Harriers are hit-and-run combatants, moving swiftly through enemy formations and sowing confusion in the ranks of their foes. A harrier focuses on swift attacks that catch foes unprepared, wound or incapacitate enemies, and move away before a foe can launch a successful counterattack. Harriers are particularly fond of small ranged weapons (short bows, slings, and thrown weapons) that can easily be used on the move, and curved melee weapons with a high threat range. Harrier must be fast on their feet and quick-witted, able to assess a situation and take advantage of it quickly, before foes can adjust to the sudden onslaught. Most often they fight with a single 1-handed weapon, leaving their other hand free to set fire to tents, pick up anything of value that happens to be lying around, and generally cause as much mischief as possible. Many harriers carry alchemical items to help create confusion and disrupt foes’ plans.
Many of a harrier’s abilities require the expenditure of raid tokens.
Raid tokens represent the advantage a harrier builds from engaging in fast, effective, movement-controlling combat. From the in-character point of view, as the fight progresses the harrier sees opportunities created through his fighting style, then exploits them. From the player’s perspective, raid tokens are earned by using the harrier to set up specific mechanical and tactical situations, and then spent to take full advantage of those situations.
- If the harrier charges a foe, he gains a raid token after the attack is resolved.
- If the harrier strikes a foe that is flat-footed, he gains a raid token.
- If the harrier deals damage that causes a foe to become unconscious or dead, he gains a raid token.
- The first time each round a harrier moves through a space threatened by a foe, he immediately gains a raid token.
- If the harrier takes a move action and a single standard action to make one attack, he gains a raid token.
- If the harrier takes a full move action to run, or two move actions in the same round (in each action the harrier must move at least 15 feet), he gains a raid token.
- If the harrier successfully performs a bull rush, dirty trick, overrun, reposition, or trip maneuver on a foe or successfully makes an attack that includes a bleed effect, he gains a raid token.
- For each minute that passes without the harrier making or being the target of an attack, he loses one raid token. (If the GM determines that the harrier is not truly in a combat situation, he cannot gain any raid tokens and loses one token per minute regardless of his circumstance.)
At 1st level, as a swift action a harrier may spend raid tokens to increase his move rate. Each raid token spent increases one form of movement by +5 ft.. The effect lasts for 1 round per 2 harrier levels (minimum 1). A harrier may not add raid tokens to forms of movement he does not possess. The harrier can’t increase his total move rate by more than +50%.
At 2nd level, a harrier may spend a raid token as a swift action to add damage to a successful attack. The harrier adds one die of damage, which adds directly to the damage of the weapon used for the attack and represents damage of the same type the weapon normally does. (For example, damage added to an adamantine warhammer would count as additional bludgeoning adamantine damage.) The additional damage is +1d4 if the harrier moved 10 feet or less in the round prior to the attack, +1d6 if the harrier moved more than ten feet (up to his movement rate), and +1d8 if the harrier moved further than his movement rate. At 8th level, the additional damage increases to two dice.
A harrier’s training grants him a bonus feat at 4th level. He gains an additional bonus feat every 4 levels thereafter. The harrier must meet all the feat’s requirements, and it must be from the following list: Acrobatic, Acrobatic Steps, Bull Rush Strike, Charge Through, Combat Patrol, Disarming Strike, Dodge, Fleet, Following Step, Improved Initiative, Improved Sidestep, Light Step, Lightning Stance, Lunge, Mobility, Nimble Moves, Quick Draw, Run, Shot on the Run, Sidestep, Spring Attack, Step Up and Strike, Strike Back, Vital Strike, and Wind Stance.
At 9th level, a harrier can spend raid tokens to turn a normal weapon hit into a critical threat. When the harrier makes an attack roll that results in a successful hit, but not a critical threat, the harrier may (as a swift action) spend a number of raid tokens equal to the difference between the attack’s natural die roll and the minimum result for a critical threat with that weapon. The attack becomes a critical threat. The harrier must make a confirmation attack roll as normal to see if it becomes a critical hit.
At 12th level, when taking a standard action to make an attack, a harrier may spend a raid token to make an additional attack. The additional attack is made immediately after the normal attack, and is at the harrier’s highest attack bonus.
At 16th level, once per round a harrier may spend a raid token to move up to 15 feet without provoking attacks of opportunity for taking that movement. A harrier may not take a 5-foot step in a round he uses the shift ability, though taking a shift does not exclude the harrier taking other movement by performing a move action.
Martial Archetypes – Special Notes
Archetype packages are sets of class abilities characters may select in place of some of the normal abilities gained from a class.
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 all members of that 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 contribute to 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 an increased level of battle expertise (perhaps as a priest serving a deity of war) gives up the Domain Servant archetype package and selects one of the new martial archetypes described in the following pages.
Below we define the archetype packages already included as part of the heroic base classes presented in this game. To gain a new archetype, a character must forgo one of the archetypes normally granted to his class. While most classes have only one archetype, a few (alchemist, bard, cavalier, inquisitor, paladin, and ranger) have two. Classes with multiple archetypes only need to give up one in order to take a new archetype package.
The alchemist has two archetype packages: Grenadier and Mad Chymist.
Grenadier: The Grenadier package includes all the alchemist’s bomb abilities, throw anything, and the advancement of bomb damage. It also includes the discoveries normally gained at 8th and 14th levels. Without this archetype package, an alchemist never gains or advances the bomb ability.
Mad Chymist: The Mad Chymist package includes the mutagen and persistent mutagen abilities, and the discoveries normally gained at 2nd, 6th, 10th, and 18th levels. Without this archetype package, an alchemist never gains or advances the mutagen ability, and is treated as not being an alchemist if a mutagen is consumed.
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.
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.
The cavalier has two archetype packages: Knight and Horseman.
Knight: The Knight archetype package includes 1 use/day of the challenge ability gained at 1st level, 1 use/day gained at 16th level, and the cavalier’s order. A cavalier without this archetype package gains the challenge ability at 4th level, but has 1 fewer uses/day (and beginning at 16th level, 2 fewer uses/day).
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.
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.
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 levels, bravery, and weapon training. Additionally, without this archetype package the character cannot take feats whose prerequisites include levels in the fighter class (such as Weapon Specialization).
The inquisitor has two archetype packages: Executioner and Magister.
Magister: The Magister archetype package includes the spells and orisons abilities. An inquisitor without this archetype is not a spellcaster. The inquisitor retains the domain ability, and if a caster level is required for a class ability it is considered to be equal to the inquisitor’s level.
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.
The oracle has one archetype package: Mystic.
Mystic: The Mystic archetype package includes the oracle’s mystery plus all the class skills, bonus spells, and revelations it includes. An oracle without this archetype package may choose to have an oracle’s curse or not, as the player prefers. This decision is made at first level, and once made it cannot be changed.
The paladin has two archetype packages: Avenger and Divine Guardian.
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.
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 bonus) per level, gains no caster level, has no spells/day, and has no access to the ranger spell list.
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.
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 arcana, and bloodline powers. A sorcerer that gives up this package never receives any of these abilities or bonus items.
The summoner has one archetype template: Augmenter.
Augmenter: The Augmenter template includes the summoner’s 1st-level and higher spells (but not his access to cantrips or his special summon monster spell-like ability). A summoner that gives up this package never gains spells of 1st-level and above.
The witch has one archetype package: Hexen.
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.
The adept godling has one archetype package: Blood of Magic
Blood of Magic: The Blood of Magic archetype grants an adept godling the lineage domain and divine trait class abilities. An adept godling that gives up this package never receives any of these abilities.
The archon has one archetype package: Riven Lord
The armiger has one archetype package: Rampart
Rampart: An armiger without this archetype package grants only 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 4th level, and his armored DR is reduced by 1 at all other levels.
The clever godling has one archetype package: Like My Father
Like My Father: The Like My Father archetype grants a clever godling the lineage domain and scion talent class abilities. A clever godling that gives up this package never receives any of these abilities.
The death mage has one archetype package: Death Master
The dragonrider has one archetype package: Dragon Kith
Dragon Kith: The Dragon Kith archetype grants a dragonrider low-light vision, spells, and 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. A dragonrider that gives up this package never receives any of these abilities.
The eldritch godling has one archetype package: Blood of Magic
Blood of Magic: The Blood of Magic archetype grants an eldritch godling the lineage domain and divine trait class abilities. An eldritch godling that gives up this package never receives any of these abilities.
The magister has one archetype package: Master of Mysticism
Master of Mysticism: The Master of Mysticism archetype grants a magister the mystic bond, mystic talents, and advanced mystic talents class abilities. A magister that gives up this package never receives any of these abilities.
The mighty godling has one archetype package: Like My Father
Like My Father: The Like My Father archetype grants a mighty godling the lineage domain and scion talent class abilities. A mighty godling that gives up this package never receives any of these abilities.
The shadow assassin has one archetype package: Shadow Cunning
Shadow Cunning: The Shadow Cunning archetype grants a shadow assassin the shadow style class ability. 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 skills to not be class skills for the character. A shadow assassin that gives up this package never receives any of these abilities.
The shaman has one archetype package: Spirit Talker
Spirit Talker: The Spirit Talker archetype grants a shaman the spirit companion class ability. A shaman built without this archetype package has only 2 skill points/level and does not have Craft (focus) on its class skill list. A shaman that gives up this package never receives any of these abilities.
The time thief has one archetype package: Temporal Rogue
Temporal Rogue: The Temporal Rogue archetype grants a time thief the temporal talents class ability. A time thief without this package receives half as many motes after all calculations have been made (rounding any fractions down). A time thief that gives up this package never receives any of these abilities.
The vanguard has one archetype package: Battle Mage
Battle Mage: The Battle Mage archetype grants a vanguard the arcane strike, combat casting, bonus feats granted at 4th, 16th, and 19th level, spell block, spell sunder, and spell grapple class abilities. A vanguard that gives up this package never receives any of these abilities.
The war master has one archetype package: Student of Battle
Student of Battle: The Student of Battle archetype grants a war master the war master talents and advanced talents class abilities. A war master built without this archetype package has only 2 skill points/level. A war master that gives up this package never receives any of these abilities.
The witch hunter has one archetype package: Devoted
Now that we know what an archetype package is and how to get one (and at what cost), we can present new archetype options for characters. While the archetypes were often designed with a specific class or set of classes in mind, they are all designed to be as generic as possible. Though only specific types of characters benefit from taking most of these martial archetypes, none are forbidden from doing so. A few archetype packages even have abilities that aid in spellcasting. It is worth noting that the Spellhammer is only of use to characters with at least a modicum of spellcasting ability.
While some of these archetype packages work quite well with characters that primarily use ranged weapons, there is a slight bias in favor of melee weapons in these packages. Players looking for packages designed to cater specifically to characters using bows or other ranged options would do well to look at The Genius Guide to Archer Archetypes, which has 5 ranged-weapon-specific archetype packages. Players looking for packages designed to provide more spellcasting options would do well to look at The Genius Guide to Arcane Archetypes or The Genius Guide to Divine Archetypes.
The Genius Guide To: Martial Archetypes. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens