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Archetypes

Source Player Core pg. 215
Character concepts come in infinite possibilities, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.

Click here for the full rules on Archetypes.

Multiclass Archetypes

Multiclass Archetypes allow you to diversify your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are already a member of that class.

PFS StandardClericDedication Feat 2

Source Player Core pg. 217
Prerequisites Wisdom +2
You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts.

Multiclass Cleric Characters


Although many characters profess faith in the gods, the cleric archetype represents a character of another class who’s been acknowledged by a particular deity and granted divine spellcasting. Before a character takes the cleric archetype, it’s important to consider the god’s anathema and whether they’ll be able to avoid it. The many domains available to clerics of different deities also present a variety of options for focus spells.
  • Martial clerics are typically looking for a potent domain spell or some healing to use in a pinch.
  • Divine witch clerics double down as the ultimate divine spellcasters.
  • Other spellcaster clerics diversify their options, becoming theurgic characters who combine two magical traditions.

Class Archetypes

Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class.

You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer.

It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.

PFS StandardBattle HarbingerDedication Feat 2

Source Divine Mysteries pg. 272
Prerequisites battle creed
Battle harbingers are elite, specially trained members of their faith, usually carrying out missions that require extra martial prowess. Built for the battlefield and used to working alongside other warriors, as well as tackling dangerous solo operations, battle harbingers typically spend more time training outside their temples than praying within them. What they lack in spellcasting prowess they make up for with expertise in weaponry and defense.

Even less combat-oriented faiths understand that battle harbingers can be a necessity, especially if there's a dangerous quest that must be undertaken alone. Because battle harbingers rigorously train their bodies to withstand hardship, they tend to have more capability to support themselves, leaving more traditional priests to handle group-wide supportive magic and prayers. Battle harbingers specialize in bolstering themselves with their deity's power and weakening their opponents in the same vein.

A battle harbinger's training varies greatly from that of a typical cleric. While this training initially resembles that of a warpriest cleric, the martial and spellcasting philosophies of a battle harbinger soon differ. A battle harbinger is taught to rely less on their spells, instead focusing on a select array of spells to supplement their combat abilities. Their main magical abilities focus on battle auras, spells that create areas centered on the battle harbinger that either empower their allies or hamper their foes. Battle harbingers are generally expected to take the fight directly to a foe, and their auras supplement these tactics. The main component of a battle harbinger's training involves their battle creed. While a battle creed varies from faith to faith, the core aspects of these creeds remain the same regardless of dogma. A battle creed declares a battle harbinger to be a living weapon for their god or faith. The battle harbinger is expected to enter combat on behalf of their god and to adhere to strict training regimens that support this goal. Battle harbingers train to make use of powerful armor and their god's favored weapon. Supplemental training focuses on the body, allowing battle harbingers to stave off fatigue and dangers that target one's health directly. Some battle harbingers, such as those who follow Erastil, prefer to make use of ranged tactics, but they still learn more direct combat should the need arise.

Although a battle harbinger's spellcasting capabilities are more limited than their fellow clerics, their magic generally isn't less potent. Battle harbingers are still capable of calling down strong divine power, but they rely on this magic less often than their brethren. This is mostly due to their martial training, which focuses on their bodies, combat, and defense. As such, a battle harbinger doesn't carry as much magic potential as other clerics. The exception to this is their training in battle auras, which many battle harbingers are able to make greater use of as their prowess grows.

While most battle harbingers are associated with a given temple, it's not unusual for one to be a lone mercenary, enacting their deity's will along their travels and through their contract work.

PFS StandardFlexible SpellcasterDedication Feat 2

Legacy Content

Source Secrets of Magic pg. 209
Prerequisites flexible spell preparation
You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.

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