All Archetypes
Combat Style | Core | Faction | Multiclass | Mystical | Profession


PFS StandardArchaeologist

Source Advanced Player's Guide pg. 156
Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites. You might accomplish your goals with scholarly learning, by training to overcome the tricks and traps set by ancient peoples and rivals, through magical training, or even with a bit of inexplicable luck.

PFS StandardArcheologist Dedication Feat 2

ArchetypeDedication
Source Advanced Player's Guide pg. 156
Archetype Archaeologist
Prerequisites trained in Perception, Society, and Thievery

You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.

Special You can't select another dedication feat until you have gained two other feats from the archaeologist archetype.

PFS StandardMagical Scholastics Feat 4

Archetype
Source Advanced Player's Guide pg. 156
Archetype Archaeologist
Prerequisites Archaeologist Dedication

While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain detect magic, guidance, and read aura as occult innate cantrips.

PFS StandardSettlement Scholastics Feat 4

ArchetypeSkill
Source Advanced Player's Guide pg. 156
Archetype Archaeologist
Prerequisites Archaeologist Dedication

Your studies open up new horizons. You become an expert in a Lore skill about a specific settlement; if you were already trained in that Lore skill, you also become trained in the Lore skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language.

Special You can take this feat multiple times. When you take this feat again, choose a different settlement.

PFS StandardScholastic Identification Feat 7

ArchetypeSkill
Source Advanced Player's Guide pg. 156
Archetype Archaeologist
Prerequisites Archaeologist Dedication, master in Society

You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.

PFS StandardArchaeologist's Luck Feat 8

ArchetypeFortune
Source Advanced Player's Guide pg. 156
Archetype Archaeologist
Frequency once per hour
Prerequisites Archaeologist Dedication
Trigger You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.

You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.

PFS StandardGreater Magical Scholastics Feat 10

Archetype
Source Advanced Player's Guide pg. 156
Archetype Archaeologist
Prerequisites Archaeologist Dedication, Magical Scholastics

You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast augury, locate, and nondetection as occult innate spells, each once per day. You can cast this nondetection spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics.

Additional Feats

Source Advanced Player's Guide pg. 149
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.

Click here for the full rules on Additional Feats.


PFS StandardTrap Finder Feat 4*

InvestigatorRogue
* This version of the Trap Finder feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Advanced Player's Guide pg. 60, Core Rulebook pg. 183 1.1

You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

PFS StandardDelay Trap ReactionFeat 10*

Rogue
* This version of the Delay Trap feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 186 1.1
Trigger A trap within your reach is triggered.

You can jam the workings of a trap to delay its effects. Attempt a Thievery check to Disable a Device on the trap; the DC to do so is increased by 5, and the effects are as follows.

Critical Success You prevent the trap from being triggered, or you delay the activation until the start or end of your next turn (your choice).
Success You prevent the trap from being triggered, or you delay the activation until the end of your next turn (whichever is worse for you; GM’s choice).
Failure No effect.
Critical Failure You’re flat-footed until the start of your next turn.