Fell Archaeologist
The Alienist's Handbook
Exploring strange ruins and investigating ancient relics, fell archaeologists parse through dangerous locales and often uncover forbidden knowledge.

Dungeon Delver

At 1st level, in place of one of the talents gained from problem solver, the fell archaeologist gains the Trap sphere as a bonus sphere.

This alters problem solver but may be replaced by any ability that replaces or alters problem solver.

Forsaken Lore (Su)

At 3rd level, the fell archaeologist gains the ability to harness otherworldly sources for information, often coming at the expense of her own free will. The fell archaeologist may suffer 2 points of Wisdom burn as a free action (even when it is not her turn) to activate one of the following abilities. There is no limit to the number of times forsaken lore may be used so long as the fell archaeologist is willing to suffer Wisdom burn for each instance of use. Ability burn functions as ability score damage, but may not be removed by any means other than 8 hours of resting, which removes all burn.

  • Defensive Intuition: The fell archaeologist may add her Intelligence modifier on a single saving throw in addition to the normal modifier for the saving throw.
  • Strange Knowledge: The fell archaeologist rolls twice on a single Intelligence-, Wisdom-, or Charisma-based skill check, taking the higher result.

At 9th level, the fell archaeologist gains access to the following abilities with forsaken lore:

  • Magical Amplification: The fell archaeologist gains a +2 bonus to her caster level for a single effect. This effect may be used as part of activating a magic item to increase the item’s caster level by the same amount. At 15th level, this bonus increases to +4.
  • Magical Assurance: The fell archaeologist can treat a single Use Magic Device check as if she had rolled a natural 20 on the die.

At 15th level, the fell archaeologist gains access to the following abilities with forsaken lore:

  • Into the Shroud: The fell archaeologist may become ethereal as a move action for a number of rounds equal to her scholar level. She may return to her material state prematurely as a move action. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down (albeit at half normal speed when moving up or down). An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature cannot attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.
  • Overcharge Magic: When using a magic sphere effect or magic item, the fell archaeologist may roll twice on any attack rolls, damage rolls, concentration checks, and magic skill checks made as part of the effect, taking the higher result in each case. If the effect allows a saving throw, targets must roll twice and take the lower result.

At 20th level, the fell archaeologist may use forsaken lore as an immediate action to immediately take a standard action even when it is not her turn.

This replaces the material impositions at 3rd, 9th, and 15th levels as well as mastered imposition.

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