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SWPF Archetype Cards Set 1 v1.4
SWPF Archetype Cards Set 1 v1.4
set 1
ANCESTRY
RANK: NOVICE
AMIRI (BARBARIAN)
Human: Adaptability.
Fiery of heart and fierce in battle, Amiri demands
respect. Those who offend the barbarian soon learn HINDRANCES
the wrath of her blood rage. She wields an over-
sized bastard sword, her most-prized possession, BloodtHirsty (major): Every fight is to the death and you
won from a frost giant years ago. never take prisoners.
deatH WisH (minor): You embrace the inevitability of death
and your reckless fighting style shows it.
ATTRIBUTES Poverty (minor): You spend freely, knowing each day might
be your last, so you never seem to have two gold pieces to rub
Agility d8 pAce 8 together.
SmArtS d4 pArry 6
Spirit d6 toughneSS 8(2)
EDGES
Strength d10 BarBarian: You’re a brutal and uncompromising fighter.
Vigor d8 Brute: Athletics is linked to Strength, not Agility. Increase
thrown weapon ranges by +1/+2/+4.
SKILLS CLASS FEATURES
AthleticS d6 armor restriction (medium): Subtract 4 from Agility and
com. Knowledge d4 Agility-based rolls if using heavy armor or shield.
Fighting d8 rage: As a limited free action, you may “rage” voluntarily for
intimidAtion d6 five rounds. If Shaken or Wounded, you must make a Smarts
roll or rage, whether you want to or not.
notice d6
WHile raging, you gain tHe folloWing aBilities:
perSuASion d4 fury: Increase Strength a die type. Must Wild Attack if able.
riding d4 enraged: You ignore two levels of Wound penalties and all
Shooting d6 Fatigue penalties.
SteAlth d4 reckless aBandon: If you roll a Critical Failure on a Fighting
SurViVAl d4 check while raging, you hit a random target within range.
GEAR
Languages: Common, Bastard Sword (Str+d8, AP 1), short bow (Range 12/24/48,
Goblin, Halfling Damage 2d6), 20 arrows,handaxe (Str+d6), studded leather
tunic and leggings (+2), adventurer’s kit, 9 gp.
ANCESTRY
RANK: NOVICE
LEM (BARD)
Halfling: Agile, Keen Senses, Lucky, Reduced Pace, Size –1,
Lem possesses a delightful sense of humor, along Sure-Footed.
with a boundless optimism, despite his childhood as
a slave in Cheliax. Constantly humming tunes from HINDRANCES
lore or of his own invention, the impulsive halfling
is quick to intervene whenever he witnesses cruelty. impulsive (major): You often act without thinking.
mild mannered (minor): Your friendly demeanor means you
suffer –2 to Intimidation rolls.
ATTRIBUTES Quirk (minor): You are constantly humming catchy tunes.
RANK: NOVICE
KYRA (CLERIC)
Human: Adaptability.
Kyra’s vow to Sarenrae guides her path. With each
new day, the cleric renews her oath to fight evil, heal HINDRANCES
the sick, and protect the innocent. Kyra takes great
pride in her divine powers, and her prowess with a
Code of Honor (major): You have a strict set of values.
scimitar—all in service to her goddess. HeroiC (major): You always step in to help those in need.
Vow (major): You’re devoted to the goddess Sarenrae and
have vowed to serve her forever.
ATTRIBUTES EDGES
Agility d6 pAce 6 arCane BaCkground (CleriC): You call on the power of your
SmArtS d8 pArry 5 deity using Faith as your arcane skill.
Spirit d8 toughneSS 7(2) CleriC (good): You have been called to serve powers beyond
Strength d6 most mortal understanding.
Vigor d6 Healer: You gain a free reroll on all healing rolls.
CLASS FEATURES
SKILLS CHannel energy: You can cast the healing power at a Range
AthleticS d4 of Spirit rather than Touch. Your healing also has the Additional
com. Knowledge d4 Recipients Power Modifier, allowing you to heal nearby allies
FAith d8 at the cost of one extra Power Point each.
Fighting d6 Vow: You have sworn a solemn oath to serve your deity. If you
violate your deity’s trust (GM’s call) you subtract 2 from Faith
heAling d6 rolls for a week. Truly sacrilegious acts might rob you of your
intimidAtion d6 powers entirely until you atone in some way.
notice d6
occult d6 GEAR
perSuASion d6 Scimitar (Str+d6), sling (Range 4/8/16, Damage Str+d4, uses
riding d4 Athletics), 20 stones, cleric’s vestments, leather tunic, helm,
SteAlth d4 and leggings (+2), adventurer’s kit, healer’s kit, silver holy
symbol, holy water, 29 gp.
Languages: Celestial, Common,
Elven, Halfling, Kelish POWERS
Powers: Healing, protection, smite.
Power Points: 10
ANCESTRY
RANK: NOVICE
VALEROS (FIGHTER)
Human: Adaptability.
Valeros takes an laid-back approach to life. Still, he
remains loyal to his adventuring companions, though HINDRANCES
he acts on impulse in battle. He prefers to fight with ImpulsIve (major): You often act without thinking.
a sword in each hand, although his proficiency with
loyal (mInor): You won’t abandon your friends.
a bow proves a boon in ranged combat.
vengeful (mInor): You bear a grudge when slighted.
EDGES
ATTRIBUTES ambIdextrous: Ignore the –2 penalty to Trait rolls with your
Agility d8 pAce 6 off-hand.
SmArtS d6 pArry 6 brawny: Size +1. You treat Strength as a die type higher for
Spirit d6 toughneSS 9(3) encumbrance and Min Str requirements.
Strength d8 fIgHter: You excel at combat. Rarely shying away from battle,
Vigor d6 you lead the charge to protect your friends and defeat your
enemies.
SKILLS CLASS FEATURES
AthleticS d6 martIal flexIbIlIty: Once per encounter, as a free action, you
com. Knowledge d4 can choose to gain the benefits of a single Combat Edge. You
Fighting d8 must meet all of the Edge’s Requirements, and the benefits of
the chosen Edge end after 5 rounds.
intimidAtion d6
notice d4 GEAR
perSuASion d4 Longsword (Str+d8), short sword (Str+d6), long bow (Range
riding d4 15/30/60, Damage 2d6, AP 1), 20 arrows, scale mail shirt (+3),
Shooting d8 leather leggings (+2), adventurer’s kit, 29 gp.
SteAlth d6
SurViVAl d4
Languages: Common,
Dwarven, Elven, Sylvan
ANCESTRY
RANK: NOVICE
MERISIEL (ROGUE)
Elf: Agile, Elven Magic (free reroll to resist enemy powers),
Although Merisiel never learned the entire truth Intelligence, Keen Senses, Low Light Vision (ignore penalties
about her parents, she knows enough to bear the for Dim and Dark lighting), Slender.
shame of her circumstances. Life lessons learned,
including prison time in more than one city, Merisiel HINDRANCES
now lives every moment to the fullest.
Bad luck (major): Fate often deals you an unlucky hand. You
start each session with one fewer Bennies.
ATTRIBUTES EnEmy (minor): Your shady past has earned you a life-long
enemy who seeks retribution.
Agility d8 pAce 6 ShamEd (minor): Your upbringing continues to be a source of
SmArtS d8 pArry 7(1) shame for you.
Spirit d6 toughneSS 6(2)
Strength d6
EDGES
Vigor d6(-1) acroBat: You get a Free reroll on acrobatic Athletics rolls.
roguE: Life is an endless adventure for you and you live by
your wits.
SKILLS thiEf: You get +1 Thievery, Athletics rolls made to climb, and
AthleticS d8 Stealth rolls in urban environments.
com. Knowledge d4
CLASS FEATURES
Fighting d8
notice d6 armor rEStriction (light): You subtract 4 from Agility and
Agility-based rolls if using medium or heavy armor or shields.
perSuASion d6
SnEak attack: Rogues add an additional d6 to their damage
SteAlth d8 when they have the Drop on their victim, or the victim is
tAunt d6 Vulnerable. This applies to Athletics (throwing), Fighting, or
thieVery d6 Shooting attacks.
GEAR
Rapier (Str+d4, Parry +1), 6×throwing knives (Range 3/6/12,
Damage Str+d4), 2×daggers (Str+d4), soft leather jacket and
Languages: Common, Elven, leggings (+2), thieves’ tools, tanglefoot bag, adventurer’s kit,
Giant, Goblin, Sylvan climbers kit, 35 gp.
ANCESTRY
RANK: NOVICE
EZREN (WIZARD)
Human: Adaptability.
Ezren finds solace in his arcane studies, which he
pursues in the field rather than dusty libraries. The HINDRANCES
elderly wizard travels far and wide to research and
EldErly (major): Your body is not as strong or vital as it was,
discover new magics, partly as a way to put the
shame of his father’s heresy behind him. but with advancing years comes wisdom.
SHamEd (major): You father’s heretical views have been a
constant source of shame your whole life.
ATTRIBUTES EDGES
Agility d6(-1) pAce 5 arcanE Background (Wizard): You’ve learned to harness
SmArtS d10 pArry 5 the arcane powers using Spellcasting as your arcane skill.
Spirit d8 toughneSS 4 jack of all TradES: As an action, make a Smarts roll to learn
Strength d4(-1) any skill at d4 (d6 with a raise). This lasts until you next use
Vigor d6(-1) this Edge.
Wizard (univErSaliST): You’re capable in all schools of magic.
SKILLS CLASS FEATURES
AcAdemicS d8 arcanE Bond (BondEd oBjEcT): Your cane grants you +1 to
AthleticS d4 your Spellcasting rolls when holding it.
com. Knowledge d8 armor inTErfErEncE (any): –4 to Spellcasting, Agility, and
Fighting d4 Agility-based skill rolls if using light, medium, or heavy armor
or shields.
notice d6
SpEllBook: Your spellbook is an important source of power.
occult d8
perSuASion d6 GEAR
riding d4 Cane (Str+d4, Parry +1, Reach 1, two hands), dagger (Str+d4),
Shooting d6 hand crossbow (Range 5/10/20, Damage 2d4), 20 bolts, spell
SpellcASting d10 component pouch, spellbook, adventurer’s kit, ink pen, ink,
SteAlth d6 parchment, scroll of slumber, 24 gp.
RANK: NOVICE
LINI (DRUID)
Gnome: Gnome Magic (can cast cantrips), Keen Senses, Low
Lini has a way with animals, especially big cats. The Light Vision (ignore penalties for Dim and Dark lighting),
gnome prefers the company of her snow leopard, Obsessive, Reduced Pace, Size –1, Tough.
Droogami, though she gets along well enough with
people she trusts. Curious and quirky, she collects HINDRANCES
sticks from every forest she visits.
All Thumbs (minor): –2 penalty if using mechanical items.
Curious (mAjor): You must know what’s behind every mystery.
Quirk (minor): You collect sticks from forests you visit.
ATTRIBUTES
Agility d6 pAce 5 EDGES
SmArtS d6 pArry 5 ArCAne bACkGround (druid): Faith is your arcane skill.
Spirit d8 toughneSS 6(2) druid: You are an ally to the beasts and protector of the wild.
Strength d6 beAsT mAsTer: Droogami has Fighting d8.
Vigor d6
CLASS FEATURES
Armor inTerferenCe (liGhT): –4 to Faith, Agility and Agility-
SKILLS based skill rolls if using medium or heavy armor or shields.
AthleticS d6 nATure bond: Your snow leopard animal companion
com. Knowledge d6 Droogami accompanies you wherever you go.
FAith d8 nATure sense: Survival is linked to Spirit instead of Smarts.
Fighting d6 Vow (mAjor): You swore an oath to protect nature. Violating that
oath (GM’s call) has dire consequences (see Savage Pathfinder).
heAling d4
intimidAtion d4 GEAR
notice d6 Sickle (Str+d4), sling (Range 4/8/16, Damage Str+d4, uses
perSuASion d4 Athletics), soft leather tunic and pants (+2), traveler’s outfit,
riding d4 20 stones, adventurer’s kit, component pouch, thunderstone,
SteAlth d4 potion of minor healing, 5x smoke sticks, 39 gp.
SurViVAl d8
POWERS
Languages: Common, Druidic, Powers: Beast friend, elemental manipulation, entangle,
Elven, Gnome, Sylvan environmental protection, protection.
Power PoinTs: 11
ANCESTRY
RANK: NOVICE
HARSK (RANGER)
Dwarf: Dark Vision (ignore Illumination penalties up to
An unusual dwarf, Harsk enjoys forests more than 10”), Iron Constitution (+1 if resisting poison), Reduced Pace,
mines and tunnels. Few things make him happier Stonecunning (Notice roll +2 to detect unusual stonework
than crouching in a tree with his crossbow. Harsk’s within 10 feet), Tough.
axe once belonged to his brother, Sigur, who was
slain by giants 20 years ago. HINDRANCES
Habit (minor): Your drink of choice, unlike most of your kind,
is tea!
ATTRIBUTES SuSpiciouS (minor): It takes a long time to win your trust.
Agility d8 pAce 5 tHin-SkinneD (minor): Subtract 2 when resisting Taunt attacks.
SmArtS d6 pArry 5 Vow (minor): Your brother will be avenged!
Spirit d6 toughneSS 8(2)
Strength d6
EDGES
Vigor d8 ranger: You are at home in the forest (your Favored Terrain).
Your Favored Enemies are Humanoids.
wooDSman: You gain +2 to Survival and Stealth rolls in the
SKILLS wilds.
AthleticS d4 CLASS FEATURES
com. Knowledge d4
Fighting d6 armor reStriction (meDium): –4 to Agility and Agility-
based skill rolls if using heavy armor or shield.
heAling d4
faVoreD enemy: You get one free reroll when failing to track
notice d6 (Survival) or attack (Athletics, Fighting, or Shooting) your
perSuASion d4 Favored Enemy.
Shooting d8 faVoreD terrain: You draw an additional Action card for
SteAlth d6 initiative in your Favored Terrain.
SurViVAl d8 wilDerneSS StriDe: You ignore movement penalties for
Difficult Ground.
GEAR
Languages: Common, Sigur’s battleaxe (Str+d6), heavy crossbow (Range 15/30/60,
Dwarven, Goblin, Sylvan Damage 2d8, AP 2, Reload 2), 20 bolts, handaxe (Str+d6),
studded leather tunic and leggings (+2), adventurer’s kit,
climbers kit, tanglefoot bag, 34gp.
ANCESTRY
RANK: NOVICE
SEONI (SORCERER)
Human: Adaptability.
Born into a nomadic tribe known as the Varisians,
Seoni is driven by dreams to learn more about her HINDRANCES
magical heritage, she travels Golarian seeking
arcane knowledge and power. Seoni’s familiar is Curious (major): You have an insatiable desire to discover
a small, blue-tailed skink called Dragon. and learn.
Hesitant (minor): You like to consider your options before
choosing a course of action.
ATTRIBUTES LoyaL (minor): You never abandon your friends.
ANCESTRY
RANK: NOVICE
SAJAN (MONK)
Human: Adaptability.
Sajan’s is driven by his vow to find his missing
twin sister, Sajini. He exhibits discipline and HINDRANCES
perseverance in all things, but especially in the Heroic (major): You battle evil and protect the innocent.
rigors of his martial training. He always helps
those in need, even if it puts him in harm’s way. LoyaL (minor): You never desert your friends.
Vow (minor): You swore to find your twin sister, Saijini, and
you will not rest until you do.
ATTRIBUTES EDGES
Agility d8 pAce 8 FLeet-Footed: Pace +2, increase running die one die type.
SmArtS d6 pArry 7(1) monk: Yours is a path of discipline and balance.
Spirit d6 toughneSS 7 trademark weapon: Your fists and feet are weapons. Add +1
Strength d6 to Fighting and +1 Parry when fighting unarmed.
Vigor d8
CLASS FEATURES
armor restriction (any): –4 to Agility and Agility-based
SKILLS skill rolls if using light, medium, or heavy armor or shields.
AthleticS d8 martiaL discipLine: +1 Toughness if wearing no armor.
com. Knowledge d4 mobiLity: Increase your running die one die type.
Fighting d8 stunning Fist: With a raise on an Unarmed Strike (even if
heAling d4 all damage is soaked), make the foe Distracted or Vulnerable.
intimidAtion d6 unarmed strike: +1 Fighting (Str+d4, AP 2) when fighting
unarmed. On a raise, your bonus damage is d10.
notice d6
perSuASion d4 GEAR
riding d4 Temple sword (treat as short sword, Str+d6), 6x shurikens
SteAlth d8 (Range 3/6/12, Damage Str+d4), caltrops, adventurer’s kit, 3x
Alchemist’s fire, sunrod, potion of minor healing, 21 gp.
RANK: NOVICE
SEELAH (PALADIN)
Human: Adaptability.
Seelah is a faithful follower of Iomedae and
honors her goddess every day. Sworn to a strict HINDRANCES
code, she strives to act with honor and ensure
justice at all times. Seelah has vowed to root out Code of Honor (major): You keep your word, won’t kill or
evil on Golarion and bring evildoers to justice. abuse prisoners, and generally uphold the highest standards of
etiquette and manners.
LoyaL (minor): You stand by your companions to the end.
ATTRIBUTES THin Skinned (minor): You take insults, real and perceived, to
heart very quickly. You suffer –2 to resist Taunts.
Agility d6 pAce 6 Vow (major): You have dedicated yourself to the service of
SmArtS d6 pArry 8(2) Iomedae.
Spirit d8 toughneSS 9(3)
Strength d8
EDGES
Vigor d8 CHampion: +2 damage to supernaturally evil enemies.
paLadin: You are a paragon of virtue, a holy warrior for your
deity.
SKILLS
AthleticS d6
CLASS FEATURES
com. Knowledge d4 aura of Courage: Allies within 10” gain +1 to Fear checks.
Fighting d8 deTeCT eViL: As an action you can detect if one target within a
range of Smarts is evil.
intimidAtion d6
SmiTe eViL: As a free action (once per encounter, per Rank)
notice d6 you can choose an enemy. If the enemy is evil, you get a reroll
perSuASion d4 on any failed attack roll against them.
riding d6
Shooting d6 GEAR
SteAlth d4 Longsword (Str+d8), long bow (Range 15/30/60, Damage
2d6, AP 1), 20 arrows, explorer’s outfit, chain mail shirt (+3),
leather leggings (+2), medium shield (+2 Parry, −2 Cover),
adventurer’s kit, holy symbol, holy water, 15 gp.
Languages: Celestial, Common,
Dwarven, Elven
RANK: SEASONED
RANK: SEASONED
HARSK (RANGER)
Dwarf: Dark Vision (ignore lighting penalties up to 10”),
An unusual dwarf, Harsk enjoys forests more than Iron Constitution (+1 if resisting poison), Reduced Pace,
mines and tunnels. Few things make him happier Stonecunning (Notice roll +2 to detect unusual stonework
than crouching in a tree with his crossbow. Harsk’s within 10 feet), Tough.
axe once belonged to his brother, Sigur, who was
slain by giants 20 years ago. HINDRANCES
Habit (minor): Unlike most of your kind, you drink tea!
SuSpiciouS (minor): It takes a long time to win your trust.
ATTRIBUTES tHin-SkinneD (minor): –2 when resisting Taunt attacks.
Agility d8 pAce 5 Vow (minor): Your brother will be avenged!
SmArtS d6 pArry 5
EDGES
Spirit d6 toughneSS 8(2)
Strength d8 ranger: You’re at home in forests or mountains (your Favored
Terrains). Your Favored Enemies are Animals and Humanoids.
Vigor d8
rapiD reloaD: Reduce the Reload value of a weapon by 1.
traDemark weapon: +1 to Shooting with heavy crossbow.
SKILLS Quarry: Favored Enemy (animal), Favored Terrain (mountain).
wooDSman: +2 to Survival and Stealth rolls in the wilds.
AthleticS d6
com. Knowledge d4 CLASS FEATURES
Fighting d6 armor reStriction (meDium): –4 to Agility and Agility-
heAling d4 based skill rolls if using heavy armor or shield.
intimidAtion d4 faVoreD enemy: Get one free reroll if you fail to track (Survival)
notice d6 or attack (Athletics, Fighting, or Shooting) your Favored Enemy.
perSuASion d4 faVoreD terrain: You draw an additional Action card for
Shooting d8 initiative in your Favored Terrain.
SteAlth d6 wilDerneSS StriDe: Ignore movement penalties for Difficult
SurViVAl d8 Ground.
GEAR
Languages: Common, Sigur’s battleaxe (Str+d8, AP 1, Accurate), heavy crossbow
Dwarven, Goblin, Sylvan (Range 15/30/60, Damage 2d8+1, AP 3, Reload 1, Damaging),
20 bolts, handaxe (Str+d6), studded leather tunic and leggings
(+2), adventurer’s kit, climbers kit, tanglefoot bag, 12 gp.
RANK: SEASONED
RANK: SEASONED
SAJAN (MONK) Human: Adaptability.
Sajan’s is driven by his vow to find his missing
twin sister, Sajini. He exhibits discipline and
HINDRANCES
perseverance in all things, but especially in the Heroic (major): You battle evil and protect the innocent.
rigors of his martial training. He always helps LoyaL (minor): You never desert your friends.
those in need, even if it puts him in harm’s way. Vow (minor): You swore to find your twin sister, Saijini.
EDGES
ATTRIBUTES BrawLer: Increase your unarmed weapon damage one die type.
Agility d8 pAce 8 First strike: As long as you’re not Shaken or Stunned, you
SmArtS d6 pArry 7(1) gain a free Fighting attack against a foe who moves into Reach.
FLeet-Footed: Pace +2, increase running die by one die type.
Spirit d6 toughneSS 8
monk: You tread a path of discipline and balance.
Strength d8
mystic Power: You gain 10 Power Points to spend on only the
Vigor d8 following, boost Trait (Agility, Athletics, Fighting and Stealth),
deflection, smite, and speed. These powers succeed automatically
SKILLS for their base cost and with a raise for an extra 2PP.
trademark weaPon: Your fists and feet are deadly weapons.
AthleticS d8 Add +1 to Fighting and +1 Parry when fighting unarmed.
com. Knowledge d4
Fighting d8 CLASS FEATURES
heAling d4 armor restriction (any): –4 to Agility and Agility-based
intimidAtion d6 skill rolls if using light, medium, or heavy armor or shields.
notice d6 martiaL disciPLine: +1 Toughness if wearing no armor.
perSuASion d4 moBiLity: Increase your running die one die type.
riding d4 stunning Fist: With a raise on an Unarmed Strike (even if
all damage is soaked), make the foe Distracted or Vulnerable.
SteAlth d8
unarmed strike: +1 Fighting (Str+d4, AP 2)when fighting
unarmed. On a raise, your bonus damage is d10.
GEAR
Languages: Common, Elven,
Giant, Goblin Temple sword (treat as short sword, Str+d6, AP 1, Accurate),
6x shurikens (Range 3/6/12, Damage Str+d4), caltrops, ad-
venturer’s kit, 3x Alchemist’s fire, sunrod, 2x potion of minor
healing, ring of counterspells (lower Trait), 21 gp.
RANK: SEASONED
ATTRIBUTES EDGES
Agility d8 pAce 8 Frenzy: Droogami rolls a second Fighting die with any one of
its standard Fighting attacks for the turn. The extra die may
SmArtS d6(A) pArry 5
be allocated to the same or different targets.
Spirit d8 toughneSS 6
Strength d8
Vigor d8
SKILLS
AthleticS d8
Fighting d6
intimidAtion d6
notice d6
SteAlth d8
SurViVAl d6