Alternate approach to the classes.


Homebrew and House Rules


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The idea here is to use a variation of the Generic Classes, mainly having to tweak the Warrior, and use The Genius Guide to XXXXX Archetypes to "define" the characters more specifically. SGG archetypes operate a little different than Paizo's, in that they are available to all classes, barring some prerequisites. The products also define the Archetype "packages" that are part of the PFRPG classes.

Another difference in this approach would be the premise that you keep your archetype during your entire career. You could multi-class at will, but would always keep your basic character theme.

Scarab Sages Contributor; Developer, Super Genius Games

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That's basically the set up I used for the Anachronistic Adventurers classes, for much the reasons you outline. :D

And the archetypes for those classes are compatible with the archetypes we built in our Archetype Genius Guides.

The other advantage I found with this system is that its very easy to customize classes for a campaign. Just a few archetypes can change the tone of a whole game from the Napoleonic Campaign Against Cthulhu to Hyborian Demon Summoning School to Dark Ages Masked Vigilantes with no need to change the core classes or their basic mechanics.


If I ever finish those Hero Lab files, maybe my next campaign will be using this, then. :P

My other idea for it, is that when you have an NPC, they are just the base class, no archetype.

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