Difference between revisions of "Archaeologist (Pathfinder Class)"

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(Lots of updates to tone it down.)
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|ref=Good
 
|ref=Good
 
|will=Good
 
|will=Good
|special1=[[#Grit|Grit]], [[#Deeds|Deeds]],[[#Encyclopedic Knowledge|Encyclopedic Knowledge]], [[#Polyglot|Polyglot]]
+
|special1=[[#Grit|Grit]], [[#Deeds|Deeds]], [[#Whip Mastery|Whip Mastery]],
|special2=[[#Clever Explorer|Clever Explorer]], [[#Whip Mastery|Whip Mastery]], [[#Danger Sense|Danger Sense]] +1
+
|special2=[[#Polyglot|Polyglot]] +1, [[#Clever Explorer|Clever Explorer]], [[#Encyclopedic Knowledge|Encyclopedic Knowledge]], [[#Danger Sense|Danger Sense]] +1
|special3=[[#It Belongs in a Museum!|It Belongs in a Museum!]], [[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +1
+
|special3=[[#Improved Whip Master|Improved Whip Mastery]], [[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +1
|special4=[[Quick Draw]], [[#Favorite Professor|Favorite Professor]], [[#Lore Master|Lore Master]] 1/day
+
|special4=[[#Polyglot|Polyglot]] +2, [[Quick Draw]], [[#Lore Master|Lore Master]] 1/day
|special5=[[#Improved Whip Master|Improved Whip Mastery]], Bonus Feat, [[#Obtainer of Rare Antiquities|Obtainer of Rare Antiquities]]
+
|special5=[[#Greater Whip Mastery|Greater Whip Mastery]], [[#It Belongs in a Museum!|It Belongs in a Museum!]], [[#Obtainer of Rare Antiquities|Obtainer of Rare Antiquities]]
|special6=[[#Reasoned Defense|Reasoned Defense]], [[#Clever Explorer|Clever Explorer]], [[#Danger Sense|Danger Sense]] +2
+
|special6=[[#Polyglot|Polyglot]] +3, [[#Favorite Professor|Favorite Professor]], [[#Clever Explorer|Clever Explorer]], [[#Danger Sense|Danger Sense]] +2
|special7=[[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +2
+
|special7=[[#Deeds|Deeds]], [[#Whip Controller|Whip Controller]], [[#Pistol Training|Pistol Training]] +2
|special8=[[#Greater Whip Mastery|Greater Whip Mastery]], [[#Lore Master|Lore Master]] 2/day
+
|special8=[[#Polyglot|Polyglot]] +4, [[#Reasoned Defense|Reasoned Defense]], [[#Lore Master|Lore Master]] 2/day
 
|special9=[[#Favored Enemy|Favored Enemy]], [[#Obtainer of Rare Antiquities|Obtainer of Rare Antiquities]]
 
|special9=[[#Favored Enemy|Favored Enemy]], [[#Obtainer of Rare Antiquities|Obtainer of Rare Antiquities]]
|special10=[[#Danger Sense|Danger Sense]] +3, Bonus Feat
+
|special10=[[#Polyglot|Polyglot]] +5, [[#Danger Sense|Danger Sense]] +3
|special11=[[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +3, [[#Whip Controller|Whip Controller]]
+
|special11=[[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +3
|special12=[[#Lore Master|Lore Master]] 3/day
+
|special12=[[#Polyglot|Polyglot]] +6, [[#Lore Master|Lore Master]] 3/day
 
|special13=[[#Favored Enemy|Favored Enemy]], [[#Obtainer of Rare Antiquities|Obtainer of Rare Antiquities]]
 
|special13=[[#Favored Enemy|Favored Enemy]], [[#Obtainer of Rare Antiquities|Obtainer of Rare Antiquities]]
|special14=[[#Danger Sense|Danger Sense]] +4
+
|special14=[[#Polyglot|Polyglot]] +7, [[#Danger Sense|Danger Sense]] +4
|special15=[[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +4, Bonus Feat
+
|special15=[[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +4
|special16=[[#Lore Master|Lore Master]] 4/day
+
|special16=[[#Polyglot|Polyglot]] +8, [[#Lore Master|Lore Master]] 4/day
 
|special17=[[#Favored Enemy|Favored Enemy]], [[#Obtainer of Rare Antiquities|Obtainer of Rare Antiquities]]
 
|special17=[[#Favored Enemy|Favored Enemy]], [[#Obtainer of Rare Antiquities|Obtainer of Rare Antiquities]]
|special18=[[#Danger Sense|Danger Sense]] +5
+
|special18=[[#Polyglot|Polyglot]] +9, [[#Danger Sense|Danger Sense]] +5
 
|special19=[[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +5
 
|special19=[[#Deeds|Deeds]], [[#Pistol Training|Pistol Training]] +5
|special20=[[#Lore Master|Lore Master]] 5/day, Bonus Feat
+
|special20=[[#Polyglot|Polyglot]] +10, [[#Lore Master|Lore Master]] 5/day
 
}}
 
}}
 
'''Skill points per level:''' 6 + Int modifier
 
'''Skill points per level:''' 6 + Int modifier
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'''Weapon and Armor Proficiency:''' Archaeologist are proficient with all simple and martial weapons, whips, and with all firearms. They are proficient with all light armor.
 
'''Weapon and Armor Proficiency:''' Archaeologist are proficient with all simple and martial weapons, whips, and with all firearms. They are proficient with all light armor.
  
'''{{Anchor|Grit}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''': Seeking out the world's historical treasures does not come without risks.  An archaeologist must be prepared for any danger that confronts him, and must face such danger with grit and determination. In game terms, grit is a fluctuating measure of a archaeologist’s ability to perform amazing actions in combat. At the start of each day, a archaeologist gains a number of grit points equal to her [[Intelligence]] modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Intelligence modifier (minimum 1), though some feats and magic items may affect this maximum. A archaeologist spends grit to accomplish deeds (see below), and regains grit in the following ways.
+
'''{{Anchor|Grit}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''': Seeking out the world's historical treasures does not come without risks.  An archaeologist must be prepared for any danger that confronts him, and must face such danger with grit and determination. In game terms, grit is a fluctuating measure of a archaeologist’s ability to perform amazing actions in combat. At the start of each day, a archaeologist gains a number of grit points equal to her [[Intelligence]] modifier (minimum 1). A archaeologist spends grit to accomplish deeds (see below), and unlike the gunfighter, does not regain grit throughout the day.
  
''Critical Hit with a Firearm:'' Each time the archaeologist confirms a critical hit with a firearm attack while in the heat of combat, he regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the archaeologist’s character level does not restore grit.
+
'''{{Anchor|Deeds}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''': An archaeologist can spend grit points on deeds. Deeds function exactly as a [http://www.d20pfsrd.com/classes/base-classes/gunslinger Gunslinger] of his level.
  
''Killing Blow with a Firearm:'' When the archaeologist reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the archaeologist’s character level to 0 or fewer hit points does not restore any grit.
+
'''{{Anchor|Whip Mastery}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist gains the [http://www.d20pfsrd.com/feats/combat-feats/whip-mastery-combat Whip Mastery] feat.
 
 
'''{{Anchor|Deeds}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''': An archaeologist can spend grit points on deeds.  Deeds function exactly as a [http://www.d20pfsrd.com/classes/base-classes/gunslinger Gunslinger] of his level.
 
  
 
'''{{Anchor|Encyclopedic Knowledge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''': If an archaeologist successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the archaeologist identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it).  He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified as a single swift action.  Bonuses from this ability cannot exceed the archaeologist's class level.
 
'''{{Anchor|Encyclopedic Knowledge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''': If an archaeologist successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the archaeologist identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it).  He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified as a single swift action.  Bonuses from this ability cannot exceed the archaeologist's class level.
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''Find the Gap:'' An archaeologist gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every five points by which the archaeologist's check result exceeds the base DC, the bonus increases by +1.
 
''Find the Gap:'' An archaeologist gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every five points by which the archaeologist's check result exceeds the base DC, the bonus increases by +1.
  
''Twist the Knife:'' An archaeologist deals an additional 1d6 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every five points by which the archaeologist's check result exceeds the base DC, he deals an additional 1d6 damage.
+
''Twist the Knife:'' An archaeologist deals an additional 1d4 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every five points by which the archaeologist's check result exceeds the base DC, he deals an additional 1d4 damage.
  
 
''Stay the Hand:'' An archaeologist gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the creature and any others of its kind. For every five points by which the archaeologist's check result exceeds the base DC, the bonus increases by one.
 
''Stay the Hand:'' An archaeologist gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the creature and any others of its kind. For every five points by which the archaeologist's check result exceeds the base DC, the bonus increases by one.
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The archaeologist also adds his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
 
The archaeologist also adds his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
  
'''{{Anchor|Polyglot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' For every rank put into Linguistics (INT) the archaeologist can learn three extra languages, instead of the usual one.
+
'''{{Anchor|Polyglot}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist is comfortable communicating with obscure languages.  At 2nd level, and every other level thereafter, the archaeologist learns a free language and gets a bonus +1 in linguistics.
  
'''{{Anchor|Clever Explorer}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an archaeologist gains a bonus equal to his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.  
+
'''{{Anchor|Clever Explorer}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.  
  
 
'''{{Anchor|Danger Sense}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''At 2nd level, an archaeologist gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 4 archaeologist levels thereafter (to a maximum of +5 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
 
'''{{Anchor|Danger Sense}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''At 2nd level, an archaeologist gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 4 archaeologist levels thereafter (to a maximum of +5 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
  
'''{{Anchor|Whip Mastery}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist gains the [http://www.d20pfsrd.com/feats/combat-feats/whip-mastery-combat Whip Mastery] feat.
+
'''{{Anchor|Improved Whip Mastery}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist gains the [http://www.d20pfsrd.com/feats/combat-feats/improved-whip-mastery-combat Improved Whip Mastery] feat at 3rd level.  Also, as an immediate action, the archaeologist can use his whip as a grappling hook to prevent himself or an ally from falling.
 +
 
 +
'''{{Anchor|Pistol Training}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''Starting at 3rd level, an archaeologist increases his skill with one-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (7th, 11th, 15th and 19th), the bonus on damage rolls increases by +1.
 +
 
 +
'''{{Anchor|Quick Draw}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist gains the [[Quick Draw]] feat at 4th level.
 +
 
 +
'''{{Anchor|Lore Master}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''At 4th level, the archaeologist becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. An archaeologist can choose not to take 10 and can instead roll normally. In addition, once per day, the archaeologist can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every four levels he possesses beyond 5th, to a maximum of five times per day at 20th level.
  
'''{{Anchor|It Belongs in a Museum!}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist believes the world's antiquities belong to the public at large and obtains bonuses whenever he gives away a magical item or artifact to a public institution for display.  The magic item or artifact cannot be sold, it must be donated.  Potions, wands, scrolls, rods and staves cannot be traded in this manner.  All bonuses are untyped and stack.  The archaeologist can only trade in one magical item per price category per character level (for example, a 5th level archaeologist can turn in a Belt of Tumbling (800 gp) for 1 skill point, but if he had a Meridian belt (1,000 gp) he'd have to wait till he attained level 6 to trade it in).  The bonuses scale by the retail price of the traded magical item according to the following chart:
+
'''{{Anchor|It Belongs in a Museum!}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist believes the world's antiquities belong to the public at large and obtains bonuses whenever he gives away a magical item to a public institution for display.  The magic item or artifact cannot be sold, it must be donated.  Potions, wands, scrolls, rods and staves cannot be traded in this manner.  Items must be found and not crafted or purchased.  All bonuses are luck bonuses and do not stack.  The archaeologist can only trade in one magical item per price category per character level (for example, a 5th level archaeologist can turn in a Belt of Tumbling (800 gp) for 1 skill point, but if he had a Meridian belt (1,000 gp) he'd have to wait till he attained level 6 to trade it in).  The bonuses scale by the retail price of the traded magical item according to the following chart:
  
 
{| class="{{d20}}"
 
{| class="{{d20}}"
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|- class="{{Odd-Even|{{#var:odd}}}}"
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 100,001+|| class="left" | +4 to any ability score OR two bonus feats, the archaeologist must meet all prerequisites.
 
| 100,001+|| class="left" | +4 to any ability score OR two bonus feats, the archaeologist must meet all prerequisites.
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Minor (Lesser) Artifact|| class="left" | The archaeologist can take one bonus level in any class.  He obtains all the normal benefits and class features for this level.  The archaeologist must be able to take a level in this class like normal, this does not affect his XP total or slow his progression to his next level.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| Major (Legendary) Artifact|| class="left" | The archaeologist obtains a mythic tier.
 
 
|-
 
|-
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
|}
 
|}
  
'''{{Anchor|Pistol Training}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''Starting at 3rd level, an archaeologist increases his skill with one-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (7th, 11th, 15th and 19th), the bonus on damage rolls increases by +1.
+
'''{{Anchor|Greater Whip Mastery}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist gains the [http://www.d20pfsrd.com/feats/combat-feats/greater-whip-mastery-combat Greater Whip Mastery] feat at 5th level.
  
'''{{Anchor|Quick Draw}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist gains the [[Quick Draw]] feat at 4th level.
+
'''{{Anchor|Obtainer of Rare Antiquities}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist is an expert in rare items.  Relying on intuition and years of study he can determine the properties of magical items and artifacts.  This is a non-magical ability he can use a number of times per day equal to his [[Intelligence]] modifier.  At 5th level the archaeologist can [http://www.d20pfsrd.com/magic/all-spells/i/identify Identify] magical items, as the spell.  At 9th level the archaeologist gains the abilities of the [http://www.d20pfsrd.com/magic/all-spells/a/analyze-dweomer Analyze Dweomer] spell to identify magical items.  At 13th level he gains the use of the [http://www.d20pfsrd.com/magic/all-spells/l/legend-lore Legend Lore] spell to identify magical items or artifacts.  At 17th level he gains a permanent +15 bonus to all spellcraft and knowledge checks to identify magical items or artifacts.
  
'''{{Anchor|Favorite Professor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level an archaeologist may share any creature-identification bonus he receives from his Encyclopedic Knowledge ability with all allies within earshot.
+
'''{{Anchor|Favorite Professor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level an archaeologist may share any creature-identification bonus he receives from his Encyclopedic Knowledge ability with all allies within earshot.
  
'''{{Anchor|Lore Master}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''At 4th level, the archaeologist becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. An archaeologist can choose not to take 10 and can instead roll normally. In addition, once per day, the archaeologist can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every four levels he possesses beyond 5th, to a maximum of five times per day at 20th level.
+
'''{{Anchor|Whip Controller}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When using a whip to perform a combat maneuver such as disarm, trip or grapple, the archaeologist can use his Intelligence modifier in place of his Strength to determine CMB.
 
 
'''{{Anchor|Improved Whip Mastery}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist gains the [http://www.d20pfsrd.com/feats/combat-feats/improved-whip-mastery-combat Improved Whip Mastery] feat at 5th level.  Also, as an immediate action, the archaeologist can use his whip as a grappling hook to prevent himself or an ally from falling.
 
 
 
'''{{Anchor|Obtainer of Rare Antiquities}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist is an expert in rare items.  Relying on intuition and years of study he can determine the properties of magical items and artifacts.  This is a non-magical ability he can use a number of times per day equal to his [[Intelligence]] modifier.  At 5th level the archaeologist can [http://www.d20pfsrd.com/magic/all-spells/i/identify Identify] magical items, as the spell.  At 9th level the archaeologist gains the abilities of the [http://www.d20pfsrd.com/magic/all-spells/a/analyze-dweomer Analyze Dweomer] spell to identify magical items.  At 13th level he gains the use of the [http://www.d20pfsrd.com/magic/all-spells/l/legend-lore Legend Lore] spell to identify magical items or artifacts.  At 17th level he gains a permanent +15 bonus to all spellcraft and knowledge checks to identify magical items or artifacts.
 
 
 
'''{{Anchor|Reasoned Defense}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Through superior study of his opponents, archaeologists understand where enemies will strike next and prove extra hard to hit.  An archaeologist of 6th level adds his [[Intelligence]] bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the archaeologist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, when he carries a shield, or when he carries a medium or heavy load.
 
  
'''{{Anchor|Greater Whip Mastery}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The archaeologist gains the [http://www.d20pfsrd.com/feats/combat-feats/greater-whip-mastery-combat Greater Whip Mastery] feat at 8th level.
+
'''{{Anchor|Reasoned Defense}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Through superior study of his opponents, archaeologists understand where enemies will strike next and prove extra hard to hit.  An archaeologist of 8th level adds his [[Intelligence]] bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the archaeologist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
  
 
'''{{Anchor|Favored Enemy}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, an archaeologist selects an organization, nation or group (i.e. a specific thief's guild, a necromatic cult, Nazis). He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.  
 
'''{{Anchor|Favored Enemy}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, an archaeologist selects an organization, nation or group (i.e. a specific thief's guild, a necromatic cult, Nazis). He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.  
  
 
At 13th & 17th level the archaeologist may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
 
At 13th & 17th level the archaeologist may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
 
'''{{Anchor|Whip Controller}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When using a whip to perform a combat maneuver such as disarm, trip or grapple, the archaeologist can use his Intelligence modifier in place of his Strength to determine CMB.
 
  
  

Revision as of 18:22, 3 February 2016

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Date Created: September 2015
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A studious professor of ancient history, religion and archaeology by day, obtainer of rare antiquities by night.

Archaeologist

“Professor of Archaeology, expert on the occult, and how does one say it… obtainer of rare antiquities.”

A studious professor of ancient history, religion and archaeology by day, obtainer of rare antiquities by night. Scouring libraries and dungeons for a clue that will lead him to the artifact he seeks, the archaeologist is a scholar and an adventurer. The objects he seeks are often guarded by secrets, traps and hostile parties trying to find the same items. Through guile and smarts the archaeologist must survive any challenges that comes his way. His breadth of knowledge saves him from plenty of scrapes. His careful study and encyclopedic knowledge of creatures big and small give him a great advantage in knowing the weaknesses of any foe he faces. But sometimes knowledge isn't enough and it is time to take out the whip and pistol.

Making an Archaeologist

The archaeologist is exactly who you want to have at your side when facing a complex dungeon. He can identify any challenge you face and with his superior smarts, figure out a solution. Plus he is pretty good with a pistol and a whip. Just be warned, he isn't seeking priceless artifacts for personal gain, he intends to give them away to a museum.

Abilities: Dexterity and Intelligence are the two most important abilities for an Archaeologist.

Races: Any.

Alignment: Any.

Starting Gold: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Moderate

Table: The Archaeologist

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Grit, Deeds, Whip Mastery,
2nd +2 +0 +3 +3 Polyglot +1, Clever Explorer, Encyclopedic Knowledge, Danger Sense +1
3rd +3 +1 +3 +3 Improved Whip Mastery, Deeds, Pistol Training +1
4th +4 +1 +4 +4 Polyglot +2, Quick Draw, Lore Master 1/day
5th +5 +1 +4 +4 Greater Whip Mastery, It Belongs in a Museum!, Obtainer of Rare Antiquities
6th +6/+1 +2 +5 +5 Polyglot +3, Favorite Professor, Clever Explorer, Danger Sense +2
7th +7/+2 +2 +5 +5 Deeds, Whip Controller, Pistol Training +2
8th +8/+3 +2 +6 +6 Polyglot +4, Reasoned Defense, Lore Master 2/day
9th +9/+4 +3 +6 +6 Favored Enemy, Obtainer of Rare Antiquities
10th +10/+5 +3 +7 +7 Polyglot +5, Danger Sense +3
11th +11/+6/+1 +3 +7 +7 Deeds, Pistol Training +3
12th +12/+7/+2 +4 +8 +8 Polyglot +6, Lore Master 3/day
13th +13/+8/+3 +4 +8 +8 Favored Enemy, Obtainer of Rare Antiquities
14th +14/+9/+4 +4 +9 +9 Polyglot +7, Danger Sense +4
15th +15/+10/+5 +5 +9 +9 Deeds, Pistol Training +4
16th +16/+11/+6/+1 +5 +10 +10 Polyglot +8, Lore Master 4/day
17th +17/+12/+7/+2 +5 +10 +10 Favored Enemy, Obtainer of Rare Antiquities
18th +18/+13/+8/+3 +6 +11 +11 Polyglot +9, Danger Sense +5
19th +19/+14/+9/+4 +6 +11 +11 Deeds, Pistol Training +5
20th +20/+15/+10/+5 +6 +12 +12 Polyglot +10, Lore Master 5/day

Skill points per level: 6 + Int modifier

Class Skills: Acrobatics (Dexterity), Appraise (Intelligence), Bluff (Charisma), Climb (Strength), Craft (Intelligence), Diplomacy (Charisma), Disable Device (Intelligence), Disguise (Charisma), Escape Artist (Dexterity), Intimidate (Charisma), Fly (Dexterity), Intimidate (Charisma), Knowledge (All) (Intelligence), Perception (Wisdom), Profession (Wisdom), Ride (Dexterity), Sense Motive (Wisdom), Sleight of Hand (Dex), Stealth (Dexterity), Survival (Wisdom), Swim (Strength)

Class Features

All of the following are class features of the archaeologist.

Weapon and Armor Proficiency: Archaeologist are proficient with all simple and martial weapons, whips, and with all firearms. They are proficient with all light armor.

Grit (Ex):: Seeking out the world's historical treasures does not come without risks. An archaeologist must be prepared for any danger that confronts him, and must face such danger with grit and determination. In game terms, grit is a fluctuating measure of a archaeologist’s ability to perform amazing actions in combat. At the start of each day, a archaeologist gains a number of grit points equal to her Intelligence modifier (minimum 1). A archaeologist spends grit to accomplish deeds (see below), and unlike the gunfighter, does not regain grit throughout the day.

Deeds(Ex):: An archaeologist can spend grit points on deeds. Deeds function exactly as a Gunslinger of his level.

Whip Mastery(Ex): The archaeologist gains the Whip Mastery feat.

Encyclopedic Knowledge (Ex):: If an archaeologist successfully identifies a foe, he taps into his stores of encyclopedic knowledge as a swift action, searching for some obscure fact that might confer a distinct advantage. He chooses one of the bonuses on the following list. Any bonuses given only last until the end of the encounter, and only apply to the specific creature in question and any others of its exact kind (i.e., if the archaeologist identifies a goblin, he gains the bonuses against all goblins in the encounter, but if a hobgoblin is present, he does not receive the bonus against it). He may not gain multiple kinds of bonuses against one particular foe. If he identifies multiple kinds of foes at once, he may activate a bonus for each one successfully identified as a single swift action. Bonuses from this ability cannot exceed the archaeologist's class level.

Find the Gap: An archaeologist gains a +1 insight bonus on all attack rolls against the creature and any others of its kind. For every five points by which the archaeologist's check result exceeds the base DC, the bonus increases by +1.

Twist the Knife: An archaeologist deals an additional 1d4 damage against the creature and any others of its kind. This is considered precision damage, and is halved against creatures immune to critical hits. For every five points by which the archaeologist's check result exceeds the base DC, he deals an additional 1d4 damage.

Stay the Hand: An archaeologist gains a +1 insight bonus to armor class and all saves against any attacks or abilities made by the creature and any others of its kind. For every five points by which the archaeologist's check result exceeds the base DC, the bonus increases by one.

The archaeologist also adds his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Polyglot (Ex): The archaeologist is comfortable communicating with obscure languages. At 2nd level, and every other level thereafter, the archaeologist learns a free language and gets a bonus +1 in linguistics.

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Danger Sense(Ex):At 2nd level, an archaeologist gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 4 archaeologist levels thereafter (to a maximum of +5 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Improved Whip Mastery(Ex): The archaeologist gains the Improved Whip Mastery feat at 3rd level. Also, as an immediate action, the archaeologist can use his whip as a grappling hook to prevent himself or an ally from falling.

Pistol Training(Ex):Starting at 3rd level, an archaeologist increases his skill with one-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (7th, 11th, 15th and 19th), the bonus on damage rolls increases by +1.

Quick Draw(Ex): The archaeologist gains the Quick Draw feat at 4th level.

Lore Master (Ex):At 4th level, the archaeologist becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. An archaeologist can choose not to take 10 and can instead roll normally. In addition, once per day, the archaeologist can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every four levels he possesses beyond 5th, to a maximum of five times per day at 20th level.

It Belongs in a Museum! (Ex): The archaeologist believes the world's antiquities belong to the public at large and obtains bonuses whenever he gives away a magical item to a public institution for display. The magic item or artifact cannot be sold, it must be donated. Potions, wands, scrolls, rods and staves cannot be traded in this manner. Items must be found and not crafted or purchased. All bonuses are luck bonuses and do not stack. The archaeologist can only trade in one magical item per price category per character level (for example, a 5th level archaeologist can turn in a Belt of Tumbling (800 gp) for 1 skill point, but if he had a Meridian belt (1,000 gp) he'd have to wait till he attained level 6 to trade it in). The bonuses scale by the retail price of the traded magical item according to the following chart:

Item Value Bonus
1 - 1,000 The archaeologist increases his grit point pool by 1 OR gains 1 skill point. These are bonus skill points, not ranks in a skill.
1,001 - 3,000 The archaeologist gains a trait OR +1 to one saving throw.
3,001 - 6,000 The archaeologist gains +1 AC OR 5 bonus skill points he can distribute however he likes. These are bonus skill points, not ranks in a skill.
6,001 - 10,000 +1 to all attack and damage rolls OR +1 to one ability score.
10,001 - 30,000 +2 to AC OR +1 to all saving throws.
30,001 - 60,000 A bonus feat, the archaeologist must meet all prerequisites, OR an extra gunslinger deed of any level the archaeologist has obtained taken from a gunslinger archetype.
60,001 - 100,000 +2 to any ability score OR +3 to all attack and damage rolls.
100,001+ +4 to any ability score OR two bonus feats, the archaeologist must meet all prerequisites.

Greater Whip Mastery(Ex): The archaeologist gains the Greater Whip Mastery feat at 5th level.

Obtainer of Rare Antiquities(Ex): The archaeologist is an expert in rare items. Relying on intuition and years of study he can determine the properties of magical items and artifacts. This is a non-magical ability he can use a number of times per day equal to his Intelligence modifier. At 5th level the archaeologist can Identify magical items, as the spell. At 9th level the archaeologist gains the abilities of the Analyze Dweomer spell to identify magical items. At 13th level he gains the use of the Legend Lore spell to identify magical items or artifacts. At 17th level he gains a permanent +15 bonus to all spellcraft and knowledge checks to identify magical items or artifacts.

Favorite Professor (Ex): At 6th level an archaeologist may share any creature-identification bonus he receives from his Encyclopedic Knowledge ability with all allies within earshot.

Whip Controller(Ex): When using a whip to perform a combat maneuver such as disarm, trip or grapple, the archaeologist can use his Intelligence modifier in place of his Strength to determine CMB.

Reasoned Defense(Ex): Through superior study of his opponents, archaeologists understand where enemies will strike next and prove extra hard to hit. An archaeologist of 8th level adds his Intelligence bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the archaeologist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Favored Enemy(Ex): At 9th level, an archaeologist selects an organization, nation or group (i.e. a specific thief's guild, a necromatic cult, Nazis). He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.

At 13th & 17th level the archaeologist may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.



Article BalanceUnquantifiable +
AuthorOzzyKP +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionPoor +
IdentifierPathfinder Class +
Length20 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Bluff +, Climb +, Craft +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Intimidate +, Knowledge +, Profession +, Ride +, Sense Motive +, Sleight of Hand +, Survival + and Swim +
SummaryA studious professor of ancient history, religion and archaeology by day, obtainer of rare antiquities by night. +
TitleArchaeologist +
Will Save ProgressionGood +