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  PRODUCT NO. CA515 
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  ABANDONED ARTS©
   PRESENTS: 
   
  TWO NEW ARCHETYPES FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
     When an archetype includes multiple alternate class features, a character must take them all – often 
  blocking the character from ever gaining certain standard class features, but replacing them with other 
  options. All other class features of the base class that aren't mentioned among the alternate class 
  features remain unchanged and are acquired normally when the character reaches the appropriate 
  level, unless noted otherwise. A character who takes an alternate class feature does not count as having 
  the class feature that was replaced for the purposes of meeting any requirements or prerequisites. 
     A character can take more than one archetype and garner additional alternate class features, but none 
  of the alternate class features can replace or alter the same class feature from the base class as another 
  alternate class feature. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE ARBITER  (INQUISITOR ARCHETYPE) 
   
  Arbiters are living demonstrations of the awesome power that an inquisitor’s word so often carries. These divinely-sanctioned 
  judges and condemners carry the word of their deities in their hearts, passing sacred condemnations upon their foes. 
   
  An arbiter has the following class features. 
   
  Alignment: any lawful 
   
  Class Skills: Arbiters add Knowledge (local) to their list of class skills, and remove Knowledge (nature) and Survival from that list. 
   
  Arbiter’s Decree (Ex): During the surprise round (or the first round of combat, if there is no surprise round) an arbiter can speak 
  a powerful decree of condemnation on all enemies that can hear him as a free action performed at the start of his turn. Any 
  enemies that have not yet acted during the combat must re-roll their initiative checks and take the lowest result. Affected 
  opponents feel a powerful sense of dread and trepidation, and are always considered to be flanked by their opponents during 
  both the surprise round (if any) and the first round of the combat. This is a language-dependent, mind-affecting effect. 
     This ability replaces monster lore. 
   
  Lawspeaker (Ex): At 2nd level, the arbiter may add half his class level on any Knowledge (history), Knowledge (local), or Profession 
  skill checks made regarding civic or local laws. Against a creature that the arbiter has witnessed committing a crime or a sin (in 
  accordance with the dogma of his deity), the arbiter may activate his detect alignment ability as a free action once per round. 
     This ability alters detect alignment and replaces track. 
   
  Execute Judgment (Su):  At 8th level, an arbiter using his judgment can end that judgment to activate his bane class feature as a 
  free action. The inquisitor can maintain this bane ability for 1 round without expending one of his daily uses of the ability for the 
  day. Furthermore, the arbiter may double the damage dice granted by this single round of his bane ability against any creature 
  that he has identified as possessing an alignment which is diametrically opposed to his own with regards to either the axis of 
  law and chaos or to the axis of good and evil by way of his detect alignment ability or a detect evil spell. 
     This ability replaces second judgment. 
   
  Sanctioned Judgment (Su): At 16th level, you can pass the use of your judgment to an ally as a move action. The ally must be 
  within 30 feet, and you must be able to see the subject clearly. That ally gains the full benefit of your judgment for 1 round, and 
  you lose the benefits of the judgment for the same period. As an immediate action while sharing your judgment in this way, you 
  can pass the benefits of your judgment to a second ally within 30 feet that you can see. If you do, the first ally immediately 
  loses the benefits of your judgment and you recover the benefits of your judgment at the start of your next turn. 
     This ability replaces third judgment. 
   
  Final Judgment (Ex):  At 17th level, the arbiter becomes immune to fear effects whenever his judgment ability is active. 
     This ability replaces slayer. 
  
  3 
   
  THE SHADOW AGENT  (INQUISITOR ARCHETYPE) 
   
  Gritty realists with grim skillsets, shadow agents dabble in the supernatural without depending on their deity to work wonders 
  or solve problems on their behalf. A shadow agent’s dubious methods are nonetheless both clever and notoriously effective. 
   
  A shadow agent has the following class features. 
   
  Class Skills: Shadow agents add Appraise, Disable Device, Escape Artist, and Knowledge (local) to their list of class skills, and 
  remove Knowledge (dungeoneering), Knowledge (nature), and Survival from that list. 
   
  Agent’s Training (Ex): You gain a +2 bonus on Diplomacy and Knowledge (local) skill checks. When you make a Diplomacy skill 
  check to gather information, reduce the number of hours that the task takes to perform by 1, to a minimum of 1 hour. 
     This ability replaces monster lore. 
   
  Shadow Talents (Ex or Su): At 5th level, a shadow agent learns the use of unique shadow talents: special abilities which enable 
  the inquisitor to better determine, track down, expose, or destroy the enemies of his god. At 5th level, the shadow agent learns 
  one shadow talent, selected from the list below. At 7th level, and at every two levels thereafter, he learns another talent. An 
  inquisitor may not select an individual shadow talent more than once. 
     This ability replaces the inquisitor’s spells. The following is a list of shadow talents and their effects: 
   
     Armor of Shadow (Su): Whenever you leave a dark or dimly lit area, lingering shadows cling to you for 1 minute, granting you 
  a 10% miss chance (but not concealment) which is reduced by 1% for each round that you remain in the light. 
   
     Baneseeker (Su): Whenever your bane class feature is active and a creature keyed to your bane ability comes within 30 ft. of 
  your weapon while you are wielding it, the weapon immediately begins to glow, shedding light in a 5-ft. radius, as a candle. 
   
     Cloud the Mind (Su): As a standard action, you can fascinate an adjacent creature with a series of complex but subtle somatic 
  gestures designed to hypnotize and enthrall your subject. When you attempt to use this ability, make a Bluff skill check opposed 
  by the Sense Motive skill check of your target. If your Bluff check succeeds, your subject becomes fascinated for as long as you 
  concentrate on performing the gesture. You may attempt to demoralize or intimidate your subject without breaking this effect, 
  but any other threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically 
  breaks it. A creature demoralized or shaken while under the effects of this ability takes twice the usual penalties to Bluff and 
  Sense Motive skill checks while fascinated, and to Will saving throws made to resist mind-affecting effects and spells. 
   
     Evasion (Ex): This ability works like the rogue class feature of the same name. At 10th level, you gain improved evasion. 
   
     Fast Stealth (Ex): This ability works like the rogue talent of the same name, and you may reduce the armor check penalty of 
  any armor that you wear by 2 points as it applies to Stealth skill checks. 
   
     Know the Enemy (Ex): You examine an opponent as a move action in order to better understand its capabilities. As long as you 
  have previously identified the target with the relevant Knowledge skill check, you can attempt a second check when you use 
  this ability. If this second check is higher than the first, you gain additional information about the creature as though making a 
  new Knowledge skill check to identify the creature’s abilities and weaknesses. 
   
     Last Resort (Ex): You gain Diehard as a bonus feat, even if you do not meet the normal prerequisites. Whenever your hit point 
  total is lower than 0, you may activate your judgment class feature without expending a daily use of that ability. If you do, your 
  judgment ends and you become exhausted as soon as your hit point total is once again equal to or greater than 0. If you are 
  immune to exhaustion, you gain no benefit from this ability. 
   
     Provocateur (Ex): You gain a +2 bonus on Bluff, Diplomacy, and Intimidate skill checks, and you may retry a failed Diplomacy 
  skill check against any creature whose attitude you subsequently improve with an Intimidate skill check within the same day. 
   
     Quell (Su): You can cause a creature that you successfully demoralize with the Intimidate skill to become subject to a calm 
  emotions effect which lasts for as long as you concentrate, or until broken by an act of violence against the target. 
   
     Resourceful (Ex): You can effectively increase the gp limit of any settlement by 20% when shopping for equipment. 
   
     Rumormonger (Ex): This ability works like the advanced rogue talent of the same name (see the Pathfinder® Roleplaying Game: 
  Ultimate Combat ™ sourcebook for a description of this advanced rogue talent). 
   
     Scouring Gaze (Su): When you render an opponent shaken with a successful Intimidate check made to demoralize your target, 
  you gain the ability to use your detect alignment class feature as a swift action against that creature until the end or your turn. 
  If your judgment ability is active, you may instead use your detect alignment class feature as a free action against that creature, 
  meaning that you may use the ability multiple times in order to better determine the creature’s exact alignment. 
   
     Shadow Servants (Su): Twice per day as a standard action, you can call forth 1d4 formless shadow entities to assist you. These 
  mindless, shapeless servants can move 15 feet per round and can perform any task that an unseen servant can perform. The 
  entities serve for 1 hour before dissipating. Whenever your judgment ability is active, your shadow servants begin to exude an 
  air of menace which grants them the ability to threaten adjacent enemies, even though the shadowy entities cannot attack. 
   
     Weapon Focus (Ex): You gain Weapon Focus as a bonus feat, as it applies to the favored weapon of your deity. 
  
  4 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 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. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Inquisitor Archetypes © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
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  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
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