RACIAL ARCHETYPES

Everyone within the Pathfinder Modern system is considered to be a human, as such they all possess a singular race unless using other supplemental material that allows for other pathfinder races to be used, or the other available races that exist in the other settings for Pathfinder Modern.

Archetypes grant slightly higher bonuses than the base race, however they aren’t as customizable as the base human race. An archetype character’s race is still human, however they would put their archetype in their race section on their character sheet preceding human.

The character archetypes match those of various archetypes found in films and movies, and some may even match up with occupations.

A creature can gain the benefits of another archetype by selecting the Archetypical feat.

### **Non Human Archetypes**

Non Humans if available in a system can select an archetype as well. In their racial description it will explain what racial bonuses are altered for the archetype.

### **ARCHETYPE OPTIONS**

The layout for this section is as such.

**Archetype:** The Archetype name.

**Ability Scores:** The ability bonuses and penalties this archetype grants instead of the typical bonuses.

**Skill Bonuses:** The skill bonuses that replace the typical human bonuses.

**Movement Speed:** The Character Archetype’s base movement speed.

**Bonus Feat:** The Character Archetype’s bonus feat if it has one.

**Special:** The Character Archetype’s unique archetype ability.

### **The Artist**

Ever creative, the Artist lives to craft. Weather it’s new worlds typed in prose, paintings skillfully representing the world in abstract, or ink dancing across paper to portray scandalous or horrifying images, an artist thrives in the world of the creative.

**Ability Scores:** +2 Intelligence, +2 Charisma, -2 Wisdom. Artists are known for their interesting personalities and knowledge of the arts, but tend to lack a bit of common sense.

**Skill Bonuses:** The Artist gains a +2 bonus to craft checks and to knowledge art or knowledge pop culture checks.

**Movement Speed:** 30 feet

**Bonus Feat:** The Artist gains the item improvement feat as a bonus feat at 1st level.

**Special:**

*Mastercrafter (Ex):* The artist selects 3 options from the Item Improvement feat when it gains it. If the Artist selects it again, it can select 3 options every time it selects it. Artists lower the cost of mastercraft items by -1 for every 5 levels they possess (Max -4).

*Art Supplies (Ex):* When crafting something, the artist lowers the purchase DC to gain the materials by an amount equal to its intelligence modifier.

### **The Babe**

Attractive and commanding, the babe is the one everyone wants. Also known as hunks when they’re male, babes are the quintessential paragons of socially dictated attractiveness.

**Ability Scores:** The Babe gains +2 Charisma and +2 Constitution but has a -2 to Intelligence. Babes tend to look good and are generally healthy, but lack a little in the intelligence department.

**Skill Bonuses:** The Babe gains a +2 bonus to diplomacy checks and perform checks

**Movement Speed:** 30 feet

**Bonus Feat:** The Babe gains a single bonus feat of their choice at 1st level

**Special:**

*Looks are Everything (Ex):* Whenever the babe first meets a creature, if they would be attracted to the babe, their attitude toward them is treated as one step better. Creatures that would be attracted to you roll twice and take the lowest result when making a sense motive check.

*Attractive Synergy (Ex):* Regardless of the class that the Babe has levels in, the Babe can select talents from the Charm talent tree of the Charismatic Hero.

*Distracting (Ex):* The Babe gains a +1 bonus to it’s armor class against any target that would find it attractive. If it has failed a sense motive check against the babe within the last 24 hours, this bonus increases to +2.

### **The Bully**

The archetypical problem maker. The bully seeks to harm and intimidate the vulnerable and they revel in the age old art of coercion.

**Ability Scores:** +2 Strength and +2 Constitution but -2 Intelligence

**Skill Bonuses:** +2 to intimidate and +2 Bluff

**Movement Speed:** 30 feet

**Bonus Feat:** The Bully gains either Brawl, Catch off Guard, Sucker Punch, or Throw anything as a bonus feat at 1st level.

**Special:**

*Violence is the answer (Ex):* The bully gains a +1 bonus to attack rolls and CMB checks against creatures with less hit dice than the bully, and against creatures the bully has intimidated.

*Brutal Display (Ex):* After the Bully lands a critical hit against an opponent, the Bully can make an intimidate check against every creature within 30 feet that can see the bully as an immediate action.

### **The Country Kid**

Home grown in the countryside, Country kids don’t let city slickers cramp their style. They like living free and away from the hustle and bustle of civilization.

**Ability Scores:** The Country Kid gains a +2 bonus to Constitution and +2 Wisdom but -2 Charisma

**Skill Bonuses:** +2 Survival, and +2 to knowledge nature

**Movement Speed:** 40 feet

**Bonus Feat:** The Country Kid can select from the track, offroader, rough rider, catch off guard, or throw anything feat as a bonus feat

**Special:**

*Wilderness Survivor (Ex):* The country kid can ignore non-magical rough terrain caused by wilderness, underbrush, or mud. In addition the country kid always subtracts an amount of damage equal to its constitution modifier whenever it takes damage from natural sources such as thistles, pitfalls, thorns, and other similar things.

### **The Geek**

Unfashionable and socially inept, Geeks tend to be obsessed with hobbies or intellectual pursuits and because of it their popularity has taken a hit.

**Ability Scores:** The Geek gains a +2 bonus to intelligence and +2 Dexterity but suffer from -2 Charisma

**Skill Bonuses:** The Geek gains a +2 bonus to any two knowledge or craft skills

**Movement Speed:** 30 feet

**Bonus Feat:** The Geek gains Skill focus as a bonus feat for a single knowledge type.

**Special:**

*Obsession Fruition (Ex):* Once per week the Geek can select a single thing that they are obsessed with. This can be anything from medieval armor, wrestling moves, anime movies, WWII era Russian tanks, or a pop idol’s love life. The Geek gains a +2 bonus to all d20 rolls pertaining to that subject. The Geek can gain this +2 bonus a number of times per day equal to its intelligence modifier.

*Small details (Ex):* The Geek tends to always notice small details in various situations. As such the Geek uses it’s intelligence modifier for perception checks instead of it’s wisdom modifier.

### **The Goth**

Clad in black and drowning in apathy, Goths are stylish and moody members of a popular counter culture aesthetic.

**Ability Scores:** +2 Charisma, +2 Intelligence, -2 Dexterity

**Skill Bonuses:** Goths gain a +2 bonus to intimidate and knowledge pop culture

**Movement Speed:** 30

**Bonus Feat:** The Goth gains one of the following feats as a bonus feat at 1st level. Power Attack, Confident,  Skill Focus, or Toughness

**Special:**

*Morose Prose (Ex):* When a Goth successfully intimidates a creature, the intimidation lasts for as long as the Goth is within the character’s presence and then for 1 minute afterward.

*Dark Fascination (Ex):* Whenever the Goth succeeds on a knowledge check, intimidate check, or is involved with something considered creepy, dark, or grotesque that the goth succeeded in a d20 check for, the goth gains fast healing 1 for 1 minute. This can be used a number of times per day equal to the goth’s charisma modifier.

### **The Hoodlum**

Hoodlums are problem causers. Thriving in crime and violence, you are a rowdy ruffian who doesn’t follow authority.

**Ability Scores:** +2 Strength, +2 Dexterity, -2 wisdom

**Skill Bonuses:** +2 to knowledge Streetwise and +2 to intimidate checks

**Movement Speed:** 30

**Bonus Feat:** The Hoodlum can select power attack, brawl, sucker punch, toughness, or personal firearm proficiency as a bonus feat at 1st level

**Special:**

*Hoodwinked (Ex):* A Hoodlum has a specific territory. If the Hoodlum joins a gang or organized group, the area is dictated by them, otherwise the area is dictated as the location (Usually 1 block per point in the Hoodlum’s Charisma modifier minimum 1) near or around the Hoodlum’s house. The Hoodlum gains a +1 bonus on Initiative checks, perception, stealth, and survival skill checks so long as the Hoodlum is within this area. This bonus stacks with the Field Knowledge bonus from Field scientist. In addition the Hoodlum selects a number of factions equal to it’s charisma modifier (Minimum 1) that it opposes, and it gains a +2 bonus to bluff, knowledge, perception, sense motive, survival checks, as well as to weapon attack and damage rolls against members that the Hoodlum knows to be of that faction.

### **The Jester**

A lovable goofball or an asshole who likes to drop jokes at the worst possible time, the Jester is the classic comedic relief character who lightens the mood when things look grim.

**Ability Scores:** +2 Charisma

**Skill Bonuses:** The Jester gains a +2 bonus to diplomacy checks and a +2 bonus to perform checks

**Movement Speed:** 30 feet

**Bonus Feat:** The Jester can select Trustworthy, Artistic, or skill focus as a bonus feat at 1st level

**Special:**

*Comic Relief (Ex):* As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for a number of rounds equal to 1d6+Charisma modifier. If the creature was already suffering from a fear effect, they gain another saving throw against the effect. This can be used a number of times per day equal to the Jester’s charisma modifier.

*Class Act (Ex):* The Jester gains a +2 bonus to aid another checks and grants an additional +1 to any creature that it aids or an additional -1 when hindering an opponent.

*Charismatic Affinity (Ex):* Regardless of the class that the Jester takes levels in, it can always select talents from the Fast Talker Charismatic hero talent tree.

### **The Journalist**

Always looking for the hottest trends and the latest story, the Journalist is a gossip to the maximum degree and is willing to do anything for some new info.

**Ability Scores:** The Journalist gains a +2 bonus to wisdom and dexterity and takes a -2 penalty to charisma.

**Skill Bonuses:** The Journalist gains a +2 bonus to perception, sense motive, and Investigate checks

**Movement Speed:** 30 feet

**Bonus Feat:** The Journalist gains Catch off guard, blind fight, throw anything, or skill focus as a bonus feat at 1st level.

**Special:**

*Clever thinking (Ex):* The Journalist can substitute it’s Wisdom in place of anything that requires an intelligence score of a certain amount such as for feats or other possible abilities.

*Find the Scoop (Ex):* The Journalist excels at seeking the truth and finding information where it shouldn’t belong. When speaking to a creature or listening in on a creature’s conversation, the Journalist can make a sense motive check against one of the targets in the conversation. If successful, the journalist can learn one GM approved fact about the person from their actions, behavior, or words, or pick up on some information hidden somewhere in the conversation if there is any. This can also be used to determine if someone knows about something that you think they do but aren’t telling you. This can be used once per day for every point in the Journalist’s Wisdom modifier.

### **The Leader**

The one everybody flocks to, the Leader is a commanding presence that brings organization to those around them and unifies the masses.

**Ability Scores:** The Leader gains a +2 bonus to an ability score of your choice, and a -2 penalty to an ability score of your choice as well.

**Skill Bonuses:** The Leader gains a +2 bonus to any two skills of your choice.

**Movement Speed:** 30 feet

**Bonus Feat:** The Leader gains a single bonus feat of your choice at 1st level.

**Special:**

*True Leadership (Ex):* Regardless of the Leader’s class levels, the leader can always select talents from the Charismatic Hero leadership Talent Tree.

*Strike the Stricken (Ex):* The leader gains a +1 bonus to attack rolls, damage rolls, and saving throw DC’s against anyone who has harmed one of its allies within the last round.

*Rally (Ex):* The Leader can spend a standard action to rally its allies to fight together as a unity. All allies within 30 feet gain 1d6+Charisma modifier temporary hitpoints and a +1 morale bonus to attack rolls and armor class for a number of rounds equal to 1d4+Charisma modifier. These bonuses stack with any granted from an ability from the Leadership talent tree.

### **The Loner**

Known to brood in dark corners and to head off on their lonesome. The Loner is edgy and willing to handle situations on their own, even when they could use some help from time to time.

**Ability Scores:** +2 Strength, +2 Wisdom, -2 Charisma

**Skill Bonuses:** The Loner gains a +2 bonus to knowledge tactics and to intimidate checks

**Movement Speed:** 30 feet

**Bonus Feat:** The Loner can select a bonus feat from the following list at 1st level. Confident, Toughness, Enforcer, Stealthy, Exotic weapon proficiency, or Weapon Focus.

**Special:**

*Lone Wolf (Ex):* By spending a swift action, the Lone Wolf can roll an aid another check and if successful it grants the bonus to itself for it’s next d20 roll. This can be done once per day for every point in the Lone Wolf’s Wisdom modifier.

*Army of One (Ex):* Whenever the Lone Wolf has no allies in combat, or when the Lone wolf is the only one targeting a particular enemy, it gains a +2 bonus to attack and damage rolls.

### **The Mentor**

The Mentor shows others the way and teaches by example and experience.

**Ability Scores:** The Mentor gains a +2 bonus to Intelligence and Wisdom and a -2 penalty to Constitution.

**Skill Bonuses:** The Mentor gains a +2 bonus to any two knowledge skill checks and to sense motive.

**Movement Speed:** 30 feet

**Bonus Feat:** The Mentor gains the feat Iron Will, Shake it off, Tandem Trip, or Combat Reflexes.

**Special:**

*Generational Knowledge (Ex):* The Mentor can use it’s wisdom modifier to modify it’s knowledge checks or it’s intelligence to modify it’s sense motive. These replace the original ability score and are not added in addition to them.

*Teamwork (Ex):* The Mentor treats all allies within 30 feet as if the ally has any teamwork feat that the mentor possesses for the purpose of being able to use the feat.

*Pass on Teachings (Ex):* The mentor can spend an hour talking with another character to impart some of their wisdom onto that character. The next time that character makes a wisdom or intelligence based skill check, they can choose to instead apply the Mentor’s wisdom or intelligence modifier to the roll instead of their own modifier. The Mentor can impart this wisdom to up to 1 creature per point in it’s intelligence or wisdom modifier, whichever is higher, during this 1 hour talk. This can be used once per day.

### **The Musician**

Artists who play or write music and have a deep love for the musical arts. Weather they are a connoisseur of percussion, a skilled master of the strings, or even one who dreams of machines synthesizing instruments and vocals alike, their ears are a canvas for the audio of the world.

**Ability Scores:** +2 Dexterity, +2 Charisma, -2 Wisdom. Musicians are dexterous to play their instrument and have great force of personality, though their common sense or sense of reality tends to be slightly more distant than most.

**Skill Bonuses:** The Musician gains a +2 bonus to perform checks and to either Knowledge History or knowledge pop culture.

**Movement Speed:** 30 feet

**Bonus Feat:** The Musician gains the artistic feat as a bonus feat at 1st level.

**Special:**

*Band (Ex):* A musician can make a perform check in place of any other d20 roll when rolling to aid another creature with the musician archetype, the personality class archetype, or with a music based creative occupation. A musician can join a performance with another creature playing an instrument. This is an aid another check however the bonus granted to the perform check is +4 instead.

*Musical Performance (Ex):* As a standard action, The Musician can make a perform check DC: 15 to grant Allies extra power. Allies within 30 feet gain 1d6+Charisma modifier hitpoints and a +1 circumstance bonus to attack rolls and armor class for a number of rounds equal to the musician’s charisma modifier. This bonus increases by +1d6 hitpoints and +1 circumstance bonus to attack rolls for every 5 that the DC is beat by to a maximum of +3 to attack rolls and +3d6 hitpoints. The musician can never take 10 or 20 on this check. Once during this duration a creature effected can add 1d4 to a single dice roll. This can effect the musician as well. This can be used a number of times per day equal to the musician’s charisma modifier. If the Musician possesses the performance ability from the personality archetype, or an ability from the fast talker charismatic talent tree, the musician can activate this ability as part of activating one of those abilities.

### **The Nerd**

Nerds are intelligent and skilled at their craft. Often times seen enjoying intellectual games and activities, they are as charming as they can be annoying.

**Ability Scores:** The Nerd gains a +2 bonus to intelligence, Wisdom, and Constitution, and a -2 to strength and dexterity

**Skill Bonuses:** The Nerd gains a +2 bonus to two knowledge skills and to investigate checks

**Movement Speed:** 30 feet

**Bonus Feat:** The Nerd gains the feat signature skill for a knowledge skill as a bonus feat.

**Special:**

*Studious and Diligent (Ex):* The Nerd cuts all time in half when making investigate checks to study. If the Nerd studies up on a topic pertaining to a skill by spending 1d4 hours, the Nerd can add it’s intelligence modifier to said skill check once within the next 24 hours.

*Actually… (Ex):* The nerd can re-try a knowledge check once after it has failed once before. This can be done once per day for every point in the nerd’s intelligence modifier.

### **The Outsider**

Not from around here, the Outsider has different habits and behavior than most of the others in a given location. Weather it’s a foreigner, someone from a few towns over, or even just from a different school or business, the outsider is mysterious and seems almost untrustworthy without knowing them.

**Ability Scores:** The Outsider gains a +2 bonus to an ability score of its choice.

**Skill Bonuses:** The Outsider gains +1 skill point per hit dice.

**Movement Speed:** 30 feet

**Bonus Feat:** The Outsider gains a bonus feat of their choice that they qualify for at 1st level.

**Special:**

*Mysterious (Ex):* The Outsider adds it’s character level to knowledge check DC’s or any sort of DC to attempt to learn information about the Outsider, checks to use any knowledge based ability on the Outsider, or checks to track the Outsider.

*Ostracized (Ex):* The Outsider is considered to be an outsider even among it’s own people. If the Outsider is part of a faction, or alignment, the Outsider does not count as that faction or alignment for abilities that target such things.

### **The Party Animal**

Wild and living for the thrill, the party animal is always excited to get their next fix of adrenaline, social contact, or illicit substances and to have a good time doing it.

**Ability Scores:** The Party animal gains a +2 bonus to constitution, +2 dexterity, and -2 wisdom.

**Skill Bonuses:** The Party animal gains a +2 bonus to diplomacy and perform checks.

**Movement Speed:** 30 feet

**Bonus Feat:** The Party animal gains the feat Liquid Courage as a bonus feat.

**Special:**

*Party Rock (Ex):* When the party animal gains a morale bonus, that bonus always increases by +2, however when the duration ends, the party animal takes a -2 penalty instead.

*Party Hard (Ex):* If a party animal gains a bonus from a drug or alcohol, that bonus is doubled as is it’s duration, and the party animal gains DR 1/- for the duration, however they suffer from twice as much from the crash, and for twice as long.

*Watch this (Ex):* A number of times per day equal to the Party Animal’s charisma modifier, they can roll twice and take the best result of a d20 roll so long as people are watching them perform the action. This must be an action that could potentially be impressive if one would succeed, like making a long jump, opening a book to important information first try, or catching a throwing knife out of the air.

### **The Prep**

Prim and perfect, the prep is well dressed and expertly put together, appearing as an alumni from a difficult and expensive college or university.

**Ability Scores:** The Prep gains a +2 bonus to it’s strength and charisma scores and takes a -2 penalty to it’s wisdom score.

**Skill Bonuses:** The Prep gains a +2 bonus to any knowledge check, and to Bluff and Diplomacy checks.

**Movement Speed:** 30 feet.

**Bonus Feat:** The Prep gains one of the following as a bonus feat. Windfall, Dependant Occupation, Educated, Trustworthy, Signature skill, or skill focus.

**Special:**

*Financial Preparation (Ex):* The Prep rolls twice and takes the best result when rolling it’s starting wealth.

*With the In crowd (Ex):* The prep gains a +2 bonus to all charisma based skill checks when interacting with creatures that have a wealth score higher than it. This increases by +2 for every 5 points higher the wealth is than the Prep. The prep also gains a +1 bonus on attack rolls against all creatures with a wealth score lower than it’s own.

*Upper Class (Ex):* The Prep can choose to use it’s money to it’s advantage in some way, shape, or form. By taking a -1 to it’s wealth score, the Prep can add it’s wealth bonus to a single D20 roll.

### **The Professor**

Smart and analytical, the Professor looks for flaws in enemy plans and solutions to group problems, always ready to throw together something with deep thinking to aid the group.

**Ability Scores:** The Professor gains a +2 bonus to Intelligence and Dexterity but suffers from -2 Wisdom.

**Skill Bonuses:** N/A

**Movement Speed:** 30 feet

**Bonus Feat:** The Professor gains the signature skill feat for Knowledge and investigate

**Special:**

*Scholarly (Ex):* The Professor can select talents from the scholarly talent tree of the smart hero regardless of the class that the Professor selected.

*Jury-Rig (Ex):* The Professor can make a related knowledge check in place of a craft check. When using a knowledge check to jury-rig an item, the item stays together for 2 scenes or encounters instead of falling apart after one.

### **The Rebel**

Anti authoritarian, the rebel turns against society and forges their own path, pushing back against the oppressive leaders.

**Ability Scores:** The Rebel gains a +2 bonus to Dexterity, +2 Intelligence, and -2 Charisma.

**Skill Bonuses:** The Rebel gains a +2 bonus to stealth, Intimidate, knowledge current events, and knowledge history.

**Movement Speed:** 30 feet

**Bonus Feat:** The Rebel gains power attack, Confident, brawl, throw anything, Antagonize, or catch off guard as a bonus feat at 1st level.

**Special:**

*Rebellion (Ex):* The Rebel always ignores 5 points of hardness when damaging an object. In addition the Rebel selects a number of factions equal to its intelligence modifier (Minimum 1) that it opposes, and it gains a +2 bonus to bluff, knowledge, perception, sense motive, survival checks, as well as to weapon attack and damage rolls against members that the rebel knows to be of that faction.

*Call it out (Ex):* The Rebel can use it’s words and spend a full round action to support a member of it’s cause. This works like an aid-another check but it effects the creature within 60 feet so long as they can hear or see the rebel.

### **The Seducer**

Attractive and alluring, the seducer not only wants to look good and catch attention, but to bring that attention home with them.

**Ability Scores:** The Seducer gains a +2 bonus to charisma, +2 constitution, and -2 wisdom

**Skill Bonuses:** The Seducer gains a +4 bonus to diplomacy checks and a +2 bonus to intimidate checks.

**Movement Speed:** 30 feet

**Bonus Feat:** The seducer gains the Alluring feat as a bonus feat.

**Special:**

*It’s getting hot in here (Ex):* Whenever the Seducer successfully seduces a creature, it gains a +1 bonus to it’s saving throws for 24 hours. If the seducer successfully shares an intimate moment with the creature, it can make a fortitude saving throw DC: 20. If successful the Seducer also gains fast healing 1 for 24 hours. If the Seducer rolls a natural 20 on this roll it’s bonus to saving throws increases by another +1.

*Attractive Synergy (Ex):* Regardless of the class that the Seducer has levels in, the Seducer can select talents from the Charm talent tree of the Charismatic Hero.

*Distracting (Ex):* The Babe gains a +1 bonus to it’s armor class against any target that would find it attractive.

### **The Social Butterfly**

Social Butterflies tend to get along with everyone, or at least they’re really good at pretending. Flitting from one niche to another, they can converse with anyone on any topic and fit into whatever group needs them.

**Ability Scores:** The Social butterfly gains a +2 bonus to charisma and wisdom and takes a -2 penalty to constitution.

**Skill Bonuses:** The social butterfly gains a +4 bonus to diplomacy checks and a +2 bonus to sense motive.

**Movement Speed:** 30 feet

**Bonus Feat:** The Social Butterfly gains the feats Intoxicating Flattery and Call Truce as bonus feats without needing to meet the prerequisites.

**Special:**

*Influence (Ex):* Once per day for every point in the Social Butterfly’s charisma modifier, the Social butterfly can roll twice and take the better result for a diplomacy, bluff, or sense motive check.

### **The Stoner**

Connoisseurs of the simpler pleasures of life, Stoners wish to be one with nature and to let nature whisk them off to somewhere else.

**Ability Scores:** The stoner gains a +4 bonus to constitution and a -4 penalty to wisdom

**Skill Bonuses:** The stoner gains a +2 bonus to craft chemical checks and to knowledge pop culture and current events checks.

**Movement Speed:** 20 feet.

**Bonus Feat:** The Stoner gains great fortitude or liquid courage as a bonus feat at 1st level.

**Special:**

*Don’t harsh my mellow (Ex):* If a creature would end the stoner’s morale bonus for some reason, or if the morale bonus is about to end, the stoner can retain the morale bonus for a number of rounds equal to it’s constitution modifier. The Stoner can do this a number of times per day equal to it’s constitution modifier.

*Bad Trip (Ex):* If the stoner fails a will saving throw against a fear based effect while under the influence of some form of drug or alcohol, it gains an additional saving throw against the effect.

### **The Warrior**

Strong and belligerent, the warrior is always ready to fight and protect what’s theirs.

**Ability Scores:** The warrior gains a +2 bonus to strength  and dexterity, and a -2 penalty to Charisma.

**Skill Bonuses:** The Warrior gains a +2 bonus to climb, swim, intimidate, and knowledge tactics checks.

**Movement Speed:** 30 feet.

**Bonus Feat:** The Warrior gains any combat feat that it qualifies for as a bonus feat at 1st level.

**Special:**

*Don’t turn away now (Ex):* The Warrior adds it’s strength modifier to it’s BAB to determine it’s base attack bonus for the purpose of qualifying for feats or abilities that require a BAB of a certain amount.

*Strength Synergy (Ex):* Regardless of what levels the Warrior is taking, The warrior can always select talents from the Melee smash Strong hero talent tree.

### **The Weirdo**

Awkward, anxious, and interested in strange topics, the weirdo doesn’t know how to fit in, but insists on doing so anyway, or strays away from the herd to forge their own way.

**Ability Scores:** +2 Dexterity, +2 Charisma, -2 Wisdom

**Skill Bonuses:** The Weirdo gains a +2 bonus to 3 skills of your choice.

**Movement Speed:** 30 feet

**Bonus Feat:** The weirdo gains Antagonize, toughness, Endurance, Improved Initiative, or Heroic Surge as a bonus feat at 1st level.

**Special:**

*Everything you do is weird (Ex):* At 1st level, all of your skills are topsy turvy. This is a permanent change. Strength based skills are intelligence based, Dexterity based skills are wisdom based, constitution based skills are charisma based, intelligence based skills are strength based, Wisdom based skills are dexterity based, and charisma based skills are constitution based. This is a permanent change and anything that would normally effect those skills now works with that in mind.

*Normal people scare me (Ex):* By spending a standard action, you can act strangely to put people off. Select a number of creatures within 30 feet equal to your charisma modifier. These creatures are dazzled and rattled for 1d4 rounds unless they succeed in a DC: 10+1/2 level+ Charisma modifier will saving throw. This can be used a number of times per day equal to the Weirdo’s charisma modifier.

*Dazed and confused (Ex):* The weirdo becomes immune to the dazed condition and gains a +4 bonus to all saving throws vs. confusion and fear effects.

### **The Wise**

Sagely and interesting, the wise are those who think over everything they do before taking action and sit solemnly and philosophically on all matters of life.

**Ability Scores:** The Wise gains a +2 bonus to Wisdom, +2 Intelligence, +2 Charisma, and -2 Strength, Dexterity, and constitution.

**Skill Bonuses:** The wise gains a +2 bonus to sense motive checks, heal checks, and perception checks.

**Movement Speed:** 20 feet

**Bonus Feat:** The Wise gains the feats Iron Will and knowledgeable as bonus feats at 1st level.

**Special:**

*Words of Wisdom (Ex):* The Wise can use it’s wisdom modifier in place of It’s charisma modifier when using diplomacy or bluff checks.

*Dedicated Synergy (Ex):* Regardless of the class that the Wise takes levels in, the Wise can always select talents from the Slippery Mind Dedicated Hero talent tree.

*Dedicated words (Ex):* When the Wise uses aid another on a creature, it grants a bonus equal to it’s wisdom modifier instead of +2.

# **Archetypes for Young Characters**

Some archetypes don’t fit for adults just as some don’t fit for young characters. The following archetypes can be selected by young characters that are still in school, or which better fit young characters. Adult characters can still select these, especially young adults still in college, however it can just be assumed that they had possessed the ability when they were at a younger age and have retained it until now.

### **The Cheerleader**

Full of pep and vigor, the Cheerleader is a popular icon of the school and they have been ingrained in the minds of modern culture since their inception.

**Ability Scores:** +2 Charisma, +2 Dexterity, -2 Wisdom

**Skill Bonuses:** The cheerleader gains +2 to Perform and +2 to acrobatics.

**Movement Speed:** 35 feet

**Bonus Feat:** The Cheerleader gets Acrobatic, Alluring, Combat Reflexes, Step up, Artistic, Athletic, Catch off Guard, or Throw anything as a bonus feat at 1st level.

**Special:**

*Cheer Squad (Ex):* When the Cheerleader uses aid another on a creature, it grants a bonus equal to it’s charisma modifier instead of +2. Whenever the Cheerleader uses the aid another action, the Cheerleader gains a +2 bonus to armor class until the beginning of it’s next turn. If the cheerleader possesses the performance ability or something similar, the Cheerleader can spend a round using this ability without ending the performance.

*Pep Rally (Ex):* A number of times per day equal to the Cheerleader’s charisma modifier, if a creature that the cheerleader has used aid another on, successfully completed their task that they had gained the bonus for, the cheerleader can spend a use of this ability to allow the creature to retain the bonus for another roll of the same type. This does not take an action to use and so long as the cheerleader possesses uses of this ability and the targeted character keeps succeeding the cheerleader can keep granting this bonus. This bonus lasts until the creature makes a check of that type and up to 1 round per point in the cheerleader’s charisma modifier until discharged. The Cheerleader can alternatively grant that bonus to itself if the creature succeeds.

### **The Dropout**

While some say no school means no future, you beg to differ. The dropout has plenty of time to be themselves.

**Ability Scores:** The Dropout gains a +2 bonus to strength and charisma but takes a -2 penalty to intelligence.

**Skill Bonuses:** The dropout gains a +2 bonus to a single skill of the dropout’s choice, and to knowledge pop culture.

**Movement Speed:** 30 feet.

**Bonus Feat:** The Dropout gains the feat iron will, great fortitude, lightning reflexes, skill focus, or signature skill as a bonus feat at 1st level.

**Special:**

*Beat of your own drum (Ex):* The dropout gains a +4 bonus to saving throws vs. that would suggest, charm, or otherwise influence it’s attitude.

*Time on my hands (Ex):* The dropout has more free time than others due to it’s lifestyle. As such when it makes a check to perform a task that requires it to take a number of hours or days, it gains a +4 bonus to the task.

### **The Emo**

The Emo accepts suffering as an aesthetic and enjoys the dark parts of life to make the good parts better.

**Ability Scores:** The Emo gains a +2 bonus to Dexterity and Charisma and a -2 penalty to constitution.

**Skill Bonuses:** The Emo gains a +2 bonus to knowledge pop culture, perform, and bluff checks.

**Movement Speed:** 30 feet.

**Bonus Feat:** The Emo gains the feat Power attack, Great fortitude, Catch off guard, Throw anything, Toughness, or Artistic as a bonus feat at 1st level.

**Special:**

*Live in the moment (Ex):* The Emo gains a +4 bonus to all saving throws vs. death effects. The Emo gains a +1 bonus to all d20 rolls when under 50% hitpoints.

*Life after Death (Ex):* If the Emo is knocked unconscious, it immediately ends all bleed damage and stabilizes.

### **The Jock**

Known for their athletic prowess, jocks are sports stars and like cheerleaders they are a staple of the classic vision of Americana.

**Ability Scores:** The Jock gains a +2 bonus to strength and dexterity and suffers from -2 wisdom.

**Skill Bonuses:** The Jock gains a +2 bonus to climb, swim, and acrobatics.

**Movement Speed:** 40 feet.

**Bonus Feat:** The Jock gains one of the following feats at 1st level. Improved initiative, Improved unarmed strike, brawl, toughness, power attack, athletic, acrobatic, Skill focus, or signature skill.

**Special:**

*Olympian (Ex):* The Jock cuts the duration of the fatigued and exhausted status ailments in half, and it gains a +4 bonus to resist such effects.

*Improved Arm (Ex):* The Jock increases the distance it can throw a thrown weapon by +10 feet.

*Shake it off (Ex):* Once per day for every point in the Jock’s Constitution modifier, the Jock can choose to shake off some damage. The Jock rolls 1d6+Constitution and lessens the damage it takes from a single attack by this amount.

### **The Mean Girl**

Venomous and beautiful, the mean girl is the master of the school hierarchy, spreading gossip and rumors among the others in their clique like a hive of snarky and sarcastic wasps.

**Ability Scores:** The mean girl gains a +2 bonus to charisma and constitution and suffers a -2 penalty to wisdom.

**Skill Bonuses:** The mean girl gains a +4 bonus to bluff checks and a +2 bonus to intimidate checks

**Movement Speed:** 30 feet

**Bonus Feat:** The mean girl gains one of the following feats at 1st level. Alluring, skill focus for intimidate, skill focus for bluff, signature skill for bluff, signature skill for intimidate, deceptive, or toughness.

**Special:**

*Contagious Rumors (Ex):* A Mean girl can spread a rumor through a school, organization, or community by making a bluff check. It can be done a number of times per week equal to the mean girl’s charisma modifier. The DC is based on the size of the location and takes a week for the rumor to propagate through it unless effecting a single building or small organization. If the check succeeds, the rumor is practically accepted as fact within the community. Succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check makes the rumor fail to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold.

 Small community
Or organization
 Small town
 Large town
 Small city
 Large City
 Metropolis

*Group Bullying (Ex):* A Mean girl provides a bonus equal to its charisma modifier on aid another checks to intimidate another creature.

*Sadistic demoralization (Ex):* Whenever a mean girl succeeds at an intimidation attempt, the target must make a will saving throw DC: 10+ ½ level+ Charisma modifier or lose all morale bonuses for a number of rounds equal to the mean girl’s charisma modifier.

### **The Military Brat**

Trained from a young age, the Military brat lives in a strict environment and has learned to only speak when spoken to.

**Ability Scores:** The military brat gains a +2 bonus to strength and constitution, and a -2 penalty to charisma.

**Skill Bonuses:** The military brat gains a +2 bonus to survival checks, swim checks, stealth checks, and climb checks.

**Movement Speed:** 30 feet.

**Bonus Feat:** The Military brat gains endurance and diehard as bonus feats at 1st level.

**Special:**

*Military training (Ex):* The Military brat gains proficiency in all weapons that require a military license to purchase. In addition the Military brat takes no penalties to movement speed in natural rough terrain caused by foliage or mud.

*Thick Skinned (Ex):* The military brat can crawl while prone at the same speed as it’s base land speed. In addition the military brat can move at it’s full movement speed while making stealth checks.

### **The New Kid**

The New Kid is just that. An outsider brought to the school with nothing to lose and everything to gain.

**Ability Scores:** The New kid gains a +2 bonus to a single ability score

**Skill Bonuses:** The New kid gains +1 skill points per character level.

**Movement Speed:** 30 feet.

**Bonus Feat:** The New kid gains a bonus feat of it’s choice at 1st level.

**Special:**

*New kid on the block (Ex):* The New kid is brand new to this place. Their lives are full of limitless possibilities and infinite potential. The new kid gains a +1 bonus to a single kind of d20 roll or it’s armor class. The New kid gains a +1 bonus to a different kind of d20 roll or armor class for every 4 levels it possesses. The New kid can never select the same option twice.

*Focused (Ex):* The new kid gains skill focus as a bonus feat, however it is not applied to any skill nor does the new kid gain the bonus immediately. The skill focus is applied to whatever skill the new kid would like to focus in after it starts to get accustomed to it’s new place.

### **The Orphan**

Alone in the world, they lost their parents and had to learn to live on their own or with people they barely knew.

**Ability Scores:** +2 Dexterity and Constitution and -2 Charisma.

**Skill Bonuses:** The Orphan gains a +2 bonus to stealth, sense motive, and survival checks.

**Movement Speed:** 30 feet.

**Bonus Feat:** The Orphan gains a single feat as a bonus feat at 1st level.

**Special:**

*Last of the Real ones (Ex):* The Orphan knows how to get by with what they have. By spending 1d6 hours and making a survival check DC 15, the Orphan can gain a +1 bonus to its wealth. This can be used once per week, and the Orphan can never have more than a +4 bonus gained in this way.

*Survivor (Ex):* The Orphan gains a +1 bonus to reflex, will, and fortitude saving throws.

### **The Theatre Kid**

Enthusiastic and often times too dramatic the theater kid is skilled at putting on a production. While many can be eclectic and outgoing, many deviate from the expected personality and are equally valid in their craft.

**Ability Scores:** The Theatre kid gains a +2 bonus to charisma and constitution and a -2 penalty to wisdom.

**Skill Bonuses:** The Theatre kid gains a +4 bonus to perform checks and a +2 bonus to craft checks

**Movement Speed:** 30 feet.

**Bonus Feat:** The Theatre kid gains either the artistic, Signature skill (Perform), or knowledgeable feat at 1st level.

**Special:**

*Drama Queen (Ex):* The Theatre kid can put on amazing performances. A number of times per day equal to the Theater kid’s charisma modifier, the Theater kid can make a perform check in place of another kind of skill check.

*Well learned (Ex):* The theatre kid always adds knowledge art and knowledge pop culture to it’s list of class skills. If the Theatre kid already has them as class skills, the theatre kid gains a +1 circumstance bonus to checks of that type.

### **The Scout**

Survivalists who trade outdoorsmen skills for badges. Scouts learn how to rough it and have fun doing it.

**Ability Scores:** The Scout gains a +2 bonus to constitution and wisdom and takes a -2 penalty to charisma.

**Skill Bonuses:** The Scout gains a +4 bonus to survival checks and a +2 bonus to perception checks.

**Movement Speed:** 30 feet.

**Bonus Feat:** The Scout gains one of the following feats as a bonus feat at 1st level. Survivalist, Toughness, Lightning reflexes, great fortitude, iron will, skill focus, or artistic.

**Special:**

*North Star (Ex):* The scout can always determine what direction is  north so long as the scout is outdoors. In addition when the scout uses survival to attempt to navigate it rolls twice and takes the best result. Finally the Scout is not hindered by natural rough terrain caused by rocks, foliage, or swampy land.

*Scout’s Honor (Ex):* Once per day for every point in the scout’s constitution modifier, the scout can make a promise to accomplish a task. The Scout gains a +1 bonus to attack rolls, damage rolls, fortitude saving throws and strength, dexterity, and wisdom based skill checks. This lasts for 1 minute. At 10th level the bonus becomes +2.

### **The Skater**

Skaters are cool and rowdy. Tough punks that enjoy breaking things and expressing themselves through slick moves and unique acrobatics.

**Ability Scores:** The Skater gains +2 dexterity and +2 constitution but -2 Strength.

**Skill Bonuses:** The Skater gain  a +2 bonus to drive checks, acrobatics checks, and knowledge pop culture checks.

**Movement Speed:** 30 feet.

**Bonus Feat:** The skater begins play with one of the following feats. Acrobatic, Vehicle Expert, Drive-by attack, lightning reflexes or toughness.

**Special:**

*Sk8 or die (Ex):* When the skater is piloting a personal sports vehicle such as a bicycle, scooter, or skateboard, the skater’s movement speed is increased by +10 feet and it increases it’s coast speed by +10 feet as well. The skater increases the distance it can jump by +10 feet as well.

*Pro Skate (Ex):* When the skater successfully makes a reflex saving throw or an acrobatics check while on a personal sports vehicle such as a bicycle, scooter, or skateboard, the skater can move 5 feet in any direction.

*Scraped (Ex):* The skater subtracts an amount of damage equal to it’s dexterity modifier from all fall damage it takes. In addition it only takes a swift action for a skater to stand up when prone.