TEXT: 1
  A
  rcane magic is one of the most popular, flexible, 
  and influential components of the Pathfinder 
  Roleplaying Game. Arcane spells immediately 
  call to mind some of the most iconic elements of fantasy 
  stories. Characters flying through the air, chucking 
  bolts of lightening at their foes, and deflecting dragon’s 
  breath with mystic shields are fun and memorable parts 
  of high-magic games. Even in more low-key settings, 
  characters are often summoning light, sensing magical 
  auras, and enhancing their natural abilities with softly 
  muttered spells. Arcane spells are the tools used in 
  most campaigns to represent the world’s magic of 
  combat, research, and wards of defense. A great deal 
  of the sense of the fantastic in the Pathfinder Roleplaying 
  Game comes from arcane magic.
  Fantasy stories are also full of rogues who once 
  trained with master wizards and retain a bit of that 
  knowledge, bored swordsmen who happen to have 
  vast resources available if they call on ancient pacts, 
  wondrous magisters able to access many forms of 
  magic, and semi-competent sorcerers with powers 
  they barely understand and have trouble controlling. 
  These characters can be built, at least sometimes, with 
  the multiclassing rules and prestige classes, but such 
  efforts often feel awkward and the mechanics may 
  not make sense when a character’s entire backstory 
  is taken into account. Of course in any core rulebook 
  there is a limit to the number of character options that 
  can be presented, and many players quickly crave 
  more flexibility.
  The Genius Guide to Arcane Archetypes provides 
  the material necessary to give spellcasting classes 
  new forms of arcane magic or to add arcane power to 
  classes that normally lack it. It does this through the 
  use of archetype packages—a way to remove a set 
  of related class abilities normally included in a base 
  classe and replace them with new powers (in this 
  case, tied to arcane magic). These archetype packages 
  
  2
  can change how magic works for a character 
  (as you’ll see with the Sigil Mage and Shadow 
  Master archetypes) or add an element of arcane 
  spellcasting to a character that normally lacks it 
  (with archetypes such as the Hedge Wizard and 
  Warder).
  What are 
  archetype packages?
  Archetype packages are sets of class abilities 
  characters may select in place of some of the 
  normal abilities gained from a class. The concept 
  was first introduced in the Genius Guide to Archer 
  Archetypes, and the archetypes presented in 
  this product are fully compatible with Archer 
  Archetypes (though you certainly don’t need that 
  book to use the new material in this product). 
  While we went into a fair amount of detail on 
  how and why we developed archetype packages 
  in Archer Archetypes and don’t want to repeat 
  ourselves too much, it’s important we cover the 
  basics for people who are first encountering the 
  concept here.
  This book was written with the assumption 
  that every class has at least one archetype 
  package built into it which represents a standard 
  set of powers that all members of the class 
  receive (see below for details). It is designed 
  with the premise that one can remove some of 
  the standard abilities of a class and replace them 
  with new options that, while different from what 
  the core rulebook says, have no detrimental 
  effect on the class’s mechanical balance or ability 
  to fill it’s traditional role in an adventuring team.
  An obvious example of an existing archetype 
  package can be seen in the cleric, who gets to pick 
  two domains. These are in addition to the cleric’s 
  core abilities (and clerics have a broad range of 
  options even without domains). Even if a 
  player neglected to ever select those domains, 
  the character would be able to perform the 
  cleric’s core function and maintain the same 
  role in a well-built team. However, over 20 
  levels these domains give the cleric access to 
  nine spell slots, eighteen spells known, four 
  special abilities, and in some cases up to two 
  additional class skills or bonus feats.
  In the context of this product, the cleric’s 
  two domains represent a single archetype 
  package—the Domain Servant. That package 
  becomes just one option a cleric can take, 
  with the new archetypes in this volume 
  representing some alternative options. A 
  player who wants to play a cleric that also 
  has a smattering of arcane spells available 
  to her (perhaps as a priest serving a deity 
  of spells and magic) gives up the Domain 
  Servant archetype package and gains one of 
  the new arcane archetypes described in the 
  following pages instead.
  Using ArcAne Archetypes
  The most basic way to use archetype 
  packages is to allow a character, when taking 
  his first level of a new class, to simply swap 
  the archetype package that is normally 
  part of that class our in favor of one of the 
  new packages from this volume. In other 
  words, characters gain these new abilities 
  by foregoing access to some of their class’s 
  traditional abilities. This is limiting, but no 
  more so than most of the other decisions one 
  makes when creating a character. (A cleric, 
  after all, cannot change domains after they’ve 
  been selected, so why would one be allowed 
  to pick a new archetype package a few levels 
  later?)
  Whenever new options are added to 
  a campaign, though, it’s a good idea to 
  consider ways to allow existing characters 
  to gain access to them. In this case, that 
  would mean finding a way to let characters 
  swap out some of their long-time abilities 
  in favor of a new archetype package. In our 
  cleric example, a character who had already 
  chosen two domains and used their abilities 
  would give up those powers in favor of those 
  from the new archetype.
  This exchange is not entirely beyond 
  logical 
  explanation. 
  If 
  you 
  consider 
  archetypes as being similar to modern day 
  occupations, it’s easy to justify a character 
  learning new ones occasionally. As an 
  optional rule, you may allow characters to 
  change one archetype package whenever 
  they gain an even-numbered class level. The 
  GM may require a character to have a source 
  of guidance in order to do this—a character 
  with the desired archetype to act as teacher, 
  a manual of instruction, or even divine 
  inspiration. Upon taking a new archetype 
  package, all abilities, feats, and skill points 
  associated with the old archetype package 
  are lost. (The skill points can be taken from 
  whatever skills the player prefers when an 
  old archetype is abandoned, and may add 
  them in any configuration that falls within 
  the standard rules for skill points when they 
  are gained from a new package.)
  While a character losing abilities and skills 
  he once possessed may seem unrealistic, 
  there’s no other mechanically balanced 
  option to allow existing characters to gain 
  archetypes. In the case of magic powers, it’s 
  no great stretch to say that whatever energy 
  
  3
  once fueled them is now instead channeled 
  into the new abilities. As for feats and skills, 
  they can be explained as activities that require 
  constant practice. They are not technically 
  “lost” or “forgotten” when the character 
  begins studying new areas of expertise, 
  but the character falls out of practice and 
  becomes unable to perform them sufficiently 
  well, thus he may no longer use them in the 
  game.
  These answers may not cover every 
  situation, but for most campaigns they 
  should suffice to explain why a character’s 
  abilities suddenly change. (If the campaign, 
  GM, or players do not find these answers 
  satisfactory, they should not use this optional 
  rule. This will result in returning archetype 
  packages to being options that may only be 
  taken when a character first takes a level of 
  a base class, which remains a balanced and 
  viable way to handle these new alternative 
  powers.)
  existing Archetype 
  pAckAges
  Below we define the archetype packages 
  already included as part of the heroic base 
  classes presented in the Pathfinder Roleplaying 
  Game Core Rulebook. To gain a new archetype 
  package, a character must forgo one of the 
  archetypes normally granted to his class. 
  While most classes have only one archetype, 
  a few (bard, paladin, and ranger) have two. 
  Classes that contain multiple archetypes only 
  need to give up one in order to take a new 
  archetype package.
  BArBAriAn
  The barbarian has one archetype package: 
  Berserker.
  Berserker: 
  The 
  Berserker 
  archetype 
  includes a barbarian’s rage class ability and 
  all rage powers, including greater rage, 
  indomitable will, tireless rage, and mighty 
  rage. A barbarian that gives up this package 
  never receives any of these abilities.
  BArd
  The bard has two archetype packages: 
  Performer and Spellsinger.
  Performer: 
  The 
  Performer 
  archetype 
  grants a bard all the bardic performance class 
  abilities plus the versatile performance and 
  well-versed class abilities. A bard that gives 
  up this package never receives any of these 
  abilities.
  Spellsinger: The Spellsinger archetype 
  grants a bard all his spellcasting ability. A 
  bard that gives up this package gains no 
  caster level, has no spells known or spells/
  day, and has no access to the bardic spell list.
  cleric
  The cleric has one archetype package: 
  Domain Servant.
  Domain Servant: The Domain Servant 
  archetype grants a cleric two domains, and 
  one spell slot/level for domain spells. A cleric 
  that gives up this package does not receive 
  one additional spell slot per spell level for 
  domain spells, and gives up all domain 
  granted powers and domain spells.
  drUid
  The druid has one archetype package: 
  Beastlord.
  Beastlord: The Beastlord archetype grants the 
  druid the spontaneous casting, wild empathy, 
  and wildshape class abilities (including all 
  improvements to wildshape). A druid that gives 
  up this archetype never receives any of these 
  abilities.
  Fighter 
  The fighter has one archetype package: Battle 
  Master.
  Battle Master: The Battle Master archetype 
  grants a fighter the bonus feats gained at 1st, 
  6th, 12th, and 18th level, bravery, and weapon 
  training. Additionally, without this archetype 
  package the character cannot take feats that 
  require levels in the fighter class (such as Weapon 
  Specialization).
  Monk
  The monk has one archetype package: Ki 
  Master.
  Ki Master: The Ki Master archetype grants a 
  monk the flurry of blows, bonus feat gained at 
  2nd level, ki pool, wholeness of body, abundant 
  step, and empty body class abilities. A monk 
  that gives up this package never receives any of 
  these abilities, has no ki pool, and cannot spend 
  ki points as part of the high jump ability.
  pAlAdin
  The paladin has two archetype packages: 
  Avenger and Divine Guardian.
  
  4
  Avenger: The Avenger archetype grants a 
  paladin the smite evil, lay on hands, mercy, 
  channel positive energy, and divine bond class 
  abilities. A paladin that gives up this package 
  never receives any of these abilities.
  Divine Guardian: The Divine Guardian 
  archetype grants a paladin the detect evil and 
  aura of courage class abilities, plus all of the 
  paladin’s spellcasting ability. A paladin that 
  gives up this package never receives any of 
  those abilities, gains no caster level, has no 
  spells/day, and has no access to the paladin 
  spell list.
  rAnger
  The ranger has two archetype packages: 
  Scout and Woodland Spellcaster.
  Scout: The Scout archetype grants a 
  ranger the favored enemy, combat style feat, 
  favored terrain, and hunter’s bond class 
  abilities. A ranger that gives up this package 
  never receives any of these abilities.
  Woodland Spellcaster: The Woodlander 
  Spellcaster 
  archetype 
  grants 
  a 
  ranger 
  Spellcraft as a class skill, 2 of the ranger’s 6 skill 
  points per level, the ranger’s wild empathy 
  ability, and all the ranger’s spellcasting 
  ability. A ranger that gives up this package 
  never receives any of those abilities, gets only 
  4 skill points (plus Int modifier) per level, 
  gains no caster level, has no spells/day, and 
  has no access to the ranger spell list.
  rogUe
  The rogue has one archetype package: 
  Sneak.
  Sneak: The Sneak archetype grants a 
  rogue the sneak attack dice gained at 1st, 
  5th, 9th, 13th, and 17th levels, as well as the 
  trap sense class ability. A rogue that gives 
  up this package still receives sneak attack 
  dice at 3rd, 7th, 11th, 15th and 19th levels, 
  but never receives the trap sense abilities.
  sorcerer
  The sorcerer has one archetype package: 
  Heritage.
  Heritage: The Heritage archetype grants 
  a sorcerer one bloodline—including the 
  bloodline class skill, bonus spells, bonus 
  feats, bloodline arcane, and bloodline 
  powers. A sorcerer that gives up this 
  package never receives any of these abilities 
  or bonus items.
  WizArd
  The wizard has one archetype package: 
  Arcane Master.
  Arcane Master: The Arcane Master 
  archetype grants a wizard the arcane 
  bond and arcane school class abilities. The 
  wizard does not choose a school (not even 
  the universalist school) to specialize in, and 
  never gains any of the abilities granted for 
  specializing in a school. The wizard also 
  does not need to choose two opposing 
  schools.
  arcane 
  archetype 
  packages
  Several new arcane archetype packages 
  are detailed below. While not all are 
  available to all characters, each is applicable 
  to a wide range of character classes. All 
  arcane archetype packages follow a few 
  broad rules, as follows.
  Restrictions: Because of the power 
  inherent to arcane spells, not every arcane 
  archetype can be taken by every class. 
  Some are designed only to be added to 
  
  5
  classes that have no other source of spells, 
  while others only modify how a class casts 
  spells it already has (and are thus useless 
  to nonspellcasters). Each arcane archetype 
  package will have one of the following 
  levels of restriction.
  Noncasters Only: This restriction means 
  the archetype package can only be added to a 
  class that has no other source of spellcasting 
  ability. It’s all right to allow a class to swap 
  out an archetype package that grants it 
  spellcasting for a new package with different 
  options, as long as the class still ends up with 
  only one source of spells. For example, you 
  can give up a paladin’s Divine Guardian 
  package to take the Warder package, as the 
  paladin ends up with only the spells from 
  the Warder archetype package.
  Spellcasters Only: This restriction means 
  the archetype package can only be added to 
  a class that already casts spells. In general, 
  these packages change how the spells 
  a character casts function, and are thus 
  worthless (and inappropriate) for classes 
  like fighters and rogues who don’t have 
  any spell ability. You also can’t take this 
  package by giving up a class’s only source 
  of spellcasting. For example, you can’t give 
  up a bard’s Spellsinger package to take the 
  Sigil Mage package, as without Spellsinger 
  the class has no spell ability.
  You can take these packages for classes 
  with limited spellcasting ability, though 
  doing so is rarely a strong option. A ranger 
  can give up the Woodland Scout archetype 
  package to take the Shadow Master package, 
  for example, but most likely it will result in 
  an overall reduction of power for character.
  None: Some arcane archetypes have no 
  restrictions. Any character may take these 
  archetypes packages, even if that results in 
  the class having access to two sets of spells 
  and two spell lists. For example, a sorcerer 
  can give up the Heritage archetype package 
  to gain Acolyte, even though that gives the 
  class access to both cleric and wizard spells. 
  Even a cleric can take Acolyte, representing 
  a priest who has sacrificed higher-level 
  domain powers for broader access to low-
  level spells and abilities.
  Special: A few arcane archetypes have 
  special rules that apply to any class that 
  gains the archetype. For example, if you add 
  the Acolyte archetype package to a class, 
  you also add it’s special rule that a character 
  must be within one alignment step of the 
  deity he worships in order to gain a level of 
  that class.
  spell tABles
  There are just two sets of spells/level 
  values that most archetype packages use to 
  grant access to spells. Rather than reprint the 
  same tables over and over, we present them 
  here. Anytime an archetype package refers 
  to the Table 1: Dabbler or Table 2: Specialist 
  tables, these are what they mean.
  Acolyte
  Restrictions: None.
  A character with the Acolyte archetype 
  package is a devoted follower of a deity, but 
  is not granted all of the powers of a cleric. 
  While they have true faith and are loyal to their 
  god, they simply lack the training and religious 
  power of full priests. Acolytes are, however, 
  able to call on some level of their gods’ might, 
  in the form of limited access to domain powers 
  and spells.
  Many acolytes began life happily training 
  to be priests, but were forced to abandon that 
  hope by circumstances beyond their control. 
  Younger children of noble houses who suddenly 
  became heirs, believers who converted late in 
  life and lacked the time for full training, and the 
  survivors of sects that were wiped out before 
  they took their final vows are all good examples 
  tABle 1: dABBler spells per dAy
  Class Level
  Spells Per Day
  1st
  2nd
  3rd
  4th
  1st-3rd
  –
  –
  –
  –
  4th
  0
  –
  –
  –
  5th
  1
  –
  –
  –
  6th
  1
  –
  –
  –
  7th
  1
  0
  –
  –
  8th
  1
  1
  –
  –
  9th
  2
  1
  –
  –
  10th
  2
  1
  0
  –
  11th
  2
  1
  1
  –
  12th
  2
  2
  1
  –
  13th
  3
  2
  1
  0
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  3
  
  6
  of Acolytes. Sometimes political issues within 
  a church may have prevented committed 
  applicants from becoming ordained priests, 
  resulting in characters with access to power 
  from their gods but not enough skill to use it to 
  its fullest.
  Other Acolytes may be considered specialty 
  priests or agents of the church, and combine 
  their divine training with their other abilities. 
  A fighter acolyte might be a temple guard, 
  a ranger acolyte a church tracker, or a bard 
  acolyte a chorister. Acolytes of this kind may 
  even have the full rank and political power of 
  ordained priests, just not the spellcasting power 
  of a cleric. A goddess of magic, for example, 
  may consider clerics and acolyte sorcerers as 
  equally valid agents of her will.
  Religious Training: You gain Knowledge 
  (religion) and Spellcraft as class skills. If you add 
  this archetype package to a class that already 
  has one or more of these as class skills, you may 
  select a different skill as a class skill in place of 
  one already known. You gain an additional 1 
  skill point per class level.
  Devotions: You gain limited access to the 
  powers normally granted to clerics of your 
  god. Select one domain your god can grant. 
  This is your primary domain. At 1st level, you 
  can access the domain power of your primary 
  domain. Treat your class level as your cleric 
  level for this power.
  Spellcasting: Beginning at 4th level, you 
  can prepare spells as a cleric does. Select four 
  domains your god can grant, one of which 
  must be the domain you chose as the primary 
  domain for your devotions ability. You may 
  only prepare and cast spells from these four 
  domains. Use your Wisdom score to determine 
  your spells’ save DCs, the level of spell you 
  can cast, and bonus spells per day. Your 
  spells per day are determined using Table 1: 
  Dabbler Spells Per Day.
  Special: Your alignment must be within 
  one step of the god you worship.
  hedge WizArd
  Restrictions: None.
  A hedge wizard has some arcane 
  training, but not enough to have perfected 
  his spellcasting abilities. Hedge wizards can 
  cast spells from a limited number of schools, 
  but never master higher-level spells or the 
  full scope of arcane magic. A hedge wizard 
  may well be able to cast detect magic, lightning 
  bolt and shield, but lacks the flexibility and 
  power of a full wizard.
  Hedge wizards are often people with 
  no formal training in wizardry, or those 
  who chose (or were forced) to give up their 
  apprenticeship before they had mastered 
  all the basic arcane skills. A student thrown 
  out of wizard school for spending too much 
  time scrying on the girls’ dormitory, a thief 
  who studied just enough magic to find 
  arcane traps, or an apprentice whose master 
  died before passing on all his lore are typical 
  hedge wizards.
  In other cases hedge wizards are from 
  regions with no strong tradition of arcane 
  knowledge—they are as well-trained as 
  their environment can make them. A tribal 
  druid who also knows all the arcane lore his 
  predecessors have gathered, a cleric of a god 
  of magic living in a land where wizardry 
  is outlawed and arcane lore is burned, or 
  a kobold sorcerer who is on the verge of 
  discovering wizardry as a separate source 
  of power all fall into this category.
  Arcane Training: You gain Knowledge 
  (arcana) and Spellcraft as class skills. If you 
  add this archetype package to a class that 
  already has one or more of these as class 
  skills, you may select a different skill as a 
  class skill in place of one already known. 
  You gain an additional 1 skill point per class 
  level.
  Why do soMe ArcAne 
  Archetypes grAnt 
  divine poWers?
  Two of the arcane archetype packages 
  presented here (Acolyte and Initiate) 
  seem more like divine archetypes, as 
  they give limited access to divine spells 
  and powers. So what are they doing in a 
  book about arcane archetypes? 
  Simply put, they are attractive options 
  for characters that already have arcane 
  powers. While we could have restricted 
  this book to archetype packages that 
  grant arcane powers, we wanted to be 
  sure there were lots of options for bards, 
  sorcerers, and wizards as well. While we 
  already have several of those (Sigil Mage 
  and Spellblaze), we decided to err on 
  the side of awesome and include a few 
  magic-related archetype packages that 
  give out divine powers, which we were 
  sure would be in high demand among 
  players of arcane spellcasters.
  Not to worry. When we do the Genius 
  Guide to Divine Archetypes, there will be 
  lots more cool options to include!
  
  7
  Cantrips: Select three schools of magic. At 
  1st level, you know one cantrip (0-level spell) 
  from each of these schools of magic. You can 
  only have one of these cantrips prepared at 
  a time, though you can use it an unlimited 
  number of times each day.
  Spellcasting: Beginning at 4th level, you 
  can learn and prepare spells as a wizard does. 
  You maintain your spells in a spellbook, which 
  acts identically to a wizard’s spellbook. The 
  spells you learn must be from the sorcerer/
  wizard spell list and must belong to one of 
  the schools of magic you choose for your 
  cantrips. You can only prepare spells that 
  belong to these three schools. You use your 
  Intelligence score to determine your spells’ 
  save DCs, the level of spell you can cast, and 
  bonus spells per day. Your spells per day are 
  determined using Table 1: Dabbler Spells Per 
  Day.
  At 5th level, and every odd level 
  afterward, you automatically learn a single 
  additional wizard spell of your choice. The 
  spell must be of a level you can cast and from 
  one of your three allowed schools of magic. 
  This represents a fortuitous discovery made 
  in the course of your ongoing magic studies. 
  To learn any other spell you must be copy 
  it from a scroll or wizard’s spellbook or 
  discover it through spell research, just as a 
  wizard does.
  Beginner’s Knack (Su): Although your 
  wizardly training is far from complete, the 
  very fact that you don’t follow a traditional 
  path has allowed you to discover a talent 
  typical wizards lack. Choose one of the 
  following beginner’s knacks at 1st level. Once 
  made, this choice cannot be changed.
  • Bypass Gestures (Su): You’re not really 
  sure why sometimes the spells you cast 
  while wearing armor don’t work for 
  you, but rather than just stop wearing 
  armor you’ve kept trying to find a way 
  to overcome the problem. Once per day, 
  you can cast a spell gained from the 
  Hedge Wizard archetype package as if 
  it had been prepared with the Still Spell 
  metamagic feat, without increasing the 
  spell’s level. This increases to twice per 
  day at 8th level, and three times per day 
  at 16th level.
  • Power Boost (Su): The slow pace at which 
  your power increases is unsatisfying. You 
  constantly strain to make your spells go 
  farther, last longer, and do more damage. 
  Once per day, you can increase your caster 
  level by 1 for a single spell you cast. This 
  increases to twice per day at 8th level, and 
  three times per day at 16th level.
  initiAte
  Restrictions: None.
  A character with the Initiate archetype 
  package has been introduced to the mysteries 
  of the wild world and the powers it offers, but 
  cannot fully travel that path. Initiates can tap 
  into the same power as druids, but in a much 
  more limited way. While druids are avatars of 
  the elemental forces of nature, an Initiate is, at 
  best, their casual ally.
  Most 
  often, 
  Initiates 
  never 
  had 
  an 
  expectation of becoming full druids, and are 
  drawn to other life paths. But their connection 
  to the forces of nature is strong enough for them 
  to gain some benefit from training with druids, 
  and to become more than just people who like 
  the outdoors. A druid does not push Initiates to 
  learn any more than makes them comfortable, 
  seeing no reason to force students to be anything 
  other than what their own nature makes them. 
  A barbarian who feels more in touch with beasts 
  than the rest of his clan, a tribal sorcerer who was 
  raised by druids, and a bard who particularly 
  loves sylvan songs all are examples of this kind 
  of Initiate.
  Other Initiates could have been druids but 
  balked at the wild, feral powers they began to 
  access, and turned away from fully devoting 
  themselves to such primal forces. They may 
  be failed druids who left their lands, or simply 
  tABle 2: speciAlist spells per dAy
  Level
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  1
  —
  —
  —
  —
  —
  2
  2
  —
  —
  —
  —
  —
  3
  2
  —
  —
  —
  —
  —
  4
  2
  1
  —
  —
  —
  —
  5
  2
  2
  —
  —
  —
  —
  6
  2
  2
  —
  —
  —
  —
  7
  2
  2
  1
  —
  —
  —
  8
  3
  2
  2
  —
  —
  —
  9
  3
  2
  2
  —
  —
  —
  10
  3
  2
  2
  1
  —
  —
  11
  3
  3
  2
  2
  —
  —
  1
  12
  3
  3
  2
  2
  —
  —
  1
  13
  3
  3
  2
  2
  1
  —
  1
  14
  3
  3
  3
  2
  2
  —
  1
  15
  3
  3
  3
  2
  2
  —
  2
  16
  3
  3
  3
  2
  2
  1
  2
  17
  3
  3
  3
  3
  2
  2
  2
  18
  3
  3
  3
  3
  2
  2
  2
  19
  3
  3
  3
  3
  2
  2
  3
  20
  3
  3
  3
  3
  3
  2
  3
  
  8
  cultured people who have the talent to become 
  druids but can’t manage to walk away from the 
  trappings of their civilized lifestyles. A paladin 
  of a god of nature who has heard the call of the 
  wild but cannot give up his alignment to answer 
  it, a monk who sought the monastic life to fight 
  his animalistic urges, or a fey-blooded sorcerer 
  who craves arcane power more than divine 
  spells are all examples of this type of initiate.
  Nature 
  Training: 
  You 
  gain 
  Knowledge 
  (nature) and Spellcraft as class skills. If you add 
  this archetype package to a class that already 
  has one or more of these as class skills, you may 
  select a different skill as a class skill in place of 
  one already known. You gain an additional 1 
  skill point per class level.
  Wild Empathy (Ex): At 1st level you gain the 
  wild empathy ability, which functions as the 
  druid class ability of the same name.
  Spellcasting: Beginning at 4th level, you can 
  prepare and cast spells as a druid does. You use 
  your Wisdom score to determine your spells’ 
  save DCs, the level of spell you can cast, and 
  bonus spells per day. Your spells per day are 
  determined using Table 1: Dabbler Spells Per Day.
  Unlike a druid, you only know a limited 
  number of spells drawn from the druid spell 
  list. At 4th level, and each class level you gain 
  afterward, you learn a single druid spell of your 
  choice. The spell must be from the druid class list 
  and must be of a spell level you can cast. You do 
  not learn spells in any other way.
  Special: If you wear metal armor or carry a 
  metal shield, you are unable to cast druid spells 
  or use any of the spell-like or supernatural 
  abilities granted by this archetype package 
  while doing so and for 24 hours afterward.
  Minstrel
  Restrictions: None.
  The Minstrel archetype package gives 
  a character access to some bardic skills and 
  spells, but not the broad selection of special 
  abilities that full bards enjoy. A minstrel has 
  gained some magic tied to song, sound, and 
  society but lacks the virtuoso status of a senior 
  bard. The Minstrel is also forced to prepare his 
  bardic spells in advance, lacking the inherent 
  ability to call upon them at will.
  In many cases, Minstrels simply don’t have 
  the presence and skill to become bards. No 
  matter how a youth may crave to use magic 
  to entertain and confuse, he may not have the 
  soul of a performer—or he may have a voice 
  like a dying cat. Either way, lacking the perfect 
  balance of personality and creativity, some 
  people just cannot follow the bard’s road. The 
  closest they can come is the imperfect talents 
  of the Minstrel archetype.
  Other characters with the archetype 
  perfectly well could become bards, but don’t 
  dedicate themselves to the effort. This is most 
  common among those who began bardic 
  studies but found it was simply easier to be a 
  sorcerer, clerics of gods of song and dance who 
  love to perform but can’t spare time from their 
  religious duties to master such talents, and 
  rogues who need only enough bardic magic to 
  distract those they meet from suspecting their 
  true callings.
  Performance Training: You gain Perform 
  and Spellcraft as class skills. If you add this 
  archetype package to a class that already has 
  one or more of these as class skills, you may 
  select a different skill as a class skill in place of 
  one already known. You gain an additional 2 
  skill points per class level.
  Cantrips: Select three cantrips (0-level 
  spell) from the bard spell list. You can only 
  have one of these cantrips prepared at a time, 
  though you can use it an unlimited number 
  of times each day.
  Spellcasting: Beginning at 4th level, you 
  can prepare and cast spells as a wizard does. 
  You maintain your spells in a spellbook, 
  which acts identically to a wizard’s spellbook. 
  The spells you learn must be from the bard 
  spell list. You use your Charisma score to 
  determine your spells’ save DCs, the level of 
  spell you can cast, and bonus spells per day. 
  Your spells per day are determined using 
  Table 1: Dabbler Spells Per Day.
  At 4th level, and every level afterward, 
  you automatically learn a single additional 
  bard spell of your choice, though it must 
  be of a level you can cast. This represents a 
  discovery made in the course of your ongoing 
  magical and musical studies.
  Special: If you wear armor heavier than 
  light armor, you suffer arcane spell failure. 
  In light armor, the simple mystic gestures 
  needed for the spells gained through this 
  archetype package don’t force an arcane 
  spell failure check. You may never cast spells 
  learned through this archetype package with 
  the Silent Spell feat. You do not learn spells in 
  any other way.
  pAct scion
  Restrictions: Noncasters only.
  For the Pact Scion, everything has a price. 
  Arcane magic is available in abundance 
  through ancient contracts and alliances, but 
  calling on that power requires payment, both 
  in currency and in personal energy. A Pact 
  
  9
  Scion can cast a fair number of spells each 
  day, but every spell cast requires payments 
  be made to appease those primeval accords.
  A Pact Scion may be a member of a ruling 
  class or powerful caste who has carefully 
  studied and trained in making packs with 
  outsiders, relics, dragons, or even pantheons 
  of spirits or gods. These Pact Scions consider 
  their arcane talent as a sign of their superior 
  breeding and education. For many, the actual 
  act of making use of their pacts may be less 
  important than the stature they gain within 
  their cultures for having the knowledge and 
  authorization to do so.
  Of course, the most powerful families of 
  Pact Scions make deals that remain binding 
  on their heirs and offspring—deals with no 
  expiration. Even decades after the importance 
  of the pacts fade or the cultures that valued 
  them crumble, the deals themselves remain 
  in place, though succeeding generations may 
  forget about them entirely. If rediscovered, 
  the pacts can lead to individuals from very 
  humble births discovering they have the 
  ability to demand aid from otherworldly 
  powers, possibly with no idea how or why 
  this is the case.
  Pact Training: You gain Knowledge 
  (planes) and Spellcraft as class skills. If you 
  add this archetype package to a class that 
  already has one or more of these as class 
  skills, you may select a different skill as a 
  class skill in place of one already known.
  Spellcasting: You can learn and cast spells 
  as a sorcerer does. At each class level, select 
  two spells. These spells must be from the 
  druid or sorcerer/wizard class lists and must 
  be of the conjuration or divination schools. 
  These spells represent ancient deals you 
  or your ancestors made with powerful, 
  otherworldly beings. As you grow in levels, 
  you qualify to call upon more such pacts, 
  represented by the new spells you select at 
  each level. You use your Charisma score to 
  determine your spells’ save DCs, the level of 
  spell you can cast, and bonus spells per day. 
  Your spells per day are determined using 
  Table 2: Specialist Spells Per Day. 
  Whenever you cast a spell, you must meet 
  all its normal component requirements, but 
  you also must appease the patrons who made 
  the spell available to you. Each spell requires 
  material components from you in the form of 
  valuable materials (normally coins or gems, 
  though the GM may allow you to also pay 
  for spells with other items with a gp cost). 
  This additional material component must 
  have a value equal to or greater than the 
  spell’s level  x  the caster level you’re using 
  for the spell x 5 gp. You can choose to cast a 
  spell as less than your full caster level, but 
  never at a level lower than the class level at 
  which you first received spells of its level. 
  Additionally, calling on these pacts takes 
  a toll on your personal energy. Every time 
  you cast a spell, for each level of the spell 
  you suffer nonlethal damage equal to 1d6 
  +1.
  shAdoW MAster
  Restrictions: Spellcasters only
  The Shadow Master archetype package 
  turns the class it is attached to into a 
  consummate manipulator of the magic 
  of shadow. Any spell can be twisted and 
  
  10
  converted into a shadow-spell—a quasi-real 
  manifestation of the darkness. The shadow 
  master must use this talent carefully, as once 
  the nature of his shades of magic are known, 
  they lose a great measure of their power. But the 
  shadow master enjoys a flexibility unmatched 
  by any other spellcaster, and risking penumbral 
  figments sometimes failing to produce solid 
  results is a price many shadow masters are 
  happy to pay.
  Shadow Masters are rarely well regarded 
  by society. They often belong to secret societies 
  that conceal their true nature behind some 
  other, more acceptable arcane tradition. These 
  societies generally maintain that their esoteric 
  knowledge is misunderstood and too dangerous 
  to fall into the hands of common spellcasters. 
  They may use their abilities to protect their 
  homelands, but insist on doing so in secret, lest 
  others discover their shadowy powers. Other 
  groups lurk in hidden bases and use shadow-
  spells to plot to take over their cultures, seeing 
  themselves as the puppet masters pulling the 
  strings of lesser beings.
  Very few groups openly proclaim their 
  abilities as Shadow Masters. Necromancers 
  are often already so reviled they see no reason 
  not to strike fear in their enemies with displays 
  of umbral power. Clerics of gods of death, 
  darkness, and trickery sometimes consider the 
  Shadow Masters among them as particularly 
  favored by their deity, though again such 
  accolades are often kept from outsiders.
  Shadow Power (Su): Your spells work best in 
  shadowy conditions. Targets in an area of bright 
  light (though not normal light) or total darkness 
  gain a +2 bonus to saving throws against your 
  spells. Creatures in areas of dim light suffer 
  a –1 penalty to saving throws against your 
  spells.
  Shadow Caller (Su): Any time you cast a 
  spell, you may decide to replace its normal 
  effects with a shadow-spell, which emulates 
  the effects of a spell of your choice. The 
  shadow-spell must emulate a spell that is a 
  lower level than the one it is replacing and 
  must come from your class’s spell list, but 
  it does not need to be a spell that you know 
  and could cast ordinarily. You must meet 
  all the shadow-spell’s prerequisites and 
  components normally. Any creature that 
  interacts with the shadow-spell can attempt 
  a Will save to recognize its true nature. The 
  Will save DC is 10 + level of the shadow-spell 
  + your Intelligence, Wisdom, or Charisma 
  modifier (whichever is highest).
   Shadow-spells that deal damage have 
  normal effects unless the affected creature 
  disbelieves the spell by succeeding on its 
  Will save. Each disbelieving creature takes 
  only one-fifth (20%) damage from the attack. 
  Shadow-spells can only restore 20% of the 
  damage that a true healing or restoration 
  spell would, regardless of any disbelief by 
  the recipient. 
  A summoned shadow-creature has one-
  fifth the hit points of a normal creature of its 
  kind (regardless of whether it’s recognized as 
  quasi-real). It deals normal damage and has 
  all normal abilities and weaknesses. Against 
  a creature that recognizes it as a shadow-
  creature, however, its damage is one-fifth 
  (20%) normal, and all special abilities that 
  do not deal lethal damage are only 20% 
  likely to work. (Roll for each use and each 
  affected character separately.) Furthermore, 
  the shadow-creature’s AC bonuses are just 
  one-fifth as large. Creatures conjured with 
  shadow-spells are only one-fifth (20%) as 
  strong as the real things, though creatures 
  who believe the shadow-spell to be real are 
  affected by them at full strength.
  If a spell has an effect other than damage, 
  that effect is only 20% likely to occur. For 
  example, shadow mage armor has only a 20% 
  chance to grant you an armor bonus to AC, 
  rolled when the spell is cast. If the spell 
  functions, it functions for its full duration.
  Regardless of the result of the save to 
  disbelieve, an affected creature also receives 
  any save that the spell being simulated 
  allows. In addition, any effect created by a 
  shadow-spell allows spell resistance, even if 
  the spell it is simulating does not. Shadow-
  objects or substances have normal effects 
  except against those who disbelieve them. 
  Against disbelievers, they are 20% likely to 
  work. A creature that succeeds on its save 
  perceives shadow-spells as transparent 
  images superimposed on vague, shadowy 
  forms.
  At 8th level, any time your shadow-spell 
  would normally only be 20% as effective, it 
  is instead 30% as effective. This increases to 
  40% at 12th level, 50% at 16th level, and 60% 
  at 20th level.
  sigil MAge
  Restrictions: Spellcasters Only
  Sigil Mages are spellcasters whose bodies 
  are marked with the complex formulas and 
  sigils used to learn, understand, and cast 
  spells. Sigil Mages become living spellbooks 
  and personal histories, their powers and 
  
  11
  knowledge literally written upon their bodies. 
  While this forces Sigil Mages to be open 
  about their powers, the benefits they gain 
  from incorporating such arcane marks on 
  themselves more than compensates in most 
  situations. In fact, many Sigil Mages prefer 
  to proudly display their markings and flaunt 
  their powers, daring the world to say a cross 
  word about it. Sigil Mages are also known as 
  painted mages, runecasters, flesh scrolls, and 
  marked ones.
  Most Sigil Mages come from cultures 
  and traditions that considered magical 
  aptitude as an ability too powerful to be kept 
  secret. To ensure it was obvious who the 
  spellcasters were, they began marking the 
  skin of anyone able to perform magic. Over 
  time, the spellcasters took possession of the 
  meaning of these marks, turning them from 
  tattoos of identification to extravagant signs 
  of warning—signifying that the bearer was 
  not to be trifled with. While such cultures 
  are often conservative, the spellcasters they 
  produce are often as flashy and flamboyant 
  as possible, proudly taking any excuse to 
  expose their flesh and flaunt the normal rules 
  of society.
  Other Sigil Mages are the victims of 
  arcane accidents, the result of explosive 
  runes setting off a chain reaction in nearby 
  warded spellbooks and tomes on glyphs. 
  Others are blessed (or perhaps cursed) by 
  the gods of runes and writing to be walking 
  icons of the written word. Unlike their 
  flamboyant brethren, these Sigil Mages are 
  often embarrassed by their tapestry of flesh, 
  and may try to hide their true nature (usually 
  with little success).
  Written In The Flesh (Ex): The skin of a 
  Sigil Mage is covered in magical marks. 
  These are the core of a Sigil Mage’s power, 
  as well as impressive warnings to any who 
  see the marks. A young Sigil Mage always 
  begins with marks on at least parts of the 
  face and hands, and quickly expands so that 
  they reach to the arms, legs, and torso. As a 
  Sigil Mage grows in power the marks begin 
  to appear automatically, though many 
  Sigil Mages still enhance these marks with 
  brands, tattoos, piercings, and attention-
  grabbing attire. The sigils glow slightly, 
  their illumination even shining (mutedly) 
  through normal clothes.
  When a large number of the sigils are 
  clearly visible (not covered by clothing or 
  gear), the Sigil Mage gains a +1 bonus to 
  caster level and a +4 bonus to Intimidate 
  checks from the power of the glowing sigils. 
  To make that large a section of skin visible, 
  the sigil mage cannot wear armor of any 
  kind, nor any outfit that grants nonmagic 
  circumstance bonuses to Fortitude saves 
  against exposure to cold weather, and must 
  be in light encumbrance. Most sigil mages 
  wear courtier’s outfits or entertainer’s 
  outfits.
  The sigils remain visible, glowing 
  slightly, even when disguised or when you 
  are in a different form. You suffer a –10 
  penalty to all Disguise checks to appear 
  not to be a Sigil Mage. Any creature able 
  to examine your skin extensively gains a 
  +4 circumstance bonus to all Knowledge 
  checks made in regards to you.
  For spellcasters that require spellbooks, 
  these tattoos also replace the need for an 
  
  12
  can create a sigil spell any time you 
  prepare spells for the day. Choose a 
  single spell slot and fill it with two 
  spells, both of which must be lower 
  level than the slot itself. When you 
  cast the spell, select which of the 
  linked spells to cast and treat it as if 
  its spell level was that of the spell slot 
  used.
  For example, Swift is a 9th-level 
  Sigil Mage wizard preparing her spells 
  for the day. She knows numerous 
  second-level spell, including acid arrow 
  and resist energy. For one third-level 
  spell slot, rather than prepare a third-
  level spells, she prepares a sigil spell 
  linked to acid arrow and resist energy. 
  When she expends that prepared spell 
  slot, she decides which linked spell to 
  cast, treating it as a 3rd-level spell.
  Spontaneous Sigil Spells: If you are a 
  spontaneous spellcaster (such as bards 
  and sorcerers), you can choose a sigil 
  spell as one of your spells known at 
  a given level. Choose two spells from 
  the sorcerer/wizard spell list that are 
  lower level than the spell slot of the 
  spell you are learning. When you cast 
  the spell, select which of the linked 
  spells to cast and treat it as if its spell 
  level was that of the spell slot used.
  For example, Fharhanna is a Sigil 
  Mage sorceress. Upon reaching 7th 
  level she gains an additional 3rd-level 
  spell known. Rather than learning 
  a normal new 3rd-level spell, she 
  decides to learn a sigil spell. She 
  selects two 2nd-level spells, scorching 
  ray and web. Her 3rd-level sigil spell 
  is listed as “sigil spell—scorching ray, 
  web” on her list of 3rd-level spells 
  known. She can now cast scorching ray 
  or web as 3rd-level spells, using a 3rd-
  level spell slot.
  Expunge (Ex): A Sigil Mage has one major 
  vulnerability—her powers are directly tied 
  to the marks on her body. If one of those 
  marks is damaged or removed, she loses 
  access to the spell it represented. There are 
  two different effects that can cause this, each 
  detailed below. Regardless of the method a 
  foe uses to expunge your sigils, the effect is 
  temporary. You always regain access to all 
  your spells when you regain the use of your 
  daily abilities (the sigils reappear on your 
  body in the original spot if possible, and 
  elsewhere if not). While a spell’s sigils are 
  expunged, you act in all ways as if you did 
  not know that spell.
  Erase: A foe can touch you with the erase 
  spell in an effort to remove a single 
  spell’s worth of sigils. In addition to 
  having to succeed at a touch attack, 
  the foe must make a caster level check 
  (DC 11 + your caster level). If that is 
  successful, you are allowed a Will 
  save (DC 10 + spell level + attacker’s 
  spellcasting modifier). Only if the 
  touch and caster check succeed, and 
  your save fails, do you lose access to 
  one spell. The foe may make a DC 
  20 Spellcraft check to try to target a 
  external spellbook. When a new spell is learned, 
  it is inscribed onto the caster’s skin using 
  special inks she makes herself (or has a body art 
  specialist do it for her). The caster then takes the 
  time to learn the newly inscribed spell. While 
  this process is different from scribing material 
  into a spellbook, it takes the same amount of 
  time and has the same cost. And just as a wizard 
  can allow others to learn from his spellbook, a 
  sigil mage may allow them to learn from the 
  sigils on her body (though she must be present 
  for the entire learning process to do so). In some 
  campaigns, the GM may decided to require a 
  sigil mage to record where on her body each 
  spell is located, and that spot must be exposed 
  for another caster to learn the spell.
  Sigil Lore (Sp): You can cast read magic as a 
  move action at will. You add half your class 
  level to all Spellcraft checks regarding sigils and 
  runes, including any to identify spells that can 
  be affected by an erase, or have ‘glyph,’ ‘sigil,’ or 
  ‘rune’ in the spell title.
  Sigil Spell (Su): Because your body is covered 
  in the arcane formula for spells, you can 
  sometimes expand your spellcasting options 
  by using your own flesh as a template. Rather 
  preparing or learning a spell normally, you 
  can create a sigil spell that connects the spells 
  written on two locations of your living tapestry 
  of spell formulas. While you can only cast one 
  of the linked spells, you choose which at the 
  time of casting. Exactly how sigil spell works 
  depends on what kind of spellcaster you are, as 
  detailed below.
  Prepared Sigil Spells: If you are a spellcaster 
  that prepares spells in advance (such 
  as the cleric, druid, and wizard), you 
  
  13
  specific spell to expunge. Otherwise, 
  roll randomly to see what spell is 
  affected.
  Damage: Since your sigils cover your 
  flesh, damage to you has a chance of 
  striking through one or more of them, 
  cutting off access to one spell. Each 
  time you are struck by a confirmed 
  critical hit or roll a 1 on the die roll 
  for a saving throw against a spell that 
  deals damage, you must make a DC 15 
  Fortitude save. On a failed save, you 
  lose access to a single spell known—
  randomly determine which spell it is.
  spellBlAze
  Restrictions: None.
  Many creatures have innate magic 
  powers. Even among civilized humanoids, 
  the self-discipline developed by monks and 
  inborn abilities of sorcerers are examples of 
  hereditary natural magic powers. But there 
  also much cruder, simpler magic powers in 
  some family lines. The Spellblaze archetype 
  package represents one of the simplest 
  magic abilities a character may have—the 
  power to blast things.
  The Spellblaze archetype can represent 
  an alternate tradition of magic, as carefully 
  trained and studied as the powers of clerics 
  and wizards. Some lands may create schools 
  able to teach young spellcasters how to focus 
  their power into a simple, effective weapon 
  that augments their spell repertoire. In 
  such lands a character with this archetype 
  package might be known as a mage lance, 
  fusilladeer, or bolter.
  Alternatively, the Spellblaze archetype 
  package might be more common among 
  remote, less civilized groups. Perhaps some 
  families of the clans in the blasted deserts 
  are just born able to summon the power of 
  the Spellblaze, regardless of their training. 
  Or it might be common among the followers 
  of a god of war and destruction—a boon he 
  passes out to battle sorcerer and berserker 
  alike. In these lands the Spellblaze often 
  mark themselves with bright paints and 
  tattoos, so friend and foe alike know what 
  power is theirs to command.
  Spellblaze (Su): As a standard action you can 
  call forth a bolt of pure arcane force energy. You 
  can target any single creature with a range of 25 
  ft. + 5 ft./2 class levels with this bolt of force as a 
  ranged touch attack. If you hit the foe, the bolt 
  does 1d8 points of damage + 1 point for every two 
  class levels you possess. This damage functions 
  as damage from an evocation [force] spell. You 
  may use this ability a number of times per day 
  equal to 5 + half your class level.
  At 5th level, the damage increases to 2d8 
  points of damage + 1 point for every two class 
  levels you possess. At 10th level, it increases 
  
  14
  to 3d8 points of damage + 1 point for every 
  two class levels you possess. At 15th level, it 
  increases to 4d8 points of damage + 1 point for 
  every two class levels you possess. At 20th level, 
  it increases to 5d8 points of damage + 1 point for 
  every two class levels you possess.
  WArder
  Restrictions: Noncasters only.
  A warder is a spellcaster dedicated to using 
  magic to protect himself and others. A Warder’s 
  access to spells is limited to only abjuration, 
  so most Warders depend on strong sword-
  arms or spells gained from other traditions for 
  times when they need to take more aggressive 
  action. Many focus on defending allies and the 
  innocent from harmful magics, and spend much 
  of their lives seeking out and neutralizing evil 
  spellcasters and aberrations with natural magic 
  talent.
  Counterspell (Su): As a readied action you can 
  expend a spell slot to attempt to counterspell 
  an enemy spellcaster. You must use a spell slot 
  of at least the same level as the spell you are 
  attempting to counterspell. You can identify the 
  level of a spell as it is being cast as a free action 
  by making a Perception check of DC 15 + (level of 
  spell being cast x 2). For your counterspell to be 
  successful, you must beat the enemy spellcaster 
  at an opposed caster level check. If you succeed, 
  the enemy spell is negated. If you fail or if the 
  spell slot you used is too low, your spell slot 
  is expended and the enemy’s spell functions 
  normally.
  You are also still free to attempt counterspelling 
  normally.
  Spellcasting: You can prepare and cast 
  spells as a sorcerer does. At each class level, 
  you learn two spells of your choosing. 
  These spells must be from the cleric or 
  sorcerer/wizard class lists and must be of the 
  abjuration school. You use your Charisma 
  score to determine your spells’ save DCs, the 
  level of spell you can cast, and bonus spells 
  per day. Your spells per day are determined 
  using Table 2: Specialist Spells Per Day. You 
  suffer arcane spell failure normally if 
  wearing armor, even when casting a spell 
  originally from the cleric spell list.
  archetype packages 
  and 
  super 
  genius 
  Base classes
  Super Genius Games has produced a 
  number of base classes for the Pathfinder 
  Roleplaying Game. Available to date are the 
  Adept Godling, Archon, Armiger, Clever 
  Godling, Death Mage, Dragonrider, Eldritch 
  Godling, Magus, Mighty Godling, Shadow 
  Assassin, Shaman, War Master, and Witch 
  Hunter. 
  As a courtesy for gamers who already use 
  material from various Genius Guides in their 
  campaigns, below we provide abbreviated 
  archetype packages for all these packages. 
  This material is absolutely not necessary to 
  use the Genius Guide to Arcane Archetypes 
  with the core Pathfinder Roleplaying Game 
  rules. We provide it simply as a courtesy for 
  gamers who have already decided to use 
  our material in their campaigns, so they can 
  get maximum benefit.
  Adept godling (geniUs gUide to Mystic 
  godlings)
  Archetype Package: Blood of Magic
  Included Abilities: Lineage domains, 
  divine traits.
  Archon (geniUs gUide to the Archon)
  Archetype Package: Riven Lord
  Included Abilities: Rivenspell, favored 
  spell, arcane surge.
  ArMiger (geniUs gUide to the ArMiger)
  Archetype Package: Rampart
  Included Abilities: An armiger without 
  this archetype package only grants partial 
  soft cover to adjacent allies with the bulwark 
  class ability. He also does not gain an armiger 
  talent at 2nd level, or an advanced armiger 
  talent at 20th level. Without this package the 
  armiger does not gain armored DR at 5th 
  level, and his armored DR is reduced by 1 at 
  all other levels.
  deAth MAge (geniUs gUide to the deAth MAge)
  Archetype Package: Death Master
  Included Abilities: Pale road, death 
  bond.
  drAgonrider 
  (geniUs gUide to the 
  drAgonrider)
  Base Archetype Package: Dragon Kith
  Included Abilities: One good saving 
  throw advancement rate*, low-light vision, 
  spells, darkvision.
  *A dragonrider without the Dragon 
  Kith base archetype package has only two 
  good saving throw advancements, chosen 
  when the package is selected. The other 
  saving throw advances at the same rate as a 
  barbarian’s Reflex save.
  
  15
  clever godling (geniUs gUide to the 
  godling)
  Base Archetype Package: Like My Father
  Included Abilities: Lineage domains, 
  scion talents.
  eldritch godling (geniUs gUide to 
  Mystic godlings)
  Archetype Package: Blood of Magic.
  Included Abilities: Lineage domains, 
  divine traits.
  MAgUs (geniUs gUide to the MAgUs)
  Base Archetype Package: Master of 
  Mysticism
  Included Abilities: Mystic bond, mystic 
  talents, advanced mystic talents.
  Mighty godling (geniUs gUide to the 
  godling)
  Base Archetype Package: Like My Father
  Included Abilities: Lineage domains, 
  scion talents.
  shAdoW AssAssin (geniUs gUide to the 
  shAdoW AssAssin)
  Base Archetype Package: Shadow Cunning
  Included Abilities: 2 of the shadow 
  assassin’s skill points/level and 4 class 
  skills*, shadow style.
  *A shadow assassin built without this 
  archetype package has only 4 skill points/
  level, and must choose 4 of the shadow 
  assassin’s normal class skill to not be class 
  skills for the character.
  shAMAn (geniUs gUide to the shAMAn)
  Base Archetype Package: Spirit Talker
  Included Abilities: 2 of the shaman’s 
  skill points/level* and Craft (focus) as a class 
  skill*, spirit companion.
  *A shaman built without this archetype 
  package has only 2 skill points/level and 
  does not have Craft (focus) on its class skill 
  list.
  WAr MAster (geniUs gUide to the WAr 
  MAster)
  Base Archetype Package: Student of 
  Battle
  Included Abilities: 2 of the war master’s 
  skill points/level*, war master talents, 
  advanced talents.
  *A war master built without this 
  archetype package has only 2 skill points/
  level.
  Witch hUnter (geniUs gUide to the 
  Witch hUnter)
  Base Archetype Package: Devoted
  Included Abilities: Devoted strike, 
  devotee talent.
  
  16
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
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  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: Arcane Archetypes. Copyright 2010, Super Genius Games. Author: Owen 
  K.C. Stephens
  We err on the side of aWesome!
  credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Joeseph Calkins and Cerebus Illustrations
  Interior Art:
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  Szabo Gabor
  Graphic Design and Typesetting:
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Archetypes/The Genius Guide to Arcane Archetypes.pdf