S-Class Archetypes

S-class archetypes are archetypes that remove very little, if anything, from a class. They may alter how a class ability functions, but the class otherwise serves the same general purpose as before. A character should only have one s-class archetype.

An s-class archetype is applied to the standard class only, not the s-class version of that character option. Archetypes applied to an s-class still replace features granted by that class, which is not the goal of s-class archetypes.

S-Class Training Archetypes

A general archetype can be applied to more than once class. In the case of s-class archetypes, this means that the archetype exists as an option to bring any standard class up to the same general power level as the original summoner. Training archetypes act as a means of gaining the benefits of another class without gaining levels in that class directly, similar to variant multiclassing.

When using an s-class training archetype, it is suggested that you not combine the option with traditional or variant multiclassing for the same class.

Class Talents: For the purpose of the s-class archetypes presented here, a class talent is any progressive list of abilities that a character gains in intervals as they level up in a class. These include, but are not limited to, alchemist discoveries, barbarian rage powers, gunslinger deeds, monk ki powers, and rogue talents.

Aegis-Trained (S-Class Archetype)

Aegis-trained characters learn how to manifest and improve an astral suit using simple psionic power. Those who put forth more effort can further augment, reconfigure, and even cannibalize their suit.

Members of any class other than aegis can become aegis-trained characters.

Weapon Proficiency: An aegis-trained character proficient with all simple weapons also becomes proficient with all martial weapons. Otherwise, the character gains proficiency with up to two simple or martial weapons of her choice. If she is proficient with all simple and martial weapons, the character gains Diehard as a bonus feat at 1st level instead.

Form Astral Suit (Su)

At 1st level, an aegis-trained character gains customization points and can form an astral suit as an aegis of his character level. At 3rd level, this allows him to reconfigure his astral suit 1/day. At 12th level, he can cannibalize his suit 1/day. At 20th level, he gains perfect merger.

Cryptic-Trained (S-Class Archetype)

Cryptic-trained characters have opened their minds eye to the patterns in the universe. They are capable of both disrupting and using those patterns to alter their own abilities.

Altered Defense (Su)

A cryptic-trained character gains altered defense as a cryptic of their character level. At 4th level, they gain rapid defense. Starting at 14th level, the character can trade a class talent or bonus feat to gain enduring defense.

Disrupt Pattern (Su)

At 1st level, a cryptic-trained character gains a psionic focus and disrupt pattern as a cryptic of their character level. At 3rd level, and every odd level thereafter (5th, 7th, and so on), they gain enhanced disruption +1d6.

Optional Cryptic Abilities: A cryptic-trained character can select cryptic insights, Scribe Tattoo, trapfinding, and trapmaker in place of talents or bonus feats granted by her class when a cryptic of her character level would gain them.

Dread-Trained (S-Class Archetype)

Dread-trained characters are terrifying enemies to face in combat. They can manipulate fear, empowering it, and drawing it into the open to torment even the bravest soul.

Devastating Touch (Su)

A dread-trained character gains devastating touch as a dread of their character level.

Fearsome Insight (Ex)

At 1st level, a dread-trained character gains an insight bonus to Intimidate checks equal to half their character level (minimum +1).

Terrors (Su)

At 2nd level, and every four levels thereafter (6th, 10th, and so on), a dread-trained character gains a terror of their choice as a dread of their character level.

Aura of Fear (Su)

At 3rd level, a dread-trained character gains the dread’s aura of fear.

Channel Terror (Su)

Also at 3rd level, a dread-trained character gains the dread’s channel terror.

Immersed in Fear (Su)

At 7th level, a dread-trained character gains immunity to fear (psionic or otherwise).

Shadow Twin (Su)

At 11th level, a dread-trained character can call upon a shadow twin as a dread of their character level. The twin’s range does not extend at 15th and 19th level unless the character gives up one talent or bonus feat to gain both.

Twin Fear (Su)

Also at 11th level, a dread-trained character gains twin fear as a dread of their character level. At 15th level, the twin is treated as if under the affect of the form of doom power. Unlike other effects, the character is not also under this effect.

Marksman-Trained (S-Class Archetype)

Marksman-trained characters augment their ranged attacks with a specialized style and a favored weapon that they wield in combat. Their psionic gifts make them masters of striking enemies at a distance.

Weapon Proficiency: A marksman-trained character proficient with all simple weapons also becomes proficient with all martial weapons. Otherwise, the character gains proficiency with up to two simple or martial weapons of her choice. If she is proficient with all simple and martial weapons, the character gains Diehard as a bonus feat at 1st level instead.

Combat Style: At 1st level, a marksman-trained character gains a psionic focus and a marksman combat style of her choice as a marksman of her character level.

Favored Weapon (Ex)

At 2nd level, a marksman-trained character chooses a group of ranged weapons and gains a +1 competence bonus to ranged attack rolls made with any weapon of that group. Every four character levels thereafter (6th, 10th, and so on), the bonus increases by +1, to a maximum of +5 at 18th level.

Ranged Weapon Groups— Bows, crossbows, firearms, spears, and thrown

Style Skill (Ex)

At 3rd level, and every three character levels thereafter (6th, 9th, and so on), a marksman-trained character gains a +1 bonus to the skill associated with her combat style.

Optional Marksman Abilities: A marksman-trained character can select cover fire, defensive shot, disengage, Point-Blank Shot, ranged specialist, wind reader, or any marksman bonus feat granted by her style in place of talents or bonus feats granted by her class when a marksman of her character level would gain them.

Psion-Trained (S-Class Archetype)

Psion-trained characters specialize in manifesting psionic powers as they gain experience in their primary class. How specialized such a character is depends on their pursuit.

Members of any class other than psion can become psion-trained characters.

Requirement: A psion-trained character’s Intelligence score determines the maximum psion power level she can learn and cast when she reaches the appropriate levels, just like a psion.

Powers Known: A psion-trained character knows a number of psionic powers equal to her character level. At least half of those powers, rounded up, must be associated with her chosen discipline (if any, see psion’s pursuit). She can also research new powers on her own or learn them from other psionic characters.

Power Points per Day: A psion-trained character gains power points equal to twice her character level. If she gains a level in a class that grants 1 or more power points, she gains no additional power points at that level.

Psion’s Pursuit: A psion’s pursuit is the means by which a psion-trained character learns to manifest psion powers. She can practice a discipline pursuit or a general pursuit.

Psion’s Pursuits

Disciplined Pursuit (Sp)

A disciplined pursuit grants a psion-trained character a psionic focus and 1 additional power point per 2 character levels (rounded down) that can only be used to manifest or augment a power from her discipline.

Generalist Pursuit (Sp)

A general pursuit grants a psion-trained character grants her no additional power points. Instead, the character gains a psionic focus and the discipline talents generalist ability: Choose three powers from the following list: call to mind, catfall, create sound, far hand, hammer, and telepathic lash.

As long as the character maintains psionic focus, she may manifest her chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The competence bonus from call to mind is reduced to +2, the effect of catfall only treats your fall as 20 ft. shorter than it is, the duration of create sound is one round per two character levels (minimum 1 round), and the damage of hammer is reduced to 1d4.

Psychic Warrior-Trained (S-Class Archetype)

Psychic warrior-trained characters walk the warrior’s path, which opens them up to psionic gifts they can use to challenge their opponents in combat.

Weapon and Armor Proficiency

A psychic-warrior-trained character proficient with all simple weapons also becomes proficient with all martial weapons. Otherwise, the character gains proficiency with up to two simple or martial weapons of her choice. In addition, the character gains proficiency with the next tier of armor (light, medium, heavy). If she is proficient with all armor, she gains proficiency with shields, and if she is proficient with all of the above, she gains Diehard as a bonus feat at 1st level.

Warrior’s Path (Ex)

A psychic-trained warrior gains a psionic focus and a warrior’s path of her choice as a psychic warrior of her character level. If she has the ability to manifest psionic powers, she learns the powers granted by her warrior’s path automatically when she reaches the appropriate manifester level.

Soulknife-Trained (S-Class Archetype)

Soulknife-trained characters learn how to manifest and improve a soulknife using simple psionic power. Those who put forth more effort and training can even learn blade skills, the ability to throw their blade, and psychic strike.

Members of any class other than soulknife can become soulknife-trained characters.

Form Mind Blade (Su)

At 1st-level, a soulknife-trained character can form and improve a mind blade as a soulknife of her character level –3 (minimum 1st).

Optional Soulknife Abilities: A soulknife-trained character can select blade skills, psychic strike, or throw blade in place of talents or bonus feats granted by their class when a soulknife of their character level –3 would gain or improve them.

Tactician-Trained (S-Class Archetype)

Tactician-trained characters have tapped into their psionic potential and learned how to access tactician gifts and abilities. They develop a collective through which they can strategize and coordinate strikes as well as most tacticians without also gaining access to their powers.

Members of any class other than tactician can become tactician-trained characters.

Collective (Su)

At 1st level, a tactician-trained character gains a collective as a tactician of their character level. At 15th level, the character’s collective range is limitless on the same plane.

Coordinated Strike (Su)

At 1st level, a tactician-trained character can use coordinated strike as a tactician of their character level.

Strategy (Su)

At 4th level , and every three character levels thereafter (7th, 10th, and so on), a tactician-trained character learns a new tactical strategy, as a tactician of their character level.

Optional Tactician Abilities: A tactician-trained character can gain a psionic focus, coordinate, or any teamwork feat for which they meet the prerequisites in place of talents or bonus feats granted by their class when a tactician of their character level would gain them.

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Vitalist-Trained (S-Class Archetype)

Vitalist-trained characters have tapped into their psionic potential and learned how to access vitalist gifts and abilities. They develop a collective through which they can transfer wounds as well as most vitalists without also gaining access to their methods.

Members of any class other than vitalist can become vitalist-trained characters.

Collective (Su)

At 1st level, a vitalist-trained character gains a collective as a vitalist of their character level. At 15th level, the character’s collective range is limitless on the same plane. At 19th level, the character’s collective reaches even across to other planes and dimensions.

Collective Healing (Su)

As part of their collective, the character can spread healing received between members of their collective.

Transfer Wounds (Su)

A vitalist-trained character can use transfer wounds as a vitalist of their character level.

Optional Vitalist Abilities: A vitalist-trained character can select or improve health sense, request aid, spirit of many, and swift aid in place of talents or bonus feats granted by their class when a vitalist of their character level would gain or improve them.

Wilder-Trained (S-Class Archetype)

Wilder-trained characters are some of the least cautious manifesters in existence. Their chaotic power burns through them, warping reality itself even as it enervates the character.

Members of any class other than wilder can become wilder-trained characters.

Requirement: A wilder-trained character’s Charisma score determines the maximum wilder power level she can learn and cast when she reaches the appropriate levels, just like a wilder.

Powers Known: A wilder-trained character begins play knowing one 1st-level power, and she gains one additional power of a level she can manifest at 4th, 8th, 12th, and 16th level, to a maximum of 5 powers known. At 2nd level, and every even character level thereafter (4th, 6th, and so on), the character can exchange one of her known powers for another of any level she can manifest. She can still manifest all of her known powers at higher levels by augmenting them or with wild surge.

Power Points per Day: A wilder-trained character gains power points equal to twice her character level. If she gains a level in a class that grants 1 or more power points, she gains no additional power points at that level.

Wild Surge (Su)

At 1st level, a wilder-trained character chooses a surge type. She can use wild surge once per day as a wilder of her character level, plus one additional time per day at 7th and 19th level. When she does, she risks enervation normally.

Optional Wilder Abilities: A wilder-trained character can gain a psionic focus, surge blast +1d6, surge bond, and improved surge bond in place of talents or bonus feats granted by her class when a wilder of her character level would gain them.

Section 15: Copyright Notice

S-Class Character Compendium © 2022, Samurai Sheepdog, Author: Kevin Glusing

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