These are the archetypes that I’ve come up with and posted. Others will be added as time goes on.
Elementalist Fighter (Fighter Archetype)
Some fighters have learned to make contracts with elemental beings from the worlds beyond, and they can summon these spirits to empower themselves or their weapons or armor.
Symbiotic Summoner (Su): At 1st level the fighter gains a contract with an outsider from the list of spirits below. Elemental spirits, such as air, earth, fire, and water, will form contracts with characters of any alignment. Non-evil aligned spirits will not form contracts with characters that have alignments of their opposing type (chaos vs. law and good vs. evil). Evil aligned spirits will form contracts with creatures of any alignment, but doing so damns the character’s soul to the lower planes on death.
A contracted spirit may be summoned as a full-round action, at which point the summoner may imbue it into themselves, their armor, or a weapon on their person. The spirit then grants its special abilities and penalties to the summoner or item until it is dismissed. The summoner or an item may only be imbued by a single spirit at a time. A spirit may be dismissed as a standard action. A spirit may be banished as though it were an outsider with hit dice equal to the summoner’s class level, but uses the summoner’s Saving throws. Special abilities granted by the spirit only function for the summoner, and if an item they are imbuing is destroyed, the spirit is dismissed. A spirit which is dismissed involuntarily may not be summoned again for 24 hours.
Finally, when the summoner is imbued by a spirit, he counts as an outsider of the spirit’s subtype or subtypes for the purpose of abilities or spell effects in addition to his original creature type(s). This ability replaces the fighter’s bonus feat at 1st level.
Spirit Empowerment (Su): At 2nd level the fighter chooses a contracted spirit and adds an ability from the following list to the special abilities it grants. These abilities only function when imbued into the summoner or specific item type. Each spirit possesses a list of these abilities which it can gain. Unless otherwise noted, a spirit can gain each empowerment only once. The fighter gains an additional choice at 6th, 10th, 14th, and 18th level. This ability replaces the fighter’s bonus feats gained at 2nd, 6th, 10th, 14th, and 18th level.
Aligned Strikes: Weapon attacks performed by the infused summoner or with the infused weapon count as though they possessed the spirit’s aligned subtypes for the purpose of bypassing damage reduction or regeneration.
Earth Glide: The infused summoner can use the earth glide ability of an earth elemental at his base land speed for 1 minute per class level per day. The fighter must be at least 10th level to select this ability.
Earth Sense: The infused summoner can sense earth and stone more easily. The summoner can tell how recently earth or stone was worked, as well as if it was worked by magical or mundane means. The summoner also gains a bonus on Perception checks to notice traps or hazards made of earth or stone equal to half his level (minimum +1).
Elemental Blast: The infused summoner can unleash a blast of their spirit’s element. When this ability is selected, choose a simple blast of the spirit’s element from the kineticist abilities. The fighter may use the chosen kinetic blast as though they were a kineticist of half their class level. This ability may be selected a second time to allow the fighter to count as a kineticist of their class level.
Energy Infusion: The infused weapon can surge with energy at the wielder’s will. As a swift action, the weapon deals an additional 1d4 +1 per four class levels of energy damage until the end of the user’s turn. When selected the summoner must select acid, cold, electricity, or fire damage for the energy to deal. This ability may be selected multiple times, each time applying to a different energy type, but only a single version may be active at a time.
Energy Aura: The infused summoner gains the ability to project an aura of energy. When this ability is selected, pick acid, cold, electricity, or fire. This aura deals 1d6 energy damage of the chosen type to each creature within 5 feet at the beginning of the fighter’s turn. The fighter is immune to this damage. Activating this aura is a swift action, and it may be deactivated as a free action at the beginning of the fighter’s turn. This ability may be used for a number of rounds equal to the fighter’s level. This ability may be taken up to three times for each energy type, and each time it is selected for a single energy type, it increases the damage dealt by 1d6.
Energy Resistance: The infused summoner gains energy resistance 5 against acid, cold, electricity, fire, or sonic, chosen when this ability is selected. This energy resistance increases by 5 at level 8 and again at level 16. A spirit may take this ability twice for each energy type. If selected a second time for a single energy type, the energy resistance increases to 10 base, and increases by 10 at 8th and 16th level.
Enhanced Damage Reduction: The infused armor gains DR 1/magic. This DR increases by 1 for every three class levels, to a maximum of DR 7/magic. If the armor already grants DR, this ability may instead increase the existing DR by this amount.
Enhanced Natural Armor: The infused summoner gains a +1 enhancement bonus to natural armor. This bonus increases by +1 per four class levels, to a maximum of +5 at 16th level.
Immovable: The infused armor or summoner gains a +2 bonus to CMD when resisting bull rush, overrun, or trip attempts, and a +1 bonus to resist any other effect that would move the summoner from their location. Each bonus increases by 1 per five class levels.
Incredible Agility: The infused summoner gains a +1 dodge bonus to AC. This bonus increases by +1 per six class levels, to a maximum of +4 at 18th level. Unlike most dodge bonuses, the maximum bonus the summoner may benefit is limited to their armor’s maximum Dexterity bonus.
Infused Constitution: The infused summoner gains a +1 enhancement bonus to Constitution. This bonus increases by +1 per three class levels, to a maximum of +6 at 15th level.
Infused Dexterity: The infused summoner gains a +1 enhancement bonus to Dexterity. This bonus increases by +1 per three class levels, to a maximum of +6 at 15th level.
Infused Enchantments: The infused armor or weapon gains enchanted bonus worth a +1 bonus. This enchantment stacks with existing abilities on an item, but the maximum effective bonus cannot exceed +10. When this ability is selected, the summoner must select what bonus is granted for a weapon or armor. If an enchantment would be granted to an invalid item, the enchantment does not function but does not count against the total enchantment bonus. This bonus may be changed by communing with the spirit as an 8-hour ritual, or when the summoner levels up. This ability may be selected multiple times, each time beyond the first it increases the total bonus by 2, to a maximum of +9 after selecting this ability 5 times.
Infused Strength: The infused summoner gains a +1 enhancement bonus to Strength. This bonus increases by +1 per three class levels, to a maximum of +6 at 15th level.
Lightweight: The infused summoner gains a bonus on Acrobatics checks made to jump or Fly checks equal to half their level, and halves the DC of high jumps. They also treat falling damage as 10 feet lower per two class levels. If infused into armor, the armor is treated as though it were one category lighter for all purposes, and the armor check penalty is reduced by 1 per four levels. This ability does not stack with mithral armor to reduce the effective armor category. An infused weapon may be use Dexterity for attack rolls if the fighter possesses Weapon Finesse. If the weapon already could be use Dexterity on attack rolls, add +1 to damage rolls. This bonus increases by 1 per four class levels to a maximum of +6 at 20th level.
Oversized Wielding: The infused summoner can wield melee weapons as though he was one size category larger than normal. A fighter must possess Infused Strength to select this empowerment.
Perfect Stride: The infused summoner gains a +10-foot enhancement bonus to his base land speed. This increases by 5 feet per 5 class levels, to a maximum of +30 feet at 20th level.
Piercing Vision: The infused summoner gains darkvision 30 feet, and can see through fog, mist, or smoke as though the air were clear within the range of his darkvision. The range of darkvision increases by 10 feet for every 3 class levels, to a maximum of 90 feet at 18th level. This ability may be selected a second time, allowing the fighter to see through magical darkness with his darkvision and to see invisible creatures for 1 minute per level each day. Activating the ability to see invisible creatures takes a standard action and must be used in 1 minute increments. Deactivating the ability is a free action.
Rise of the Phoenix: The infused summoner can rise from the grave. If the fighter is slain, 1d4 rounds later his corpse explodes into flame and he rises from the ashes, dealing 1d6 fire damage per hit die to all creatures within 5 feet of his corpse (DC 15 + Charisma Reflex half), and he is restored to life as raise dead. This effect does not require a fully intact corpse, unlike normal for raise dead. This ability may be used no more than once per year, and cannot take effect if the fighter possesses permanent negative levels. This ability may be selected a second time, at which point it deals 1d8 per hit die (DC 18 + Charisma) and functions as resurrection, save that the negative level automatically vanishes after 1 month at which point the fighter may benefit from this ability again. A fighter must be at least 14th level to select this ability.
Seaborn Adaptation: The infused summoner can breath water as easily as he can air. When underwater the fighter gains blindsight 5 feet. At 10th level and every additional 5 class levels, the range of the blindsight increases by 5 feet, to a maximum of 20 feet at 20th level. The fighter must be at least 6th level to select this ability.
Seaborn Grace: The infused summoner gains a swim speed of 30 feet. Unlike normal, the fighter does not gain a +8 bonus on Swim checks, and instead adds half his level to Swim checks. For every 6 class levels the fighter possesses, the swim speed increases by 10 feet, to a maximum of 60 feet at 18th level. At 10th level, the fighter may make melee attacks underwater as though he was under the effect of freedom of movement.
Spell-like Abilities: The infused summoner can use magic granted by their spirit. These function as spell-like abilities cast at the fighter’s class level and the DCs are Charisma-based. The spell-like abilities are drawn from the spirit’s type. When selected, the fighter gains the ability to use the 1st level spell of their spirit 1/day. At 4th level he may use the 2nd level spell 1/day. At 6th level this ability may be selected a second time, which allows the 1st and 2nd level spells to be used 3/day, and the 3rd level spell to be used 1/day. At 8th level the fighter may use the 4th level spell 1/day. At 10th level this ability may be selected a third time, allowing all existing spells to be used 3/day and the 5th level spell to be used 1/day. At 12th level the fighter may use the 6th level spell 1/day.
Spirit’s Wings: The infused armor or summoner gains immaterial wings that reflect the spirit they are drawn from. The wings grant a fly speed of 30 feet with average maneuverability, with the speed being adjusted for wearing armor or encumbrance. These wings can be manifested or caused to vanish as a move action. This ability may be selected up to three times. Each time it increases the base flight speed by 20 feet and maneuverability by 1 step. The fighter must be at least 6th level to select this ability.
Unstoppable: The infused armor or summoner grants a +2 to bull rush or overrun attempts. This bonus increases by 1 per four class levels, to a maximum of +7 at 20th level.
Warp Vision: The infused summoner’s spirit can blur their form. This functions as blur. At 6th level, the fighter may instead gain the benefit of displacement for 1 round per class level each day. Beginning either effect is a standard action, and ending either is a free action that can only be taken on the fighter’s turn.
Whip Strike: The infused weapon can make strikes at a longer range with the spirit’s assistance. A melee weapon is granted 5 feet additional reach. A ranged weapon gains an additional 20 feet to its range increment. These bonuses are activated as a swift action and last until the end of the user’s turn. The user may also activate Energy Infusion with the same swift action when using this ability.
Spiritual Resilience (Ex): At 2nd level the fighter gains a +1 bonus on saving throws against abilities which target their imbued spirits or that have an additional effect on the fighter because of an imbued spirit. This bonus increases by 1 for every 4 levels beyond 2nd. This replaces the fighter’s bravery class feature.
These are the spirits that a creature may contract. When a spirit is called upon, the summoner is not summoning the spirit itself, they are instead calling upon a fragment of the spirit’s power. Empowerments are simply the summoner learning to call upon more of the spirit’s power.
Name: This is the type of the type of spirit. It gains his as a subtype, but unless otherwise noted does not grant any of the abilities, features, or weaknesses of that subtype.
Description: This gives a basic overview of spirits of this type, giving an idea of their personalities and nature. It also give suggested changes to the imbued creature or item’s appearance.
Alignment: This is the normal alignment of a spirit of this type, and the baseline alignment of the contracted spirit. If the alignment is chaotic, evil, good, or lawful, the spirit gains that subtype. With the GM’s permission, the alignment of a contracted spirit may differ from these alignments, but it does not change their subtypes.
Armor Imbuement: This is what bonus the spirit grants armor it is imbued into. A spirit cannot be imbued into a shield, save as a weapon.
Body Imbuement: This is what bonus the spirit grants the summoner when imbued into their body.
Weapon Imbuement: This is what bonus the spirit grants a weapon it is imbued into. If imbued into a shield, it only functions for attacks.
Weaknesses: When imbued into the wielder’s body, these are the weaknesses the spirit imposes upon them. These penalties only last while the spirit is summoned.
Valid Empowerments: This is the list of empowerment options the spirit may be granted by the summoner.
Valid Enchantments: This lists what armor or weapon enchantments the spirit may select from the Infused Enchantments empowerment ability. All spirits may add an enhancement bonus of up to +5, but the total effective bonus of all enchantments on the armor or weapon cannot exceed +10. This list is only drawn from Ultimate Equipment. If the effect normally has a set cost, the equivalent bonus is listed in parentheses.
Spells: This lists the spell-like abilities the spirits can grant.
Any form of air-aligned outsider can be air spirits, ranging from simple air elementals to mighty djinn. These spirits are often mercurial, flighty, and prone to acting quickly. They tend to favor contracts with individuals close in personality to themselves. When imbued, a creature’s body tends to turn pale or even ghostly and their hair shifts in unseen breezes, while imbued equipment is surrounded by swirls of air.
Alignment: Any neutral.
Armor Imbuement: Increase the Maximum Dexterity bonus by 1.
Body Imbuement: +2 to Initiative and Dex-based skill checks.
Weapon Imbuement: +1 to Dexterity-based attack rolls.
Weaknesses: Summoner takes a -2 penalty to CMB checks and CMD checks against bull rush or overrun attempts. Body weight is halved.
Valid Empowerments: Elemental blast, energy infusion (electricity only), energy aura (electricity only), energy resistance (electricity only), incredible agility, infused constitution, infused dexterity, infused enchantments, lightweight, perfect stride, spell-like abilities, spirit’s wings, and whip strike.
Valid Enchantments: Armor—balanced, bolstering, creeping, defiant (earth outsiders only), energy resistance (+3, electricity only), energy resistance, greater (+5, electricity only), energy resistance, improved (+4, electricity only), etherealness (+5), expeditious, ghost touch, glamered (+1), and harmonizing (+3). Weapons—adaptive (+1), advancing, bane (earth outsiders only), called, countering, dancing, distance, dueling, endless ammunition, ghost touch, keen, neutralizing, nimble shot, returning, second chance, seeking, shock, shocking burst, speed, throwing, and thundering.
Spells: 1st—shocking grasp, 2nd—wind wall, 3rd—fly, 4th—air walk, 5th—control winds, 6th—chain lightning.
Any form of earth-aligned outsider from simple earth elementals to shaitan genies can become earth spirits. These spirits range in attitudes, but generally are slow, patient creatures that appreciate those who share their qualities, and prefer contracting those who do not go to extremes. When imbued, a creature’s skin often appears as stone, and items tend to take a rougher, stony hue.
Alignment: Any neutral.
Armor Imbuement: The armor grants DR 1/-, or increases any existing DR on the armor by 1.
Body Imbuement: Summoner’s natural armor bonus increases by 1.
Weapon Imbuement: Increase the weapon’s hardness by 5 and it ignores hardness of 5 or less.
Weaknesses: Summoner takes a -2 penalty to Dexterity checks and Dexterity-based skill checks, and his body weight quadruples.
Valid Empowerments: Earth glide, earth sense, elemental blast, energy infusion (acid only), energy resistance (acid only), enhanced damage reduction, enhanced natural armor, immovable, infused constitution, infused enchantments, infused strength, oversized wielding, spell-like abilities, and unstoppable.
Valid Enchantments: Armor—balancing, bitter, bolstering, creeping, defiant (air outsiders only), delving, energy resistance (+3, acid only), energy resistance, greater (+5, acid only), energy resistance, improved (+4, acid only), fortification, grinding, impervious, invulnerability, mirrored, and titanic. Weapon—anchoring, bane (air outsiders only), corrosive, corrosive burst, countering, deadly, defending, defiant, grounding, guardian, impact, impervious, keen, phase locking, repositioning, vicious, vorpal, and wounding.
Spells: 1st—magic weapon, 2nd—bull’s strength, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin.
Any form of fire-aligned outsider can be a fire spirit, from a simple fire elemental to an efreet or even a balor. Fire spirits are generally hot-tempered, impulsive, and quick to anger, and rarely have the patience to truly bargain, making them among the easiest spirits to contract. When imbued into a creature the being glows softly, as does any weapon or armor it is imbued into.
Alignment: Any neutral.
Armor Imbuement: Any creature that attacks the wearer with a natural weapon takes 1 point of fire damage, as does any creature that makes a grapple check against him.
Body Imbuement: Increase base land speed by 5 feet, +2 bonus to Charisma-based skill checks.
Weapon Imbuement: The weapon deals 1 additional point of fire damage on a successful hit.
Weaknesses: Summoner takes a -4 penalty to Stealth checks and a -1 penalty to Wisdom-based skill checks.
Valid Empowerments: Elemental blast, energy infusion, energy aura, energy resistance (fire only), incredible agility, infused constitution, infused dexterity, infused enchantments, perfect stride, piercing vision, rise of the phoenix, spell-like abilities, spirit’s wings, and warp vision.
Valid Enchantments: Armor—brawling, defiant (water outsiders only), energy resistance (+3, fire only), energy resistance, greater (+5, fire only), energy resistance, improved (+4, fire only), expeditious, mirrored, radiant (+2), and reflecting. Weapon—advancing, bane (water outsiders only), brilliant energy, conductive, courageous, deadly, designating, greater, designating, lesser, flaming, flaming burst, furious, furyborn, glorious, grayflame, igniting, limning, menacing, mighty cleaving, and thawing.
Spells: 1st—burning hands, 2nd—scorching ray, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—elemental body III (fire only).
Any form of water-aligned outsider can be a water spirit, from a simple water elemental to a marid genie or even more exotic creatures. Water spirits are changeable, yet often exceedingly steady. Calm yet known for deadly anger. They are easy to contract, but sometimes difficult to please. When imbued into a creature, the creature usually looks as though they are constantly damp, while items drip water that evaporates in moments.
Alignment: Any neutral.
Armor Imbuement: Wearer reduces armor check penalty by 1 and is immune to catching on fire.
Body Imbuement: Summoner can hold their breath for 3 times their Constitution score, and gains a +1 shield bonus to AC.
Weapon Imbuement: Weapon is immune to acid or rust-based attacks (including rust monsters).
Weaknesses: Summoner takes a -2 penalty to Climb checks and to saving throws against spells with the fire descriptor.
Valid Empowerments: Elemental blast, energy infusion, energy aura, energy resistance (cold only), infused constitution, infused dexterity, infused enchantments, infused strength, piercing vision, seaborn adaptation, seaborn grace, spell-like abilities, unstoppable, warp vision, and whip strike.
Valid Enchantments: Armor—adhesive (+1), defiant (fire outsiders only), energy resistance (+3, cold only), energy resistance, greater (+5, cold only), energy resistance, improved (+4, cold only), fortification, impervious, mirrored, poison-resistant (+1), slick (+1), slick, greater (+4), slick, improved (+3), and staunching. Weapon—bane (fire outsiders only), benevolent, conductive, cunning, deadly, defending, frost, grounding, heartseeker, icy burst, impact, lifesurge, merciful, neutralizing, quenching, seaborne, vicious, and wounding.
Spells: 1st—chill touch, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold.