arcane archetypes

D&D 5E NPC - Leonardo Cadaval - Arcane Trickster

Art by: Kent Davis

Name: Leonardo Cadaval
Race: High Elf
Gender: Male
Height: 5ft 11′ / 1.80m
Age: 173
Class: Rogue (Arcane Trickster) 


Level: 8

AC 17 (Studded leather), Hp 55 (8d8 Hit Die), Proficiency +3, Speed 30ft,

Alignment: Chaotic Neutral

languages: Common, Elvish, Thieves’ cant,

Ability Scores:
Str 12 (+1) Dex 20 (+5) Con 16 (+3) Int 18 (+4) Wis 13 (+1) Cha 14 (+1)

Attacks: Dagger of Venom (+9 to hit, 1d4+6 Piercing damage) and Off-hand Dagger of Venom (+9 to hit, 1d4+6 Piercing damage)

Spellcasting: 8th level Arcane Trickster, spellcasting ability is Intelligence (spell save DC 15, to hit with spell attacks +7)  


Cantrips (at will): Mage Hand, Mending, Message, Minor Illusion, Prestidigitation,

1st level (4 slots): Alarm, Detect Magic, Disguise Self, Jump,

2nd level (2 slots): Invisibility, Spider Climb,

Skills: Acrobatics, Arcane, Deception, Perception, Sleight of Hand, Stealth,

Equipment: Two Daggers of Venom, Studded leather, Burglar’s Pack, Thieves’ Tools, 43gp,

Racial Traits: Darkvision (60ft / 18m / 12sqr), Trance (meditate for 4 hours instead of sleep), Fey Ancestry,

Class Features: Expertise (Arcane, Deception, Sleight of Hand, Stealth), Sneak Attack (4d6), Cunning Action, Roguish Archetype ( Arcane Trickster), Uncanny Dodge, Evasion,


Leonardo Cadaval is a inquisitive but easily bored Rogue who’s taken up magic to enhance his skills.

Ideal: There’s nothing wrong with stealing spells, No one should selfishly hoard knowledge.

Bond: One day I’ll prove to those arrogant students at the arcane institute the meaning of humility.

Flaw: I have a bad habit of stealing from well prepared individuals.
Pathfinder: Kingmaker
Pathfinder: Kingmaker is an isometric single-player RPG based on the Pathfinder Roleplaying Game Kingmaker Adventure Path.

Short Description

Whether you’re new to the Pathfinder® universe or you’re a seasoned veteran, Pathfinder: Kingmaker® is the CRPG you’ve been waiting for.

Here at Owlcat Games, we love and are inspired by classic isometric computer RPGs like Baldur’s Gate, Fallout and Arcanum.  Our dream is to rekindle the thrill of playing those games for the first time.  Building your hero, exploring the unknown, getting to know your companions, experiencing the adrenaline rush of your first battle (and your last), delving into mysterious dungeons, and — most importantly — seeing your protagonist and your world change through your actions.

We’ve always been big fans of the Pathfinder Roleplaying Game® from Paizo, Inc®, so we thought: How cool would it be to do this in the beloved Pathfinder setting?  Paizo agreed, and with your support, we hope to bring a brand-new fantasy saga to life.

The Game World

Pathfinder: Kingmaker is the first single-player computer RPG based on the acclaimed Pathfinder Roleplaying Game.  The game invites players to Golarion, a world rich with history, mystery, and conflict, and gives players the chance to claim part of this world as their own.

Pathfinder has considerable depth, not only in its lore, but also in its game mechanics, and in the freedom it offers you to develop your own unique character.  You can customize your character with a wide range of classes and powers including specialized archetypes, powerful arcane and divine spells, choosing from a multitude of class abilities, skills and feats.  Pathfinder allows players to create heroes (or villains) that fit both their individual gameplay styles and their personalities.

The Story

In the north lies the Stolen Lands, a region that has been contested territory for centuries.  Hundreds of kingdoms have risen and fallen in these lands, and now it is time for you to make your mark — by building your own kingdom!  To do so, you’ll need to survive the harsh wilderness and the threat of rival nations… as well as threats within your own court.

Pathfinder: Kingmaker is based on Paizo’s award-winning Pathfinder Adventure Path of the same name.  You certainly don’t need to be familiar with the story, but if you are, you will encounter characters you know and love.  Either way, you will experience a host of brand-new events, companions, allies, and threats that expand and enhance the original Adventure Path.   With help from Paizo and their authors, the story and quests have been expanded by RPG writer Chris Avellone and the Owlcat team, allowing for even more adventure in the already rich narrative of the Stolen Lands.

While Pathfinder: Kingmaker is a single-player game, you won’t be adventuring alone.  Pathfinder: Kingmaker features a diverse cast of companions and NPCs, including iconic characters from the Pathfinder setting itself.  You’ll need to decide who to trust and who to watch carefully, as each companion has an agenda, alignment, and goals that may differ from yours.  Your journey will become their journey, and you’ll help shape their lives both in the moment and well into the future.

Your Kingdom

We chose to adapt the Kingmaker adventure path because it features a host of open-world mechanics, allowing players to experience the story at their own pace as they explore the Stolen Lands, which will challenge you as both an adventurer and a ruler.

Most importantly, the game allows you to claim these lands as your own, letting you carve your own kingdom from the wilderness.  While classic dungeon crawling and exploration lie at the heart of this adventure, diplomacy, politics, and the ability to lead troops in the field are also part of the challenge.  Choose your allies well, and keep them close while exploring ancient tombs and ruins — and while dealing with politics in your own court. 

As you’ll discover, building a kingdom goes beyond simply building a stronghold: Your kingdom is a reflection of your character and your choices throughout the game.  It is a living thing shaped by your alignment, your allies, and your ability to lead your people.  Not only can your kingdom expand, opening up new territories and allowing you to build new towns and communities, but your capital city will physically change based on your decisions, your policies, and even whom you choose to ally with.  As your kingdom grows, a number of factions and neighboring countries will come to you to seek favor — and to test your strength.

If you fail, your kingdom will be destroyed, but if you succeed, you’ll have made a nation where countless others have failed.

Your kingdom awaits!  Do you have the strength to rule it?

All or nothing.  This project will only be funded if it reaches its goal by Tue, July 11, 2017, 11:59 PM EDT.

Mindblade (Magus Archetype)

If the Spellblade was Paizo’s first attempt to recreate the feel of the 3.5 psychic rogue-ish class, the soulknife, then today we’re covering an archetype that stays true to the nature of the source material, though I still feel the spellblade is a good and fun archetype on its own.

Regardless, the mindblade blends psychic magic with the training of a magus. Or perhaps in some settings it is a similar, but unrelated mixed discipline of mentalism and martial prowess. Either way they are versatile and powerful warrior mages.

Few things are more iconic than projecting a weapon made out of manifested will, and their reliance on such weaponry has its own advantages over a purely material blade.

Not only are these magi psychic casters, they are also spontaneous in nature, casting the spells they have learned instinctively with the power of their mind. This gives them a much smaller pool of spells learned, but give them more uses of magic each day. Additionally, the psychic magic means they do not need a free hand to cast their spells.

The innate reserve that magi normally use to fuel their non-spell magic comes from the mind, rather than arcane knowledge for a mindblade, and they can use this reserve to project weapons of psychic force. The larger the weapon, the more energy needed, but said weapons are naturally magical, and can be spawned with various magical weapon enhancements, rather than needing to be enhanced separately.

Given the nature of their magic, these warriors also learn the secrets of spells associated with true psychics, allowing them to add them to their repertoire as an ordinary magus might with wizard spells.

Whether it be two or a double-ended weapon, eventually mindblades are able to keep two mind weapons manifested at once, allowing them to use a two-weapon fighting style.

Over time, they learn to manifest their blades faster to better react to danger, and eventually can manifest both weapons at once with the same exertion.

If a two-bladed, or perhaps two-handed weapon magus appeals to you, but you prefer the feel of psychic magic over arcane, this archetype might suit you well. I think both the mindblade and the spellblade have their uses, and are worthy choices, rather than one being an “improved” version of the other. In any case, dig through the psychic spell list for some unique spell choices to combine with a melee build, such as creating force effects to hedge in foes, or even dragging foes you would have difficulty facing in melee into psychic duels.

Given the nature of their abilities, its easy to imagine that there might be some connection between the source of mindblade powers and aether-aligned kineticists, given how the latter can form shapes of force with enough practice. Furthermore, though it is canon that the kasatha brought the tradition with them to the system, the mindblade might also be an ancestral discipline that influenced what would become the solarion tradition in the era of Starfinder.


Raised by a mystic order devoted to the art of the mindblade, Norpi the kobold is hardly the most impressive warrior, but he makes up for it in his own way, wielding a projected greatsword and creating fields of etheric shards to control how foes are able to approach him.

The city of mentalists, Yan Orbodi, has been the home of many schools of psychic and occult learning for generations. However, it is not above sinister plots. A brain mole monarch has hatched a plan to swap the minds of its collective gestalt with those of the mindblade honor guard, hoping to get a chance to strike down the Eternal Princess, a doomed, but nonetheless dangerous plan.

Recently, star-emblazoned figures have been watching the drills of the Order of the Mindful Blade. While the order allows this, some fear these strangers are attempting to steal their secrets for some sinister purpose. Those that face them will discover their uncanny mastery over fire and gravity.

The Surface Svirfneblin

He was a smart one, smarter than many other of his kind. This may have accounted for his beliefs diverging from theirs, and his lack of understanding of why the stayed in their current abode. So deep in the dark, so close to so many threats, so surrounded by death. His kind were not bothered by the light, as many of the denizens of the Underdark usually were, which made his ascension to the surface much easier than many other Underdark defectors. Though he can freely walk in the sunlight, he prefers the night. He is a shadowcaster after all, and his tricks and trade can go unnoticed after dark. While he mostly looks after himself first and foremost, he has a soft spot for the oppressed after dealing with Drow slavers in his homeland over his first century of life. He often struts about with his hood down to call attention to his exotic grey-purple skin when he wants people to pay attention to him or seeks audience with someone who will most likely take special notice.

Race: Svirfneblin (Elemental Evil Players Companion [a free PDF from WOTC])

Class: Rouge, Arcane Trickster Archetype (PHB)

Background: Far Traveler (Sword Coast Adventurer’s Guide) [check with your DM if you are a player, as this background it technically exclusive to the Sword Coast, but I think it’s fine. The only thing needing to be changed is the map of Faerun to a map from your campaign]

anonymous asked:

what's your favorite dnd class and why??? also just your fav dnd moment you've had/experienced

OHHH the rogue class by far!! I really like the arcane trickster archetype as well…i have 3 characters that are arcane tricksters…

and my fave dnd moments were probably in my campaign where my players called a npc “grandpa piss” and it just stuck.

AND when i was playing as my character icarus and i shouted “can i put my dick in [the floating demonic skull’s] mouth!” and my mom heard me from downstairs

Class Feature Friday: Necromancy School (Wizard Arcane School)

Here we go, the big bad of arcane magic, the classic villain school, necromancy. Where do all the undead come from in a dungeon that isn’t the site of some tragic event or negative energy nexus? Now you know.

However, there’s a lot more to necromancy that just animating the dead as servitors, and necromancers are not necessarily evil, even those that do create undead creatures.

Boiled down to its basic essence, necromancy is a school all about manipulating the forces of both life and death. While this does indeed include making corpses move and spirits linger, as well as controlling their behavior, it also includes channeling large amounts of negative energy to debilitate others (some would argue this should include positive energy manipulation too), undermining biological processes to weaken foes, minor alterations to unliving and dead bodies, and even inducing primal fear in others. Necromancy is also the home of most death effects, channeling powerful amounts of negative energy to slay foes in an instant if they fail to resist.

So from an outsider’s view, it’s easy to see why most assume that it is a wholly evil school of magic. However, one must remember that destructive, killing spells can be found in every school, not just necromancy. Furthermore, the evil nature of creating undead varies by culture and setting. Most see it as desecration of the dead, or taking away the will of a sapient being by enslaving them with magic (either by binding the will of sapient undead, or by binding the soul of a person back into their body). There’s also the matter of the souls of the dead having a final reward to go to, that being undead keeps them from.

How your non-evil necromancer reconciles this is their decision. They may never create the undead on principle, only control them to stave off their attack and turn them against any dark master they have. There are indeed white necromancers who devote themselves to destroying the undead and protecting the living from the wicked.

Of course, others choose to embrace the evil, raising up a personal retinue of servitors both mindless and sapient.

In societies that can accept them, necromancers can find work as experts in undead affairs, both hostile and even sometimes friendly. If the local area is accepting of undead, they may very well be taskmasters of an untiring work force, or they might use their power to weaken the living to work in prisons, sapping the strength of rebellious prisoners, (or slaves) without killing them. Regardless, necromancers likely spend much of their time in research, pursuing the mysteries of death and how to utilize them in their magic.

In the Golarion setting, Necromancy is associated with the virtue of temperance, mirroring how the undead have no actual needs, and how one could theoretically sustain themselves purely by manipulating life magics. However, in its corrupted form, it is associated with the sin of gluttony, as the undead are consumed with hungers and desires that do them no good, consuming without benefit.

The first thing necromancers learn is that getting control of the undead is the first step to not dying in their presence and so they learn to channel a pulse of negatively aligned energy, not unlike that of an evil cleric, for the express purpose of either binding the undead to your will, or causing them to flee from your presence. Both versions are good, but have very different utility.

As an additional layer of self-defense, they also learn how to induce fear with a touch, conducting a fearful chill into them that elevates their fear, even increasing it from another stage.

Positive and negative energy are both the purview of necromancers, and they learn to sense it, able to sense the living and the dead with pinpoint accuracy within a short range, very useful when fighting invisible foes, as well as telling who is alive and who isn’t.

Necromancers can fulfill the role of debuffer and damage-dealer pretty easily, with a few random utility spells and control spells thrown in for good measure. If you choose to build with undead creation in mind, you also share the conjurer’s role of being able to provide meat shields at a moment’s notice. However, unless they are very lucky, their minions are likely to be nowhere near as versatile as summoned creatures. Templates for skeletons and zombies will be your best friend for early levels.

Regardless of how good or evil they are, necromancers are not likely to be trusted in most societies, who see them as practitioners of dark magic. Overcoming, or pressing on in spite of, that distrust will be one of the biggest challenges for these mages, be they wizard or arcanist.


Ostensibly, Oparo Mage Academy only teaches white necromancy. However, rumors persist of dark dealings at the school. Some claim that the conjuration students make dark pacts for power, but others believe that secret lessons on the reanimation of the dead occur, either with or without the blessing of the faculty.

With reports of a horrible, undead bat thing terrorizing the city, and the temple district at a loss to find or even explain its nature, the magister has called upon a necromancer to look into it. However, many wonder if this mage the solution to their problem, or the cause of it. Only time will tell, unless a party of investigators hired privately by one of the churches finds out first.

Wearing a ring that, if rumors are to be believed, is bound with lost souls, Earl Nahandir rules over his land with an firm hand. The only visitors he sees are those on business, and he hires no servants, creating his own from the bodies of the condemned. As far as his people can tell, he has never done much harm with his dark magic, but still, it unnerves them seeing corpses arrive to repair the levee, or swarm over bandits and attacking monsters.

her erotic sobriquet

i have
the threads of silk
of the butterfly girl

she is the
weaver of illusion
crafting spells of love

she rides
her loneliness
into the immediacy
of Japanese erotic haikus
falling into the lore of gramarye
& riding an unsettling sobriquet - an atavistic poet

i have
the cosmetic moon
of her waddle-daub
flesh …

she is
arcane …
esoteric …
archetypal ….
cultured in
the body politic
of carnal imagery

romanticism and
quixotic magnificence
she is the warrior geisha …

in her hands
the text
the libido …

Card Caster (Magus Archetype)

*hums the X-Men cartoon theme* Oh, hey there! Today’s archetype reminds me of a pretty famous character from a certain mutant-based comic book, and for good reason. The Character Gambit’s mutant ability was the ability to unlock and infuse objects with their own kinetic energy, turning thrown items into deadly projectiles, typically playing cards, but any thrown weapon would do.
In the same way, a magus of this archetype infuses arcane power into a deck of cards, typically a harrow deck, and unleashes them at range upon foes. As a weapon, a card deck actually makes a lot of sense, since a single deck contains many cards, they are lightweight, and mass isn’t an issue as far as their power goes, gaining all of their damaging might purely through the arcane power invested in them.
These spell warriors take it a step further though, drawing upon the mystic association of a harrow deck’s symbology even further, gaining greater power. Of course, they can use any other sort of thrown weapon, including other types of card decks, but harrow seems to work best.

Charging cards with latent magic is the first thing these specialists learn. As long as they have even a little dredge of their weapon-enhancing power, they can do so with negligible investment. Such cards fly true and pierce deep as if they were actually designed for combat.
Rather than enhance their melee weapons, card casters instead focus their arcane powers on empowering their ranged methods of attacks, including entire harrow decks, even providing them with various enhancements associated with true magical ranged weapons.
Similarly, they can even channel touch spells through their thrown cards, making them into a powerful ranged delivery method.
Furthermore, when using a harrow deck as a weapon, the individual cards they draw to attack resonate with them. The closer the card is to matching their own moral compass, the more deadly it can be, especially if they strike a foe’s vitals.
Want a fun ranged magus character and an excuse to pull out that harrow deck you bought? This could be the answer you’re looking for. Keeping track of what cards you’ve used is super important, as it being honest in your shuffling methods. I recommend a build focusing on touch and accuracy spells, rounded out with a few area effect options and maybe a buff or two in case you get stuck in melee.

As easy as it is to just call this archetype a method of recreating Gambit or perhaps a gambler final fantasy character in pathfinder, let’s take a moment to think about why this archetype works. Cards, at their most fundamental, are a collection of symbols, each individual card being a repository for its specific symbol. In playing card games, and especially trading card games, this symbology defines the rules associated with each card, as well as its value within the game. Harrow cards and their real-world equivalent, Tarot cards and other mysticism-associated decks instead carry the symbolism of particular fates and possibilities, allowing them to be used for such arts. It is that almost scroll-like symbolism that allows them to be used by card casters and the like as a reservoir to fill with power and use.
Whether you use the harrow deck or adapt a different card set to work with this archetype (such as giving it a draconic feel by using Three Dragon Ante), the fact that these mage-warriors use what is considered a sacred symbol of certain cultures carries mixed associations with it. Some may see them as sacred guardians of the tradition, while others view the destruction of individual cards, and the ruining of entire decks by using even one card in this way, as blasphemous and dangerous.

The Red Deck of the Reaching King, more commonly called The Red, is most common in the City of Portents: Ebershar. However, not all who use the deck do so to predict the future, but to ensure it. Magical assassin guilds have perfected the technique of turning each card into a deadly weapon, like a thrown dagger charged with deadly magic. Still devoted to the aspect of fate and karma, they view the symbology of each card they use as a symbol of whether or not they were right to accept the contract.

Myrox the Gambler doesn’t like to be found, no fetchling does, but the party needs him to help get into the underground city of Kyduss. Careful diplomacy is needed to keep him calm and set up for bargaining, for if frightened or angered, he will not hold back, turning the gambling pieces on the table into deadly weapons, especially the cards.

In most circles of mysticism, it is considered disrespectful to use a Harrow deck for games, even those with no money at stake. So when a gambling hall begins setting up tables for games of Towers, the uproar among the locals and the mage class is strong. But little do they realize that the casino has gone beyond simple blasphemy, and has begun teaching the magical martial art of the cards to their dealers, turning them into deadly enforcers against those who would take matters into their own hands.