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The Genius Guide to Arcane Archetypes

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Arcane magic is one of the most popular, flexible, and influential components of the Pathfinder Roleplaying Game. Arcane spells immediately call to mind some of the most iconic elements of fantasy stories. Characters flying through the air, chucking bolts of lightening at their foes, and deflecting dragon's breath with mystic shields are fun and memorable parts of high-magic games. Even in more low-key settings, characters are often summoning light, sensing magical auras, and enhancing their natural abilities with softly muttered spells. Arcane spells are the tools used in most campaigns to represent the world's magic of combat, research, and wards of defense. A great deal of the sense of the fantastic in the Pathfinder Roleplaying Game comes from arcane magic.

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Fantasy stories are also full of rogues who once trained with master wizards and retain a bit of that knowledge, bored swordsmen who happen to have vast resources available if they call on ancient pacts, wondrous magisters able to access many forms of magic, and semi-competent sorcerers with powers they barely understand and have trouble controlling. These characters can be built, at least sometimes, with the multiclassing rules and prestige classes, but such efforts often feel awkward and the mechanics may not make sense when a character's entire backstory is taken into account. Of course in any core rulebook there is a limit to the number of character options that can be presented, and many players quickly crave more flexibility.

The Genius Guide to Arcane Archetypes provides the material necessary to give spellcasting classes new forms of arcane magic or to add arcane power to classes that normally lack it. It does this through the use of archetype packages-a way to remove a set of related class abilities normally included in a base classe and replace them with new powers (in this case, tied to arcane magic). These archetype packages can change how magic works for a character (as you'll see with the Sigil Mage and Shadow Master archetypes) or add an element of arcane spellcasting to a character that normally lacks it (with archetypes such as the Hedge Wizard and Warder).

 













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Reviews (4)
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Reviews
Paco G. J. [Featured Reviewer]
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September 3rd, 2011
This review was first published in GMS Magazine and written by Thilo Graf. This pdf is 16 pages long, 1 page SRD and credits, 2/3 of a page front cover, leaving 14 1/3 pages of content for new arcane archetypes, so let’s take a look a [...]
Nathan C. [Featured Reviewer]
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September 29th, 2010
My players love to fidget with their character classes. I am often asked can I substitute this or substitute that. My sense of maintaining logic always eclipses the need to stay mechanically “correct”. Genius Guide to Arcane Archetypes by O [...]
Sean H. [Featured Reviewer]
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August 1st, 2010
The Genius Guide to: Arcane Archetypes is a 16-page PDF (15 pages if you remove the credits/OGL page) for the Pathfinder RPG written by Owen K. C. Stephens and published by Super Genius Game. This is part of Super Genius Games’ Genius Guide line. [...]
Timothy B. [Featured Reviewer]
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July 18th, 2010
An interesting idea on adding a touch of Arcane to any character class. I like the idea and think it could work. Rules for arcance "dabblers" that are something like multiclassing, but not fully two seperate classes, hedge wizards and the lik [...]
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Product Information
Gold seller
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Pages
16
Publisher Stock #
OWC5042e
File Size:
0.69 MB
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File Last Updated:
July 16, 2010
This title was added to our catalog on July 16, 2010.