| Uruth-Xul |
| 1 person marked this as a favorite. |
Hey guys, I'm attempting to turn the MT into a Base Class for a campaign I'm currently running set in Rappan Athuk. Since my PCs chose a bard, a witch, an alchemist, a monk, and an antipaladin to begin with I was concerned about their ability to make it through the majority of the dungeon without access to Trapfinding, a dedicated wizard or sorcerer for battlefield control and non-combat challenges, as well as no cleric or rracle for extensive healing.
How I tackled this issue after bringing it to the PCs attention was to turn Trapmaking into a Feat and give it to the alchemist, followed by the monk deciding to switch to a paladin, and the antipaladin agreeing to switch out his character to fill the missing spellcaster roles by going MT (though now he's b!#~+ing about it and much to my disappointment may want to play a spellflinger/oracle/MT, which personally IMO completely defeats the purpose of our aiming to fill the spellcaster gap, given that you lose 4 Schools, have limited selection over clerical spells, and buy a crappy BAB to become a sub-par archer-blaster-mage).
Nevertheless I had been constructing the MT as a Base Class, as the Prestige Class is not at all optimum IMO. I'm hoping for feedback and suggestions on tweaks to make this Class balanced, while still filling the role of GOD wizard and HP battery simultaneously, and fulfilling the promise of the MT which it failed to deliver.
-Mystic Theurge-
Alignment: Non-Chaotic. The focused devotion necessary to progress as a mystic theurge demands an ordered philosophical outlook, combined with a disciplined mind.
Hit Die: d6.
Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Heal (Wis), Linguistics (Int), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
BAB, and Saves as a wizard/cleric.
Spells per day
0 1 2 3 4 5 6 7 8 9
1 2+1 +1
2 2/2 1/1
3 2/2 1/1 +1
4 2/2 2+1 1/1
5 2/2 2+1 1/1 +1
6 2/2 2+1 2+1 1/1
7 2/2 2/2 2+1 1/1 +1
8 2/2 2/2 2+1 2+1 1/1
9 2/2 2/2 2/2 2+1 1/1 +1
etc...
Weapon and Armor Proficiency: Mystic theurges are proficient with the dagger, and quarterstaff, but not with any type of armor or shield. Armor interferes with a mystic theurge's movements, which can cause her arcane spells with somatic components to fail.
Aura (Ex): An evil, good, or lawful mystic theurge has a particularly powerful aura corresponding to their alignment (see the detect evil spell for details).
Shift (Su): At 1st level, a mystic theurge can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. The mystic theurge must be able to see the space that she is moving into. She cannot take other creatures with her when she uses this ability. A mystic theurge can move 5 feet for every two mystic theurge levels she possesses (minimum 5 feet). She can use this ability a number of times per day equal to 3 + her combined Intelligence and Wisdom modifiers.
Mystic Bolt (Su): Beginning at 3rd level, by channeling a combination of both raw arcane and divine power through her hands, or a magical object she’s holding, a mystic theurge can release a bolt of magical force, targeting any foe within 30 feet as a ranged touch attack. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every three mystic theurge levels beyond 3rd (2d6 at 6th, 3d6 at 9th, and so on) to each creature within its area. Creatures that take damage from a Mystic Bolt receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the mystic theurge's level + the mystic theurge's combined Intelligence and Wisdom modifiers. The Mystic Bolt is considered both magical, and divine for the purposes of overcoming Spell Resistance and Damage Reduction, and is aligned along the axis of the mystic theurge’s alignment.
A mystic theurge may release a Mystic Bolt a number of times per day equal to 3 + her combined Intelligence and Wisdom modifiers. This is a standard action that does not provoke an attack of opportunity.
The Mystic Bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
Scorn Earth (Su): At 10th level, a mystic theurge’s feet lift from the ground. From now on, she can float a foot above the ground, but still move and act as if she were standing on solid ground. At distances greater than 1 foot from any sufficiently stable surface, her speed diminishes to 10 feet per round, but she can move in any direction (including straight up or down). Melee and ranged attacks suffer increasing penalties as if she were the subject of the defy gravity power.
Scorn earth is constantly active, even when unconscious, unless the mystic theurge deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the mystic theurge is carrying a medium load or wearing heavy or medium armor while using scorn earth, her speed reduces to 10 feet per round.
Spell Synthesis (Su): At 20th level, a mystic theurge can cast two spells, one divine, and one arcane, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. She can use this ability a number of times per day equal to 1 + her combined Intelligence and Wisdom modifiers.
Spells: A mystic theurge casts both arcane and divine spells drawn from the wizard spell list, as well as the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A mystic theurge must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the mystic theurge must have either an Intelligence score for arcane spells, or Wisdom score for divine spells, equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic theurge's spell is 10 + the spell level + the mystic theurge's Intelligence, or Wisdom modifier (depending on if the spell is divine, or arcane).
A mystic theurge can cast only a certain number of arcane and divine spells of each spell level per day. Her base daily spell allotment is given on Table: Mystic Theurge. The slashes represent the amount of spells allotted her from both the arcane wizard spell list and the divine cleric spell list, half of her daily spells must be pulled from both lists. A plus sign indicates that the mystic theurge may choose to cast either a divine, or arcane spell, and a number followed by a plus sign indicates the mystic theurge may cast either two divine spells and one arcane spell, or two arcane spells and one divine spell per day of the level indicated on the table. In addition, she receives bonus spells per day if she has a high combined Intelligence and Wisdom score based on modifier (see Table: Ability Modifiers and Bonus Spells). These spells may be either divine, or arcane, depending on the mystic theurge’s preference.
A mystic theurge may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending a half hour studying her spellbook, and a half hour meditating or praying in quiet contemplation or supplication. While studying and meditating, the mystic theurge decides which spells to prepare. A mystic theurge may prepare and cast any spell on the cleric and wizard spell lists, provided that she can cast spells of that level, but she must choose which spells to prepare during both her daily study and meditation.
Spontaneous Casting: A mystic theurge can channel stored divine spell energy into healing spells that she did not prepare ahead of time. The mystic theurge can “lose” any prepared divine spell that is not an orison in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Chaotic, Evil, Good, and Lawful Spells: A mystic theurge can't cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Cantrips and Orisons: Like wizards and clerics mystic theurges can prepare a number of cantrips and orisons, or 0-level spells, each day, as noted on Table: Mystic Theurge under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Grimoire: A mystic theurge must study her grimoire each day to prepare her arcane spells. She cannot prepare any arcane spell not recorded in her grimoire, except for read magic, which all Mystic theurge’s can prepare from memory.
A mystic theurge begins play with a grimoire containing all 0-level wizard spells plus three 1st-level wizard spells of her choice. The mystic theurge also selects a number of additional 1st-level wizard spells equal to her Intelligence modifier to add to the grimoire. At each new mystic theurge level, she gains two new wizard spells of any spell level or levels that she can cast (based on her new mystic theurge level) for her grimoire. At any time, a mystic theurge can also add spells found in wizards' spellbooks to her grimoire (see Magic).
Unlike a wizards spellbook, the grimoire of a mystic theurge contains not only her arcane spells, but the daily prayers, and rituals used to acquire her clerical spells each day. A mystic theurge may substitute her grimoire for any spell requiring the use of a holy/unholy symbol to cast.
Bonus Languages: A mystic theurge may substitute Draconic for one of the bonus languages available to the character because of her race. A mystic theurge's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
| MechE_ |
Noticed a small erreor - the cleric is a 3/4 BAB class while the wizard is a 1/2 BAB. His BAB should definitely follow the wizard class though.
The Mystic Bolt ability is too powerful as written (IMO.) Probably the worst part being the number of times you can utilize it (10 or 11 times per day?) If it were me, I would say you can use it a number of times per day equal to 3 + the higher of your int or wis modifier.
Personally though, even better than that, I would take away both the shift and mystic bolt abilities and allow the Mystic Theurge to choose one cleric domain and a wizard specialization school, but with a minor penalty - say they both function at caster level minus 2 due to the varied nature of the Mystic Theurge's study.
Also, I would put the Mystic Theurge at least 1 level behind the wizard and cleric 9 AKA Sorcerer and Oracle progression. The idea of a mystic Theurge is that they get a lot of spells, but they're always a bit behind on the power of those spells. I'd maintain that idea for sure.
Here's a graph of what's on my mind...
Not that in this example, at 3rd 5th, 7th, 9th, etc. levels, where it looks like you don't get any new spells (with the exception of 3rd level), you are gaining the both the domain power of the cleric and the specialization school slot of the wizard.
Normal wizards pick two opposition schools for gaining a specialization school. I could certainly see a case for making this new class pick 3 opposition schools, since he doesn't have quite as much focus on the arcane.
All this said, I really love this idea. If it gets play tested especially if you use the graph I just gave you =), send me a private message letting me know how it went.
| Dragonchess Player |
Hey guys, I'm attempting to turn the MT into a Base Class for a campaign I'm currently running set in Rappan Athuk. Since my PCs chose a bard, a witch, an alchemist, a monk, and an antipaladin to begin with I was concerned about their ability to make it through the majority of the dungeon without access to Trapfinding, a dedicated wizard or sorcerer for battlefield control and non-combat challenges, as well as no cleric or rracle for extensive healing.
Note that the witch is one of the best battlefield control classes, especially against single opponents/small groups. They may not get all the best area control spells, but they get a lot of them and hexes are generally excellent against one opponent at a time. A bard isn't too far behind, either. As an Int-based caster, they also have access to a lot of skills. Alchemists, bards, and monks should also have several skills.
Also note that the alchemist, bard and witch all have good healing capabilities. Alchemists even have lesser restoration, restoration, and heal on their list of formulae. Alchemists and witches both have remove disease and neutralize poison. All three can cast remove curse. Supplement with wands for out of combat healing (easily crafted by the witch after 5th level with the Craft Wands feat) and the party should be fine.
Trapfinding can be easily covered by the alchemist or bard, or possibly the monk. All three have Perception as a class skill; if one of them takes the Vagabond trait or Skill Focus (Disable Device), they can handle most traps. There are even specific alchemist (Crypt Breaker in Inner Sea Magic) and bard (Archaeologist in Ultimate Combat, Archivist and Sandman in Advanced Player's Guide) archetypes that will let them use Disable Device against magical traps (instead of dispel magic). If the character is a dwarf, Stonecunning gives most of the benefit of the Trap Spotter rogue talent (and the Archaeologist archetype gives access to rogue talents).
In all, this is already a party that can potentially cover all the bases without needing an additional support character.
| Uruth-Xul |
| 1 person marked this as a favorite. |
All this said, I really love this idea. If it gets play tested especially if you use the graph I just gave you =), send me a private message letting me know how it went.
I for sure will!
Regarding BAB, nice catch, forgot about that – fixed
Axing the Mystic Bolt, and Shift in favor of Specialization minus 3 schools, and selection of one clerical Domain, as well as spells from the domain list, and bonus spells from school specialization taking a minus 2 penalty to CL – fixed
Changed to the sorcerer/oracle progression for spells – fixed
Added “Planeswalker” Archetype, and fixed arcane bolt.
-Mystic Theurge-
Alignment: Non-Chaotic. The focused devotion necessary to progress as a mystic theurge demands an ordered philosophical outlook, combined with a disciplined mind.
Hit Die: d6.
Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Heal (Wis), Linguistics (Int), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
BAB, and Saves as a wizard.
Spells per day
http://tinypic.com/view.php?pic=2euraqc&s=6
Weapon and Armor Proficiency: Mystic theurges are proficient with the dagger, and quarterstaff, but not with any type of armor or shield. Armor interferes with a mystic theurge's movements, which can cause her arcane spells with somatic components to fail.
Aura (Ex): An evil, good, or lawful mystic theurge has a particularly powerful aura corresponding to their alignment (see the detect evil spell for details).
Domain: Like a cleric or an inquisitor’s deity, a mystic theurge’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, a mystic theurge must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith, or if she revere’s a particular principle over that of a deity. A mystic theurge can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, a mystic theurge can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the mystic theurge. A mystic theurge gains the bonus spells listed for her domain, as well as a bonus divine spell slot at each level. However her bonus domain spell is cast at -2 Caster Level due to the varied nature of the mystic theurge's study. A mystic theurge uses her level as her effective cleric level when determining the power and effect of her domain powers. If a mystic theurge has cleric levels, one of her two domain selections must be the same domain selected as a mystic theurge. As well, if a mystic theurge has inquisitor levels her domain selection is the same domain selected as a mystic theurge. Levels of cleric, inquisitor, and mystic theurge stack for the purpose of determining domain powers and abilities, as well as bonus spells.
Spell Synthesis (Su): At 20th level, a mystic theurge can cast two spells, one divine, and one arcane, using one action. Both of the spells must have the same casting time. The mystic theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The mystic theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. She can use this ability a number of times per day equal to 1 + her combined Intelligence and Wisdom modifiers.
Spells: A mystic theurge casts both arcane and divine spells drawn from the wizard spell list, as well as the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A mystic theurge must choose and prepare her spells ahead of time.
To learn, prepare, or cast a spell, the mystic theurge must have either an Intelligence score for arcane spells, or Wisdom score for divine spells, equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic theurge's spell is 10 + the spell level + the mystic theurge's Intelligence, or Wisdom modifier (depending on if the spell is divine, or arcane).
A mystic theurge can cast only a certain number of arcane and divine spells of each spell level per day. Her base daily spell allotment is given on Table: Mystic Theurge. The slashes represent the amount of spells allotted her from both the arcane wizard spell list and the divine cleric spell list, half of her daily spells must be pulled from both lists. In addition, she receives bonus spells per day if she has a high combined Intelligence and Wisdom score based on modifier (see Table: Ability Modifiers and Bonus Spells). These spells may be either divine, or arcane, depending on the mystic theurge’s preference.
A mystic theurge may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending a half hour studying her spellbook, and a half hour meditating or praying in quiet contemplation or supplication. While studying and meditating, the mystic theurge decides which spells to prepare. A mystic theurge may prepare and cast any spell on the cleric and wizard spell lists, provided that she can cast spells of that level, but she must choose which spells to prepare during both her daily study and meditation.
Arcane School: A mystic theurge can choose to specialize in one school of magic from the wizard optional school specializations, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A mystic theurge that does not select a school receives the universalist school instead.
A mystic theurge that chooses to specialize in one school of magic must select three other schools as her opposition schools, representing knowledge sacrificed in three areas of arcane lore in conjunction with her split study between both arcane and divine magic. A mystic theurge who prepares spells from an opposition school must use two spell slots of that level to prepare the spell. For example, a mystic theurge with evocation as an opposition school must expend two of her available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A universalist mystic theurge takes only one school as an oppositional school.
Each arcane school gives the mystic theurge a number of school powers. In addition, specialist mystic theurges receive an additional spell slot of each spell level she can cast, from 1st on up. Each day, a mystic theurge can prepare a spell from her specialty school in that slot. This spell must be in the mystic theurge's spellbook. However, like her bonus domain spell, this spell is cast at -2 Caster Level due to the varied nature of the mystic theurge's study. A mystic theurge can select a spell modified by a metamagic feat to prepare in her school slot, but it uses up a higher-level spell slot. Mystic theurges with the universalist school do not receive a school slot.
Spontaneous Casting: A mystic theurge can channel stored divine spell energy into healing spells that she did not prepare ahead of time. The mystic theurge can “lose” any prepared divine spell that is not an orison in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Chaotic, Evil, Good, and Lawful Spells: A mystic theurge can't cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Cantrips and Orisons: Like wizards and clerics mystic theurges can prepare a number of cantrips and orisons, or 0-level spells, each day, as noted on Table: Mystic Theurge under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Grimoire: A mystic theurge must study her grimoire each day to prepare her arcane spells. She cannot prepare any arcane spell not recorded in her grimoire, except for read magic, which all Mystic theurge’s can prepare from memory.
A mystic theurge begins play with a grimoire containing all 0-level wizard spells plus three 1st-level wizard spells of her choice. The mystic theurge also selects a number of additional 1st-level wizard spells equal to her Intelligence modifier to add to the grimoire. At each new mystic theurge level, she gains two new wizard spells of any spell level or levels that she can cast (based on her new mystic theurge level) for her grimoire. At any time, a mystic theurge can also add spells found in wizards' spellbooks to her grimoire (see Magic).
Unlike a wizards spellbook, the grimoire of a mystic theurge contains not only her arcane spells, but the daily prayers, and rituals used to acquire her clerical spells each day. A mystic theurge may substitute her grimoire for any spell requiring the use of a holy/unholy symbol to cast.
Bonus Languages: A mystic theurge may substitute Draconic for one of the bonus languages available to the character because of her race. A mystic theurge's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Planeswalker (Archetype)
At the expense of sacrificing both her arcane school specialization, as well as her clerical domain, a mystic theurge can select the option to gain access to all wizard spells on the wizard spell list, without restriction, as well as the following abilities.
Shift (Su): At 1st level, a planeswalker can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. The planeswalker must be able to see the space that she is moving into. She cannot take other creatures with her when she uses this ability. A planeswalker can move 5 feet for every two mystic theurge levels she possesses (minimum 5 feet). She can use this ability a number of times per day equal to 3 + her combined Intelligence and Wisdom modifiers.
Scorn Earth (Su): At 10th level, a planeswalker’s feet lift from the ground. From now on, she can float a foot above the ground, but still move and act as if she were standing on solid ground. At distances greater than 1 foot from any sufficiently stable surface, her speed diminishes to 10 feet per round, but she can move in any direction (including straight up or down). Melee and ranged attacks suffer increasing penalties as if she were the subject of the defy gravity power.
Scorn earth is constantly active, even when unconscious, unless the planeswalker deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the planeswalker is carrying a medium load or wearing heavy or medium armor while using scorn earth, her speed reduces to 10 feet per round.
Mystic Bolt (Su): Beginning at 3rd level, by channeling a combination of both raw arcane and divine power through her hands, or a magical object she’s holding, a planeswalker can release a bolt of magical force, targeting any foe within 30 feet as a ranged touch attack. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every three mystic theurge levels beyond 3rd (2d6 at 6th, 3d6 at 9th, 4d6 at 12th, 5d6 at 15th, and 6d6 at 18th level) to each creature within its area. Creatures that take damage from a Mystic Bolt receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the mystic theurge's level + the mystic theurge's combined Intelligence and Wisdom modifiers. The Mystic Bolt is considered both magical, and divine for the purposes of overcoming Spell Resistance and Damage Reduction, and is aligned along the axis of the mystic theurge’s alignment.
A planeswalker may release a Mystic Bolt a number of times per day equal to 3 + her Intelligence, or Wisdom modifier, whichever is highest. This is a standard action that does not provoke an attack of opportunity.
The Mystic Bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
| Uruth-Xul |
Uruth-Xul wrote:Hey guys, I'm attempting to turn the MT into a Base Class for a campaign I'm currently running set in Rappan Athuk. Since my PCs chose a bard, a witch, an alchemist, a monk, and an antipaladin to begin with I was concerned about their ability to make it through the majority of the dungeon without access to Trapfinding, a dedicated wizard or sorcerer for battlefield control and non-combat challenges, as well as no cleric or rracle for extensive healing.Note that the witch is one of the best battlefield control classes, especially against single opponents/small groups. They may not get all the best area control spells, but they get a lot of them and hexes are generally excellent against one opponent at a time. A bard isn't too far behind, either. As an Int-based caster, they also have access to a lot of skills. Alchemists, bards, and monks should also have several skills.
Also note that the alchemist, bard and witch all have good healing capabilities. Alchemists even have lesser restoration, restoration, and heal on their list of formulae. Alchemists and witches both have remove disease and neutralize poison. All three can cast remove curse. Supplement with wands for out of combat healing (easily crafted by the witch after 5th level with the Craft Wands feat) and the party should be fine.
Trapfinding can be easily covered by the alchemist or bard, or possibly the monk. All three have Perception as a class skill; if one of them takes the Vagabond trait or Skill Focus (Disable Device), they can handle most traps. There are even specific alchemist (Crypt Breaker in Inner Sea Magic) and bard (Archaeologist in Ultimate Combat, Archivist and Sandman in Advanced Player's Guide) archetypes that will let them use Disable Device against magical traps (instead of dispel magic). If the character is a dwarf, Stonecunning gives most of the benefit of the Trap Spotter rogue talent (and the Archaeologist archetype gives...
Nice, I'll let them know. The Monk and Antipaladin also expressed interrest in a Barbarian, and Fighter, respectively, so I'll put that option on the table for them too, as given your advice it should still balance out.