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New options for various classes

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Vol. I

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Class Option Compendium


Vol. I
Credits
Designed by, Angel ARMR Miranda
Cover art by, Laura Windterra Miranda
Interior art by, Laura Windterra Miranda
Layout by, Angel ARMR Miranda
ARMR Studios logo designed by, Angel ARMR Miranda

Special thanks to, Ralph Boettcher and Robert Massaro


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Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc..
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not
guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game
Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility
license.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.),
dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been
designated as Open Game Content are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo
Publishing game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.

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Alchemical Fighter
(Fighter Archetype)
The alchemical fighter is a master of alchemical
weaponry, from the lowly alchemist fire to the
strange flame fountain firework. They have
honed their crafting skills through years of
studying and experimenting, becoming
formidable warriors.
Alchemical Quick Draw: Alchemical
fighters can draw and store alchemical
weapons as a free action. This ability replaces
the bonus fighter feat gained at 1st level.
Poison resistance: At 2nd level an alchemical
fighter gains a +2 bonus on saves against
poison. This bonus increases by +1 every four
levels thereafter, to a maximum of +6 at level
18th. This ability replaces bravery.
Deadly Alchemy: At 3rd level, an alchemical
fighter gains a +1 bonus on attack and a +2
bonus on damage rolls with alchemical
weapons (this bonus damage also applies to
splash damage). This bonuses increase by +1 at
levels 7, 11, and 15. This ability replaces armor
training 1, 2, 3, and 4.
Greater Alchemy: At 5th level, all alchemical
weapons the alchemical fighter uses deal
damage as one step higher than normal. This
ability replaces weapon training 1.
Supreme Alchemy: At 13th level, when an
alchemical fighter misses with an alchemical
melee weapon, the weapon deals splash
damage to all creatures adjacent to the
alchemical fighter (splash damage from
alchemical melee weapons is always the
minimum rolls plus the bonus from deadly
alchemy). This ability replaces weapon training
3.
Alchemical Defense: At 19th level,
alchemical fighters gain resist acid, cold,
electricity, and fire 5. This ability replaces
armor mastery.
Alchemical Weapon Mastery: At level 20th,
all alchemical weapons the alchemical fighter
uses deal damage as one step higher (this
ability stacks with the greater alchemy ability),
have their threat range doubled, and their
critical multiplier increased by 1 (this ability
does not stack with feats or other abilities that
double threat range). This ability replaces
Weapon Mastery.

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Occult Knight
(Fighter Archetype)
Some fighters are drawn by their
spellcasting friends to seek occult knowledge
while others are tired of being bested by their
spellcasting foes. The occult knight was a
byproduct of all this, specialized fighters that
have sought out occult knowledge and have
learned how to cast a limited number of spells
to add to their martial prowess.
Weapon and Armor Proficiency: An
occult knight is proficient with all simple
weapons, plus all weapons from the light
blades and heavy blades weapon groups. Occult
knights are proficient with light armor and
light shields. An occult knight may cast spells
with somatic components even while wielding a
weapon with two hands, wielding two weapons,
or wielding a weapon and a shield. Casting any
spell while wearing armor will still incur arcane
spell failure chance (see armored spellcasting
below). This replaces the standard fighter
weapon and armor proficiencies.
Occult Studies (Ex): An occult knight
gains 4 skill points + a number of skill points
equal to his Intelligence modifier at each level,
instead of the normal 2 skill points +
Intelligence modifier at each level. In addition,
Knowledge (arcana) (Int), Knowledge (planes)
(Int), Knowledge (religion), Spellcraft (Int),
and Use Magic Device (Cha) are all class skills
for the occult knight.
Cantrips: Occult knights can prepare a
number of cantrips, or 0-level spells, each day,
equal to 3 + his Intelligence modifier. These
spells are cast like any other spell, but they can
be used unlimitedly. This ability replaces the
fighter bonus feat gained at 1st level.
Limited Spell Casting: At 2nd level, the
occult knight learns to cast a limited number of
spells drawn from the wizard and witch spell
lists. To learn and cast a spell the occult knight
must possess an Intelligence score of 10 + the

level of the spell. The occult knight stores all


his spells in a spellbook (see below), and can
prepare a number of spells per level he can cast
equal to half his Intelligence modifier
(minimum 1). For example, an occult knight
whose Intelligence modifier is 4, he could
prepare 2 spells for each spell level he can cast.
The occult knight may cast a spell from each
spell level a number of times per day equal to 1
+ half his Intelligence modifier (minimum 1).
An occult knight may not modify his spells with
metamagic feats.
At 2nd level, the occult knight learns how to
cast 1st level spells, at 6th level, they learn to
cast 2nd level spells, at 10th level they learn how
to cast 3rd level spells, at 14th level, they learn
how to cast 4th level spells, and at 18th level,
they learn how to cast 5th level spells. This
ability replaces the fighter bonus feats gained
at 2nd, 6th, 10th, 14th, and 18th level.
Spellbook: An occult knight must study
his spellbook each day to prepare his spells. He
cannot prepare any spell not recorded on his
spellbook, except for read magic, which all
occult knights can prepare from memory.
An occult knight begins play with a
spellbook containing all 0-level wizard and
witch spells. At 2nd, 6th, 10th, 14th, and 18th level,
the occult knight picks two spells from the
wizard, or witch spell list (or a combination
thereof), from each spell level he can cast, and
adds them to his spellbook. At any time, an
occult knight can also add spells found in other
wizards spellbook and occult scholars
spellbook to his own, following the rules for
adding spells to spellbooks.
Mental Fortitude: At 2nd level, an occult
knight gains a +2 bonus against mind-effecting
spells and effects, this bonus increases by +1
every four levels after 2nd. This ability replaces
all instances of bravery.
Armored Spellcasting: At 3rd level, an
occult knight reduces all arcane spell failure
chance from armor and shields by 5%. This
ability stacks with the arcane armor training
and arcane armor mastery feats. This reduction

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in arcane spell failure chance increases by 5%


every four levels after 3rd. In addition, at 11th
level, occult knights gain proficiency with
heavy armor, and at 15th level, they gain
proficiency with tower shields. This ability
replaces all instances of armor training and
armor mastery.
School Training: At 5th level, occult
knights choose one spell school, they gain a +1
bonus to attack rolls, damage rolls, caster level
checks to overcome spell resistance, and to the
save DCs with spells of that spell school. Every
four levels thereafter, the occult knight chooses
a different spell school to gain this bonus. In
addition, the bonus granted to previous spell
schools increase by +1 each. The bonus to
damage rolls only applies to spells that deal hit
point damage. This ability replaces weapon
training and weapon mastery.

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Occult Scholar
(Witch Archetype)
Not all witches are ignorant to who or
what their patron is. The occult scholar knows
that his patron is a being from beyond the
realm of the real, an entity that was once a god,
and worshipped across many stars, a being that
bides its time, for soon it will return to reclaim
its planet. Occult scholars dont possess
familiars; instead they possess a direct gift
from their patron a powerful spellbook that
speaks to them dark secrets. Occult scholars as
such, are sometimes confused with wizards.
Patron: The occult scholar does not choose a
patron, instead the book acts as a direct
conduit to the dark patron it serves. The patron
spells an Occult Scholar gains are as follow: :
2nd- Lesser Confusion, 4th- Blood
Transcription, 6th- Vision of Hell, 8thConfusion, 10th- Contact Other Plane, 12thMages Lucubration, 14th- Insanity, 16thScintillating Pattern, 18th- Summon YogSothoth*
This ability replaces the patron class feature.
Spellbook: Instead of a familiar an occult
scholar gains a spellbook, he stores all the
spells he knows in this spellbook, but instead of
studying his spellbook to prepare his spells, he
communes with the dark forces within the
spellbook. Otherwise this feature functions just
like a wizards spellbook. This ability replaces
the witchs familiar.
Bonded Book: The occult scholars spellbook
is deeply tied to his ability to cast spells, as
such, if an occult scholar tries to cast a spell
without having his spellbook on hand he must
succeed at a concentration check (DC 20 + the
level of the spell he is trying to cast) or lose the
spell. Moreover, an occult scholars spellbook is
nigh indestructible. If an occult scholars
spellbook is ever destroyed he loses 1d3
Wisdom permanently, however, it appears back
in his personal gear intact after 24 hours have

passed since its destruction, plus he regains all


Wisdom lost due to this ability. After he
recovers his spellbook in this manner he is
confused (as the spell) for 24 hours.
Devouring Spellbook: The occult scholars
spellbook is almost sentient and requires
sustenance in the form of spells. From 10th
level and onward, the occult scholar may feed
his spellbook scrolls, other spellbooks, or other
witchs familiars. Doing so lets the spellbook
learn spells and add them to itself. Devouring a
scroll, spellbook or familiar takes 1 hour per
spell the spellbook is going to learn. In one
sitting the occult scholars spellbook may learn
a number of spells equal to half his witch level.
Using this ability completely destroys the
scroll, spellbook or familiar. This ability
replaces the witchs first major hex.
Summon Spellbook: At 18th level, the occult
scholar can spend a prepared or unprepared
spell slot of 7th level or higher to summon his
spellbook from anywhere in the multiverse.
The spellbook appears in the occult scholars
hands, but he suffers 1d4 Wisdom drain and he
is confused (as the spell) for 1 minute. This
ability replaces the witchs first grand hex.

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Summon Yog-Sothoth
School Conjuration (summoning); level
Witch 9
Casting
Casting Time 1 round
Component V, S
Effect
Range close (25 ft. +5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none Spell Resistance no
Description
This spell functions as Summon monster IX,
except you summon a Spawn of Yog-Sothoth
(See Bestiary 4) with the advanced, fiendish
and giant simple templates.

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Warmage
(Sorcerer Bloodline)
Either born from a long line of battle mages, or
born in the middle of a battle field, your arcane
talents are infused with martial ability. Your
bloodline gives you the uncanny ability to
imbue your weapons with pure arcane energy;
in addition, as your bloodline develops you
become able to cast your spells even while
wearing the heaviest of armors.
Class Skill: Survival
Bonus Spells: mirror
strike (3rd), tactical
acumen (5th), greater magic
weapon (7th), telekinetic
charge (9th), wreath of blades (11th),
transformation (13th), mages sword
(15th), moment of prescience (17th),
heroic invocation (19th).
Bonus Feats: Arcane Armor
Training, Arcane Armor
Mastery, Arcane Strike, Combat
Casting, Great Fortitude, Skill
Focus (Survival), Toughness, Weapon
Focus.
Bloodline Arcana: As a warmage
blooded sorcerer you gain proficiency
with all martial weapons. In addition,
you gain proficiency with light armor,
medium armor and heavy armor.
However, casting spells while wearing
armor still incurs arcane spell failure chance.
Bloodline Powers: Warmage blooded
sorcerers show an unnatural specialty for
martial combat, rivaling those of pure martial
prowess.
Arcane Assault (Su): Starting at 1st level, as a
standard action you can spend an unused spell
slot to make a single melee attack gaining a
bonus to the attack roll equal to the level of the
sacrificed spell. In addition, the attack deals an
additional +1d8 points of damage per level of
the sacrificed spell slot, if the sorcerer critically
hits with this ability, the additional damage

deals x2 damage, while the weapon the


sorcerer used, uses its own critical multiplier. A
melee attack enhanced with arcane assault
counts as magic for the purpose of
overcoming damage reduction. If the attack
misses the spell slot is expended.
Armored Mage (Ex): At 3rd level, you reduce
the arcane spell failure chance of any armor
you wear by 10%. At 8th level, this reduction
increases to 20%. This reduction stacks with
the arcane armor training and arcane armor
mastery feats.
Fighter Training (Ex): At
9th level, you count your
total sorcerer level as your
fighter level for the purpose
of qualifying for feats. If you
have levels in fighter, these
levels stack. In addition, you
gain a bonus combat feat at
levels 12th and 15th and 18th.
Bolster Enhancements (Su):
At 15th level, you become
capable quickly of casting
spells on yourself, which in
turn become more powerful.
Once per turn, you may cast a
spell that grants an
enhancement bonus, on
yourself as a swift action
ignoring all somatic
components (as the still spell
metamagic), without using a spell slot of a
higher level. In addition, any time you cast a
spell that grants an enhancement bonus on
yourself or on an item you are wearing or
wielding, increase that bonus by +2. If cast on
an item, the increase in the enhancement
bonus only works while you are wearing or
wielding the item, if someone else picks the
item up, the enhancement bonus returns to
normal.
Supreme Warmage (Ex): At 20th level, you
become the epitome of physical might. You
gain a +4 bonus to your Strength, Dexterity
and Constitution scores.

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OPEN GAME LICENSE Version 1.0a


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15. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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 Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.;
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
Skip Williams.

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
on original content from TSR.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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 Roleplaying Game Reference Document. 2011, Paizo
Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing,
LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC;
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. 2010, Paizo Publishing, LLC;
Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal
Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve
Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson,
Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens,
James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. 2011, Paizo Publishing, LLC;
Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael
Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L.
Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and
Skip Williams.
Pathfinder Roleplaying Game Bestiary 4. 2013, Paizo Publishing, LLC;
Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam
Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary,
Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F.
Wesley Schneider, Tork Shaw, and Russ Taylor.
Pathfinder Roleplaying Game GameMastery Guide. 2010, Paizo
Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim
Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs,
Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal
Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich
Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike
Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip
Williams, Teeuwynn Woodruff.
Pathfinder Roleplaying Game Advanced Class Guide 2014, Paizo Inc.;
Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason
Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will
McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland,
Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ
Taylor.
Pathfinder Roleplaying Game Advanced Player's Guide. 2010, Paizo
Publishing, LLC; Author: Jason Bulmahn
Pathfinder Roleplaying Game Advanced Race Guide. 2012, Paizo
Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason
Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson,
Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ
Taylor.
Pathfinder Roleplaying Game Monster Codex. 2014, Paizo Inc.;
Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross
Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy,
Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K
Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer,
Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game NPC Codex. 2012, Paizo Publishing, LLC;
Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob
McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick
Renie, Sean K Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing,
LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary,
Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C.
Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Campaign. 2013, Paizo
Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan
Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin,
Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland,
Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ
Taylor, and Stephen Townshend.
Pathfinder Roleplaying Game Ultimate Combat. 2011, Paizo
Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason
Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin
McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ
Taylor.
Alchemical Fighter Archetype, 2015 ARMR Studios. Author Angel
ARMR Miranda
Occult Knight Archetype, 2015 ARMR Studios. Author Angel ARMR
Miranda
Occult Scholar Archetype, 2015 ARMR Studios. Author Angel ARMR
Miranda
Occult Knight Archetype, 2015 ARMR Studios. Author Angel ARMR
Miranda

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Alas younguns, the heroes of yore practiced similar techniques. The new
gods however, have blessed us with further options Mourdrim Kramer

Within this tome you will find options for various classes to use with The Pathfinder
Roleplaying Game. The alchemical fighter, a master of alchemical weaponry; the occult
knight, a fighter with access to arcane spells; the occult scholar, a dabbler in the
esoteric in possession of a monstrous spellbook; and the warmage, a new bloodline for
sorcerers focusing on melee combat.
Players may enrich their characters with the use of these options, while game masters
can give their players a pleasant (or nasty) surprise.
New class options brought to you by ARMR Studios.

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