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The Archaeologist

June 9th 2015

Alex Riggs

Best in Class Archive

                When most people think of investigators, they think of Sherlock Holmes and other detectives. If you want Indiana Jones, you look elsewhere. Maybe to the swashbuckler, or perhaps the rogue. But today’s archetype casts investigators in a new light, and reveals just how close the investigator already is to the pulp action archaeologists of the early 20th century.

 

New Investigator Archetype
Archaeologist

                For most investigators, the exciting mysteries are those of the present, and perhaps the future. They apply their cunning intellect and brilliant inspiration to making the world a better place, and to expanding their understanding of the world and its workings. Some, however, look to the past, seeking to rediscover and preserve the lost secrets—as well as solve the ancient riddles and mysteries—of long-lost civilizations. Some are little more than tomb robbers, while others are devoted to using history for the betterment of mankind, but all of them apply the investigator’s usual set of skills to an entirely different environment.

                Archaeologist’s Knack (Ex): An archaeologist has a deep understanding of and appreciation for academia, especially relating to his chosen field. The archaeologist gains a bonus equal to 1/2 his class level on the following: Appraise checks relating to objects more than 200 years old, Knowledge (geography) checks, Knowledge (history) checks, and Knowledge (nobility) checks relating to individuals born over 200 years ago. Additionally, the bonuses that an archaeologist gains on a Knowledge check from referencing a library or similar source is doubled.

                This ability replaces the poison lore class feature.

                Cunning Linguist (Ex): By 2nd level, an archaeologist is skilled at deciphering unfamiliar writing, and translating passages from one language to another. The archaeologist adds detailed translation information to his formula book. He chooses one language, and as long as he has his formula book available to consult, he is treated as knowing that language, although it takes him twice as long as normal to converse, write, or read in that language. Each day, he can select a different language to know in this way, and he can change his selected language by studying his translation notes in his formula book for 1 hour. At 5th level, and every 3 levels thereafter, the archaeologist can choose an additional language to know each day (to a maximum of 7 languages at 20th level).

                Finally, an archaeologist never risks drawing a false conclusion about a text that he deciphers.

                This ability replaces the poison resistance class feature.

                Lucky Dodge (Ex): Beginning at 3rd level, the archaeologist develops an uncanny luck when it comes to dodging deadly attacks or avoiding perilous traps, hazards, and curses. Once per day, as an immediate action before attempting a saving throw or before an attack roll is made against him, the archaeologist can gain a bonus equal to his Intelligence modifier to his choice of either his AC or his saving throws. This bonus lasts for a single attack or saving throw. At 6th level, and every 3 levels thereafter, the number of times he can do this per day increases by one (to a maximum of 6 times per day at 18th level).

                This ability replaces the trap sense class feature.

                Puzzle Solver (Ex): By 4th level, an archaeologist has become familiar enough with the types of puzzles, traps, and riddles often found in ancient tombs and lost cities that he develops a sort of sixth sense for how they work and how to best beat them. Whenever the archaeologist comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

                Additionally, an archaeologist can study a puzzle, riddle, or similar feature for 1 minute in an attempt to understand the mind of its creator. Doing so requires a successful Sense Motive check (DC 25). In some cases, the GM may choose to allow a different skill check instead, such as Knowledge (arcana) (for riddles involving magical phenomena), Knowledge (history) (for riddles that rely on knowledge of ancient cultures), or Knowledge (religion) (for riddles relating to religious lore), but the archaeologist always has the option to use Sense Motive. If the check is successful, the archaeologist gains a flash of insight into the riddle or puzzle, and is provided with the answer.

                This ability replaces the swift alchemy class feature.