who has an archetype with a 9th-level alternate class feature does not gain the override class feature until 10th level. When this character’s mechanic class level reaches 10th, she gains the override class feature, but she doesn’t gain the mechanic trick normally gained at that level.
While having an archetype may represent your training with or membership in a specific faction, having the archetype is generally not required for you to be considered part of a faction.
Archetypes can generally be added to any class, though some archetypes might note they are available only to specific classes or might have other prerequisites you must meet to select them. For example, an archetype that represents training in a specific magic tradition might be available only to mystics and technomancers, while an archetype designed for devotees of an ancient monastery’s fighting techniques might be available only to solarians and soldiers. An archetype notes in its description whether it has any prerequisites or restrictions.
Altered or Replaced Envoy Class Features
For any level at which an archetype provides an alternate class feature, an envoy who takes the archetype alters or replaces the listed class features.
Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain an envoy Improvisation.
9th Level You don’t gain skill expertise with an additional skill.
Altered or Replaced Mechanic Class Features
For any level at which an archetype provides an alternate class feature, a mechanic who takes the archetype alters or replaces the listed class features.
Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain a mechanic trick.
9th Level You don’t gain the override class feature at 9th level. Instead, you gain it at 10th level, and you don’t gain the mechanic trick normally gained at 10th level.
Altered or Replaced Mystic Class Features
For any level at which an archetype provides an alternate class feature, a mystic who takes the archetype alters or replaces the listed class features.
2nd Level For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1. At 2nd level, this means you know two 1st-level spells and five 0-level spells, and at 3rd level, you know three 1st-level spells and six 0-level spells. At 4th level, you know four 1st-level spells, but you know only a single 2nd-level spell (as 2nd level is now the highest levels of mystic spell you can cast), and so on.
4th Level You don’t gain access to the highest-level connection spell you would normally have access to.
6th Level You don’t gain access to the highest-level connection power you would normally have access to.
9th Level You either don’t gain the healing touch class feature or don’t gain a feat you would otherwise gain from reaching an odd-numbered character level; this feat could be the one normally gained at 9th level.
12th Level At 11th level and again at 14th level, you don’t gain the increase to your channel skill bonus. Your channel skill bonus is thus 1 lower than normal at 11th level and 2 lower than normal at 14th level—it remains +3 and doesn’t increase to +4 until 17th level).
18th Level You don’t gain access to the highest-level connection power you would normally have access to. If you would already not gain access to your highest-level connection power, you instead don’t gain access to the two highest-level connection powers you would normally have access to.
Altered or Replaced Operative Class Features
For any level at which an archetype provides an alternate class feature, an operative who takes the archetype alters or replaces the listed class features.
Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain an operative exploit.
9th Level The amount of damage you deal with your trick attack is 1d8 lower than normal.
Altered or Replaced Solarian Class Features
For any level at which an archetype provides an alternate class feature, a solarian who takes the archetype alters or replaces the listed class features.
Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain a stellar revelation.
9th Level You don’t gain the zenith revelations class feature at 9th level. Instead, you gain it at 10th level, and you don’t gain the stellar revelation normally gained at 10th level.
Altered or Replaced Soldier Class Features
For any level at which an archetype provides an alternate class feature, a soldier who takes the archetype alters or replaces the listed class features.
Multilevel 2nd, 4th, 6th, 12th, and 18th Levels: You don’t gain a bonus combat feat.
9th Level You don’t gain the secondary fighting style or secondary style technique class features at 9th level. Instead, you gain both at 10th level, and you don’t gain the combat feat normally gained at 10th level. You still treat your effective soldier level as your soldier level – 8 for the purposes of your secondary style techniques.
Altered or Replaced Technomancer Class Features
For any level at which an archetype provides an alternate class feature, a technomancer who takes the archetype alters or replaces the listed class features.
2nd Level You don’t gain the magic hack class feature at 2nd level. Instead, you gain it at 5th level.
4th Level For the highest level of technomancer spell you can cast, reduce the number of technomancer spells you know by 1. For example, at 5th level, this means you know only two 2nd-level spells and four 1st-level spells, and at 6th level, you know three 2nd-level spells and four 1st-level spells. At 7th level, you know four 2nd-level spells, but you know only a single 3rd-level spell (as 3rd level is now the highest level of technomancer spells you can cast), and so on.
6th Level You don’t receive the cache capacitor class feature at 6th level. At 8th level, you can gain the cache capacitor class feature in place of a magic hack. Depending on the levels of your archetype’s alternate class features, you may or may not gain additional cache capacitor slots at 12th or 18th level. Regardless of when you gain cache capacitor, the first instance acts as the cache capacitor normally gained at 6th level, the second acts as the one normally gained at 12th, and the third acts as the one normally gained at 18th.
9th Level Your techlore ability doesn’t increase at 9th level. It instead increases to +3 at 11th level, and you don’t receive the magic hack normally gained at 11th level.
Multilevel 12th and 18th Levels: You don’t gain an additional cache capacitor slot (nor do you gain the option to store its associated spells).
While many individuals of many different races have at least one cybernetic implant due to health problems or to compensate for a severe injury, there are also a few who choose to upgrade their bodies. Cyborgs are characters that love their cybernetic augmentations like other characters love their tattoos. Cyborgs are able to handle a greater number of cybernetic augmentations than most characters.
For the most part, cyborgs come from races with internal skeletons and humanoid anatomy, though there are examples of races with exoskeletons or no skeleton augmenting themselves. Not all characters with cybernetic enhancements are cyborgs. This archetype represents someone who views cybernetic augmentation as an art form.
The Cyborg grants alternate class features at 2nd and 6th level. In addition, the cyborg can choose to take the deus ex machina class feature at 6th, 12th, or 18th level.
Well Connected 2nd Level
You have a network of dealers and contacts and a knack for finding new cybernetic augmentations. Items not normally available may be available for you. Item availability is increased by 1 level. In typical settlements, you can find and purchase anything with an item level no greater than your character level + 2, and at major settlements items up to your character level + 3. As always, the GM can restrict access to some items. You also gain a 10% discount on the purchase price of cybernetic augmentations.
Born To Augment 4th Level
Normally your body can only support one augmentation per body system. One of your body systems can support two augmentations without purchasing an augmentation plexus. Select a single body system which can be augmented with two cybernetic augmentations.
Cyberphile 12th Level
Your love of cybernetic augmentations gives you greater insight on combining multiple augmentations into single body systems without using an augmentation plexus. You gain two additional body systems which can support up to two cybernetic augmentations, or one body system which can support a third augmentation if you combine this with Born to Augment.
Deus Ex Machina Varies
You have become so in tune with one of your cybernetic augmentations that it provides double the normal bonus. Any cybernetic augmentation that provides you a bonus to an ability check, to hit roll, damage roll, skill check, or saving throw can be selected for this bonus.
To gain the benefit of this class feature the cybernetic augmentation must have been installed at least 1 level prior to you selecting this class feature. Deus ex machina can only be selected once but at a variable level. You do not have to select deus ex machina class feature it is optional.
If by misfortune or intention you lose the cybernetic augmentation to which deus ex machina was applied, you lose the benefit of this class feature. The class feature can only be regained by replacing the lost cybernetic augmentation with one identical to the original cybernetic augmentation.
You cannot combine the deus ex machina class feature with the Cybernetic Savant feat. However, if you choose to use the deus ex machina class feature on an augmentation already selected by the Cybernetic Savant feat you can immediately apply the feat to a different augmentation.
While many mystics and technomancers are trained in psychic traditions and terminology, there are also many characters who gain mental powers outside the context of those spellcasting classes. Phrenic adepts are able to draw on psychic abilities to a much greater extent than most psychic races such as lashuntas and shirrens, but their abilities lack the full depth and breadth of a spellcaster’s power. They thus use their Supernatural talents to augment other options rather than drawing on them as their primary source of power.
The majority of phrenic adepts are lashuntas and shirrens, though members of other races can also develop such psychic abilities. It is unusual for phrenic Adepts to also be mystics or technomancers, as most spellcasters channel all their eldritch power into their class training, but it is not unknown.
Alternate Class Features
The phrenic Adept grants alternate class features at 2nd, 4th, 6th, 9th, 12th, and 18th levels.
Phrenic Awakening (Su) 2nd Level
You gain limited telepathy, as per the lashunta racial trait. If your race already grants you limited telepathy (such as with the lashunta and shirren races), you instead increase the range of your limited telepathy by 60 feet.
You can also select two additional languages to act as languages that you can use only to communicate telepathically with creatures that know the language. If you learn the full version of a language in which you can only communicate telepathically through other means (such as investing ranks in the Culture skill), you can select a new language to be able to communicate telepathically in at the same time.
Phrenic Defense (Ex) 4th Level
Your psychic powers give you additional defenses against mental attacks. The first time you fail a saving throw against a spell or effect with the emotion, fear, mind-affecting, or pain descriptor, you can spend 1 Resolve Point as a reaction to immediately reroll the failed saving throw.
Even if the second saving throw fails, your stronger defenses might reduce the effect of the spell or ability. If the spell or ability deals damage, reduce the damage done by an amount equal to your class level. If the spell or ability has a duration of 2 rounds or longer, reduce its duration by half.
Phrenic Senses (Sp) 6th Level
You gain the power to sense mental abilities and the creatures who have them. As a standard action, you can spend 1 Resolve Point to activate your phrenic senses. This acts as the spell arcane sight, except you see only magic sources with the emotion, fear, mind-affecting, or pain descriptor. If you succeed at a Mysticism check to determine a source’s school of magic, you also learn which of these descriptors apply to it. If you concentrate on a specific creature within 120 feet of you as a standard action to determine whether it has any spellcasting or spell-like abilities (see arcane sight), you learn only that it does if at least one of those abilities has one of these descriptors, and you learn the caster level of only the most powerful of these abilities.
While your phrenic senses are active, you also gain blindsense (emotion) with a range of 30 feet.
Lesser Phrenic Power (Sp) 9th Level
Your psychic abilities have grown strong enough to allow you to duplicate the effects of a few specific spells. Once per day, you can cast a spell from the following list as a spell-like ability: charm monster, clairaudience/clairvoyance, and psychokinetic strangulation. At 13th level, you can use this ability twice per day, and at 17th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell level + your key ability score modifier.
Phrenic Power (Ex) 12th Level
Your psychic abilities have significantly strengthened, allowing you to duplicate the effects of specific higher-level spells. Once per day, you can cast a spell from the following list as a spell-like ability: confusion, mind probe, and telepathic bond. At 16th level, you can use this ability twice per day, and at 20th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell level + your key ability score’s modifier.
Greater Phrenic Power (Su) 18th Level
Your psychic powers have grown to grant you potent mental abilities. Once per day you can use one of the following abilities. The save DC of these abilities is equal to 10 + half your class level + your key ability score modifier.
Mass Synesthesia: As a standard action, you can scramble the senses of creatures, causing their sensory input to be processed by the wrong senses, such that noises trigger bursts of color, smells are perceived as sounds, and so on. You can target one creature per 2 class levels, no two of which can be more than 30 feet apart and all of which must be within 100 feet of you. Each target must succeed at a Will save or be staggered and forced to treat all creatures as having concealment for 1 round per class level you have. Abilities that negate or reduce the effects of concealment have no effect on mass synesthesia. This is a mind-affecting ability.
Psychic Crush: As a standard action, you can invade the mind of a single creature within 60 feet of you. You deal 15d8 nonlethal damage and cause the target to be sickened for 1 round per class level you have. If the target succeeds at a Fortitude save, it takes half damage and is not sickened. This is a pain effect.
Thought Shield: As a move action, you can grant yourself a +5 enhancement bonus to saving throws against mind-affecting effects for 1 round per class level you have. For this duration, you are also immune to spells and effects that allow creatures to read your thoughts.
Forerunners are always pushing the boundaries of explored space in a quest for snippets of knowledge about the edges of history. When possible, these expeditions are preceded by, or at least accompanied by, a forerunner who is specifically trained in exploration, scouting, and survival.
The archetype represents an expert who has spent years studying with and apprenticing under more experienced forerunners.
Alternate Class Features
The forerunner grants alternate class features at 2nd, 4th, and 6th levels.
Trained for Trouble (Ex) 2nd Level
You gain Culture and Survival as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, once per day you can choose to roll a check with that skill twice and take the best result.
You can attempt Engineering, Life Science, and Mysticism skill checks to identify creatures even if you are not trained in those skills. You can attempt Survival skill checks to endure severe weather while moving at your full overland speed and receive the bonus you would normally receive for moving at half your overland speed. You can also attempt Survival checks to live off the land while moving at your full overland speed.
Ready for Anything (Ex) 4th Level
As an advance scout and planner for larger expeditions, you have trained yourself to be ready for nearly anything. This experience and expertise at planning gives you a number of abilities.
When you are able to act in the surprise round of a combat, you gain a +2 bonus to your initiative check for that combat.
When you successfully identify a creature with a skill check, you learn one more useful piece of information than normal. When you reach 11th level in the class with which you took this archetype, you instead learn two more pieces of useful information than normal.
When you attempt a Culture check to decipher writing, there is no chance you will misconstrue the message (though you might still be unable to translate it), and you can take 20 on Culture checks to decipher writing even if you are not trained in Computers and don’t have access to a computer or downloaded dataset.
Field Fix (Ex) 6th Level
You’ve spent enough time in strange lands, far from the safety of known civilization, to learn to patch up technology and vehicles—and even yourself and fellow travelers—using whatever is at hand. Once per day as a standard action, you can spend 1 Resolve Point to regain a number of Stamina Points equal to your class level (up to your maximum). Alternatively, you can take 10 minutes and spend 1 Resolve Point to restore Hit Points equal to your class level to one vehicle, piece of equipment, or creature. It is assumed you have gathered whatever materials you need to perform this action in your normal activities.