Varisian Archtypes

Kapenia Dancer (Magus Archetype)

For some Varisians, their traditional dances pulse with the power of their ancestors. These dancers incorporate their kapenias—scarves embroidered with the history of the bearer’s clan—into their dances, weaving deadly whirling steps with the power of their ancestors.

  • Weapon and Armor Proficiency: A kapenia dancer is proficient in simple weapons and bladed scarves (The Inner Sea World Guide 290). Additionally, a kapenia dancer can wield a bladed scarf as a one-handed melee weapon. A kapenia dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored.
  • Diminished Spellcasting: A kapenia dancer can cast one fewer spell of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level.
  • Canny Defense (Ex): At 1st level, when a kapenia dancer is wielding a bladed scarf, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his magus level (rather than his duelist level) affects his Armor Class.
  • Weapon Focus (Ex): At 1st level, a kapenia dancer gains Weapon Focus (bladed scarf) as a bonus feat.
  • Kapenia Dancer Arcana: A kapenia dancer gains access to the following magus arcana. He cannot select any arcana more than once.
    • Elasticity (Su): As a free action, the kapenia dancer can spend 1 point from his arcane pool in order to grant a bladed scarf he’s wielding reach until the end of his turn. A kapenia dancer can use this arcana in tandem with other magus arcana.
    • Kapenia Curse (Su): Choose an ability score upon taking this arcana. Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to deal 1d4 points of damage to that ability score of the creature struck. This arcana can be selected multiple times, but a different ability score must be chosen each time. The kapenia dancer must be at least 9th level before selecting this arcana.
    • Spirit Fingers (Su): Whenever the kapenia dancer scores a hit with a melee weapon, he can spend 1 point from his arcane pool as a swift action to immediately attempt a steal combat maneuver (Advanced Player’s Guide 322).
    • Spirit Step (Su): Whenever the kapenia dancer scores a critical hit with a bladed scarf, he may expend 1 point from his arcane pool to teleport to any point within 30 feet. The kapenia dancer’s turn ends after being teleported. The kapenia dancer must be at least 12th level before selecting this arcana.
  • Magus Arcana: The following magus arcana from Ultimate Combat (UC) and Ultimate Magic (UM) complement the kapenia dancer archetype: arcane cloak (UC), dispelling strike (UM), hastened assault (UM), maneuver mastery (UM), prescient attack (UC), prescient defense (UM).

Thundercaller (Bard Archetype)

Among the mystical leaders of the Shoanti are those who speak for the spirits of the land, who bear the knowledge of the ancients, and whose voices ring like thunder, calling the sky’s wrath down upon their enemies.

  • Bound to the Land (Ex): A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge.
  • Bardic Performance: A thundercaller gains the following types of bardic performance.
    • Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level. This performance replaces inspire competence.
    • Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier). Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion and mass suggestion.
    • Call Lightning (Su): At 8th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes. This performance replaces dirge of doom.
    • Call Lightning Storm (Su): At 14th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes. This performance replaces frightening tune.

Witch Knight (Magus Archetype)

Some magi are trained from witch covens to defend and protect their members, and possess spells and abilities more natural and wild.

  • Witch’s Familiar: At 1st level, a witch knight magus forms a close bond with a familiar, a creature that teaches him magic and helps to guide him along his path. This functions like the witch ability of the same name. This ability replaces the magus’s spellbook and spell combat gained at 1st level.
  • Spell Combat: At 3rd level, a witch knight magus learns to cast spells and wield his weapons at the same time. This ability replaces the magus arcana gained at 3rd level.
  • Bewitched Arcana: The witch knight receives access to the following arcana.
    • Bewitched Strike (Sp): A witch knight magus can cast his patron spells using the spellstrike ability, even if the spells are not touch-attack spells.
    • Jinx Blending (Ex): When a magus selects this arcana, he must select one spell from the witch spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of the same level as the Witch spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. A magus can select this magus arcana more than once.
  • Greater Spell Access: At 19th level, the witch knight gains access to an expanded spell list. He learns and places 14 spells from the witch spell list into his familiar as magus spells of their witch level. The witch knight gains two of each of the following witch spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. He can ignore the somatic component of these spells, casting them without the normal chance of spell failure. This replaces the normal greater spell access ability.
  • Spells: A witch knight magus chooses a witch patron at 1st level and adds the patron spells of 1st to 6th level to his magus spell list.
  • Magus Arcana: The following magus arcana complement the witch knight archetype: broad study, dispelling strike, empowered magic, and jinx blending.

Witch Hound (Inquisitor Archetype)

The witch hound is the witch hunter’s antithesis, a lone wolf infiltrating strange dungeons to fetch eldritch secrets and using hexes to battle the enemies of the coven he’s sworn to serve.

  • Hex (Su): At 1st level, a witch hound inquisitor picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. He gains an additional hex at 3rd level and every three levels thereafter. At 12th level, the witch hound can instead choose a major hex. A witch hound cannot select an individual hex more than once. This ability replaces the inquisitor’s domain and teamwork bonus feats.
  • Houndmaster: A witch hound’s inquisitor levels stack with his levels in any class that gives a familiar, animal companion, bonded mount, or an outsider servant of any type for the purpose of determining any abilities that depend on the master’s level. He doesn’t obtain a familiar or a companion with this ability alone. If the witch hound inquisitor has levels in more than one class which gives a companion, he must choose to what class he will apply this benefit.
  • Trapfinding: Disable Device is a class skill for the witch hound inquisitor. At 2nd level, he gains the trapfinding ability as a rogue of the same level. If the witch hound has levels in another class that gives trapfinding, these levels stack. This ability replaces track.

Fakir (Oracle Archetype)

A fakir is wandering ascetic who demonstrates the power of the divine through acts of physical endurance.

Recommended Mysteries: Any.

Class Skills: A fakir adds Acrobatics, Climb, Handle Animal, and Perform to her list of class skills. These replace the additional class skills from her mystery.

Armor Proficiency: A fakir does not gain proficiency with medium armor. An oracle revelation that grants the fakir heavy armor proficiency also grants her medium armor proficiency.

Bonus Spells: rope trick (4th), disjointed defense (10th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Revelations: A fakir must take the following revelation at 1st level.

  • Animal Charmer (Sp): You can fascinate animals and magical beasts at will. This ability acts as the spell animal trance, except you can fascinate a number of HD worth of creatures equal to twice your oracle level.

The fakir may select the following revelations in place of a mystery revelation.

Order of the Locust (Cavalier Order)

A cavalier who belongs to this order has pledged allegiance to the Demon Lord of Locusts. Cavaliers of this order tend to be concerned with the advancement of the group over his own goals or objectives.

Mount: A Medium cavalier of the order of the locust must select a giant black widow, giant stag beetle or giant scorpion as their mount while Small cavaliers must select a cave scorpion, flash beetle or giant crab spider.

Edicts: The cavalier must always consider the health of the whole body or swarm. He must never rashly jeopardize the collective due to personal pride.

Challenge: Whenever an order of the locust cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as his target threatens another cultist (possessing an unholy symbol) or vermin. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the locust cavalier adds Stealth (Dex) and Survival (Wis) to his list of class skills. In addition, an order of the locust cavalier can use Handle Animals with creatures of the vermin type and add 1/2 their cavalier class level (minimum +1) for such checks.

Order Abilities: A cavalier that belongs to the order of the locust gains the following abilities as he increases in level.

  • Squirming Words (Ex): At 2nd level, the cavalier gains vermin empathy that functions as a druid’s wild empathy ability. If the cavalier already possesses this ability from another source they gain a +4 insight bonus on such checks.
  • Swarming Form (Ex): At 8th level, the cavalier is able to lead his mount into the same squares as other vermin and devotees to the locust lord. While the cavalier occupies a square along with qualifying allies, the cavalier, his mount and all allies in the square gain a flanking bonus against all targets in reach.
  • Locust Lord’s Blessing (Sp): At 15th level, the cavalier can, as a free action call upon the locust lord for a blessing. This manifests as the divine power spell using the cavalier’s level as caster level and affects both him and his mount. He may use this ability once per day.

Cavaliers from the order of the locusts are prone to use vermin as mounts. Vermin mounts have an Int score of 2, are not immune to mind-affecting affects and gain skills and feats like animal companions.

Vermin Choices
Each vermin mount has different starting sizes, speed, attacks, ability scores, and special qualities. All vermin attacks are made using the creature’s full base attack bonus unless otherwise noted. Vermin attacks add the animal’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. As you gain levels, your vermin mount improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics (see Druid entry of the Pathfinder Roleplaying Game). Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion’s Dexterity and Constitution by 2.

Giant Black Widow

  • Starting Statistics: Size Large; Speed 30 ft., climb 30 ft.; AC +1 natural; Attack bite (1d6 plus poison); Ability Scores Str 11, Dex 17, Con 12, Int 2, Wis 10, Cha 2; Special Qualities darkvision 60 ft., tremorsense 60 ft.
  • 4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities web

Giant Crab Spider

  • Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural; Attack bite (1d4 plus poison); Ability Scores Str 7, Dex 21, Con 8, Int 2, Wis 10, Cha 2; Special Qualities darkvision 60 ft., tremorsense 60 ft.
  • 4th-Level Advancement: Ability Scores Str +4, Dex -4, Con +4; Special Qualities web

Giant Stag Beetle

  • Starting Statistics: Size Large; Speed 20 ft.; AC +4 natural; Attack bite (2d6); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 10, Cha 9; Special Qualities darkvision 60 ft.
  • 4th-Level Advancement: AC +2 natural; Ability Scores Str +4, Con +2; Special Qualities trample

Flash Beetle

  • Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural; Attack bite (1d4); Ability Scores Str 14, Dex 15, Con 15, Int 2, Wis 10, Cha 11; Special Qualities luminescence
  • 4th-Level Advancement: Size Large; Attacks bite (1d6); AC +2 natural; Ability Scores Str +8, Dex -2, Con +4; Special Qualities flash

Giant Scorpion

  • Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural; Attacks 2 claws (1d4), sting (1d6 plus poison); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 10, Cha 2; Special Qualities darkvsion 60 ft., tremorsense 60 ft.
  • 7th-Level Statistics: AC +4 natural; Attacks 2 claws (1d6 plus grab); Ability Scores Str +4, Con +4; Special Qualities constrict

Cave Scorpion

  • Starting Statistics: Size Medium; Speed 40 ft; AC +2 natural; Attacks 2 claws (1d3), sting (1d4 plus poison); Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 10, Cha 2; Special Qualities darkvision 60 ft., tremorsense 60 ft.
  • 4th level Advancement: Size Large; Speed 50 ft.; AC 2 natural; Attacks 2 claws (1d4grab), sting (1d6 plus poison); Ability Scores Str +8, Dex -2, Con +4; Special Qualities constrict

Archivist (Cleric archetype)

Spells: Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells.

To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist’s spell is 10 + the spell level + the archivist’s Int modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. In addition, he receives bonus spells per day if he has a high Intelligence score. He must
choose and prepare his spells ahead of time by getting a good night’s sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.

This augments the standard cleric spellcasting ability. Unless otherwise noted it works identically to the normal clerical spellcasting.

Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory, and cure or inflict spells, which he can cast spontaneously as per the normal cleric ability (or domain spells in the case of Priests).

An archivist begins play with a prayerbook containing all 0-level cleric spells from the core rulebook, plus all 1st level cure and inflict spells and his domain spells. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his cleric level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required. The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.

Each time the archivist gains access to a new spell level he automatically adds all cure and inflict spells, as well as his domain spells, of that level to his prayerbook.

Domains: This works identically to the cleric ability of the same name, save that the archivist uses his Intelligence score, rather than Wisdom, to determine the effects and uses per day of his domain powers. An archivist’s domain spells are automatically recorded in his prayerbook at the appropriate levels and do not count against the two bonus cleric spells he receives at each level.

Rulership (Oracle Mystery)

The seven doctrines of rightful rulership in ancient Thassilon were wealth, fertility, honest pride, abundance, eager striving, righteous anger, and well-deserved rest. The Runelords corrupted those values, celebrating instead greed, lust, boastful pride, gluttony, envy, wrath, and sloth as their ‘virtues of rulership,’ each associated with one of the schools of magic they practiced. The clergy and rites of Lissala have long since fallen into obscurity, as have those of the Peacock Spirit. Yet, some force still honors these ancient virtues, and in the Varisian lands that were once ancient Thassilon, hooded oracles have been seen, seeking to preach the return of these longforgotten virtues, or, in some cases, vices….

Deities: Lissala, the Peacock Spirit.

Class Skills: Intimidate, Knowledge (arcana), Knowledge (nobility), Linguistics.

Bonus Spells: unseen servant (3rd), shatter (5th), vampiric touch (7th), charm monster (9th), flesh to stone (11th), greater dispel magic (13th), project image (15th), symbol of death (17th), miracle (19th).

Revelations: An oracle with the rulership mystery can choose from any of the following revelations.

  • Abundant Repast (Su): Once per day, plus once per day per five oracle levels, you can either devour magical energy, or confer it to another with a kiss. As a standard action, you can either kiss another to replenish their own magical reserves, by expending one or more spell slots of your own, to replenish equal numbers and levels worth of prepared spells or spell slots expended, or attack another with a primary bite attack that does damage based on your size.
    A spellcaster bitten must make a Will save (DC 10 + ½ your oracle level + your Charisma modifier) or lose their highest level prepared spell, or one of their highest level spell slots (choose randomly if a target has multiple prepared spells of their highest level available), and one of your expended spell slots of equal or lower level is refreshed. At 5th level, this bite attack is treated as a magic weapon for the purposes of overcoming damage reduction. At 10th level, you gain the Improved Natural Attack feat with this bite attack.
  • Arcane Forfeiture (Su): You can counter any spell on the oracle spell list using any abjuration spell known of equal or higher level. A number of times per day equal to your Charisma modifier, when you counter or dispel a spell effect, you can choose to either replenish a spell slot of equal or lower level, transfer the effects of the spell negated to target yourself, or cause the spell to manifest under your control, as if cast by you, from your position, at your caster level, and upon a target or area of your choice.
  • Designation of Authority (Su): As a full round action, you can duplicate the effects of any summon monster spell that you could cast at your current oracle level. You are treated as dazed when the summoning is in effect, directing their actions in place of your own. If you choose to abandon control of the summoned creature(s), they are instead dazed, and take no action until you resume control. This summoning lasts 1 minute per oracle level and you can use it once per day, plus once per day per five oracle levels.
  • Fecundity (Sp): In a 10 minute ritual, you can replicate the enrichment option of plant growth or cause a similar effect by blessing a herd of livestock. You can enact this ritual a number of times per day equal to your Charisma modifier, but cannot bless the same crop or herd more than once in a single year. On a smaller scale, you can instead use this ability on any source of food to reproduce the effects of a create food & water spell at your caster level, although you cannot affect a single food-producing animal or plant more than once in a 24 hour period.
  • License to Rule (Sp): You can invoke the properties of rulership to act as a suggestion spell, but add your Charisma modifier to the difficulty of the saving throw if the target would be attracted to someone of your gender, race and/or station. You can use this ability once per day, plus once per day per five oracle levels. At 10th level, you can use three daily uses of this ability to simulate mass suggestion.
  • Mastery of Quality (Su): As a standard action, you can either add or subtract an armor or weapon quality worth +1 to any armor or weapon, plus an additional +1 per five oracle levels you possess. This ability can be used a number of times per day equal to your Charisma modifier.
    You can only increase the armor or weapon enhancements on an item in your possession, and the enhancement fades at the end of the round if the enhanced item ever leaves your possession, but you can decrease the magical enhancements on a piece of armor or weapon within 30 ft. The modification lasts a number of rounds equal to your oracle level. You cannot confer or remove a portion of a weapon or armor enhancement, and you cannot add another enhancement to an item that does not already have at least a +1 enhancement bonus. (So you must be at least 10th level before you can turn a breastplate into a +1 light fortification breastplate, and 15th level before you can turn a longsword into a +1 holy longsword).
  • Prideful Dominance (Su): As a swift action as part of an attack or charge action, you can cause your appearance to swell with the illusion of arcane power, superior equipment and unbeatable 24 might. This effect is similar to the Frightful Presence trait of a dragon, affecting all foes that can see you within 30 ft. that have less HD than your oracle level, inflicting upon them the frightened condition for a number of rounds equal to your Charisma modifier, and then leaving them shaken for additional rounds equal to your oracle level.
    An affected foe can attempt to resist this effect with a Will saving throw (DC 10 + half your oracle level + your Charisma modifier), and if they save, are merely shaken for a number of rounds equal to your Charisma modifier, and cannot be affected again with this ability for 24 hours.
  • Runes of Rulership (Sp): You can create a glyph of warding as a spell-like ability once per day, plus an additional time per day at 10th level, and a third time per day at 20th level. At 15th level, each use of this ability instead creates a greater glyph of warding.
  • Weapons of Rightful Rule (Ex/Su): You gain proficiency with the following weapons; glaive, guisarme, halberd, lucerne hammer, ranseur and scythe, as well as the ability to brace a longspear as an immediate action. If you have dazzling display with any of the above weapons (you must have the feat and qualify for it normally), the duration of any shaken effect is doubled on a successful use of the feat. These traits count as exceptional abilities. If anyone attempts to strike you with one of the above weapons of rule, you are treated as if under the effects of a sanctuary spell at your oracle level. If they drop this weapon and draw another, the effect ends. This effect is a supernatural ability.
  • Wrath of the Storm (Su): As a standard action, by touch, you can infuse yourself or another with elemental spirits of wrath, causing body, mind, and spirit to warp and shudder with elemental fury. Initially, the subject merely gains the effects of the rage spell for a number of rounds equal to your oracle level.
    At 5th level, the subjects body also dramatically transforms, gaining a +2 size bonus to Strength, a +2 natural armor bonus, a +10 ft. bonus to ground move, climb, fly and swim speeds of 20 ft., 60 ft. darkvision, low-light vision, scent and a bite and 2 claw attacks that function as primary weapons with damage appropriate for the recipients size (1d6 bite and 1d4 claws, if size medium).
    At 10th level, all unarmed or natural weapon attacks inflict +1d6 elemental damage (acid, cold, electricity or fire), chosen at the time the power is activated. At 15th level, the target increases in size by one size category, and gains an additional +4 size bonus to Strength and another +2 natural armor bonus, as well as resistance 10 vs. acid, cold, electricity and fire. The recipient is fatigued for the remainder of the encounter once the effect ends, and cannot be affected by this power more than once in a 24 hour period. You can use this power once per day, plus an additional time per day per ten oracle levels.

Final Revelation: Upon reaching 20th level, you become a paragon of rulership, gaining a +5 insight bonus to all Diplomacy, Intimidate, and Sense Motive checks, spell resistance equal to 10 + your oracle level, and immunity to the detrimental effects of aging.

Runescarred (Sorcerer Bloodline)

Your family has been prey for practitioners of the eldritch arts for longer than any remember. Mighty wizards and arcane energies were the bogeymen in your childhood bedtime stories. While many of your relatives—those who are still alive—have become adept at ducking or eluding magicians, you have learned to fight magic with even more magic and thrive.

Class Skill: Escape Artist

Bonus Spells: disguise self (3rd), silence (5th), dispel magic (7th), dimension door (9th), interposing hand (11th), repulsion (13th), spell turning (15th), dimensional lock (17th), prismatic sphere (19th).

Bonus Feats: Combat Casting, Diehard, Endurance, Improved Counterspell, Lightning Reflexes, Silent Spell, Skill Focus (Escape Artist), Toughness.

Bloodline Arcana: You gain a +1 competence bonus on saving throws against spells you know. At 6th level and every four thereafter, this bonus increases by +1.

Bloodline Powers: Something mystical in your blood draws spellcasters to you, but you tap that same source to empower and protect yourself.

  • Deceptive Motions (Ex): At 1st level, you can integrate nonsense syllables, gestures, and materials into your casting to confound your enemies. As a free action when you cast a spell you can add half your sorcerer level (minimum +1) as a bonus to the Spellcraft DC to identify the spell you are casting, and as a dodge bonus to your touch AC (only) for one round. Alternatively, as a standard action you may make a Bluff check with the same bonus (opposed by observers’ Sense Motive or Spellcraft checks) to pretend to cast a spell you know or have observed cast in the past week.
    You can use this ability a number of times per day equal to 3 + your Charisma modifier. Spells cast while using this ability may take on a distinctive personal flourish, such as adding a bluish tinge to any visual effects.
  • Sense Magic (Su): At 3rd level, you gain the ability to sense magical abilities in creatures. By observing a creature within 30 ft. as a full-round action, you can identify magical qualities it possesses. Make a caster level check against a DC of 15 + the creature’s CR to identify the creature’s supernatural or spell-like abilities or vulnerabilities, up to a number of abilities equal to your Charisma modifier. You may retry this check after spending another full-round action observing the creature, either if you failed, or to learn additional abilities.
    At 7th level and every four levels thereafter, you gain a +1 bonus to this check, to a maximum of +4 at 19th level. Additionally, at 7th level you may make the initial check as a standard action, at 11th as a move action, and at 17th as a swift action. Repeat checks still require a full-round action.
  • Scarred Soul (Su): At 9th level, you have unlocked the anguish of your ancestors. You can cast one of your known spells using a lower level spell slot than would normally be required for that spell, including any metamagic effects applied. This does not change the spell’s level. Immediately after casting the spell you take 1d6 points of Intelligence damage and 1d6 points of Charisma damage for each level the slot is below the required level. At 13th level, the damage is reduced to 1d4 each per level.
  • Runic Reflection (Su): At 15th level, your mimicry of other spellcasters is such that whenever you successfully counterspell a spell, it is reflected fully upon the caster (as spell turning).
  • Risen Runelord (Su): At 20th level, living runes grow upon your flesh. You have fully turned from prey to predator and embody the might of an ancient magical nemesis. Choose one school of magic, other than divination. You gain a +1 bonus on all saving throws against spells of that school, as well as to caster level and saving throw DCs of spells you cast from that school. Also, you may use your deceptive motions ability to mimic and actually cast any sorcerer spell of this school. This expends a spell slot of the appropriate level as normal.

Varisian Archtypes

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