Pact Scion

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 ranks associated with the old archetype package are lost. (The skill ranks 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 ranks 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 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.)

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 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.

Restrictions: Noncasters only.

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.


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: 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.

Table: 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
12 3 3 2 2
13 3 3 2 2 1
14 3 3 3 2 2
15 3 3 3 2 2
16 3 3 3 2 2 1
17 3 3 3 3 2 2
18 3 3 3 3 2 2
19 3 3 3 3 2 2 1
20 3 3 3 3 3 2 2
Section 15: Copyright Notice

The Genius Guide To: Arcane Archetypes. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens

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