Balance of Additional abilities for high powered campaign.


Homebrew and House Rules


Hey going through the process of creating a high-powered pathfinder superhero game, and to get the characters more in the comic superhero roll I've thought about adding an additonal archetype that each player can pick 1 of. The current set I have planned for them to choose between are:

Acrobat – May Always take 20 on Acrobatics checks (even in combat). May apply either str or dex modifier to all attack and dmg rolls (regardless of weapon type).

Brawler – Auto-Confirm all critical hits. Full threat range is considered Auto-hit.

Enforcer – DR/Epic : DR Value = Con Modifier + 1/2 Level. Stacks with other DR (Apply any other DR first).

Spellcaster (Divine or Arcane) – All prepared or known 1st level spell can be cast at will. 2nd level spell become at will at 11th level.

Marksmen – Gain Precise Shot and Improved Precise Shot (at 11th level) for free. May apply Str or Dex modifier to Damage rolls with any ranged weapon (all range weapons treated as adaptive and/or agile).

What I am unsure of is the balance between these. Any thoughts on balance/additional suggestions would be greatly appreciated.

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I recommend looking into Spheres of Power 3pp that comes out in August. It breaks down magic into modifiable at-will abilities organized by theme. It's meant to enable a GM to reskin the system to fit any number of settings with supernatural properties, like making superhero campaigns or even Star Wars-like games.

In regard to your archetypes here, I think the Marksman got the short end of the stick. Everyone else gets an ability almost akin to a 20th level capstone ability whereas the Marksman gets two bonus feats.

Actually, that's kind of an interesting idea there...what if you gave each character their favored class's capstone ability? You'd have to approve it on a case by case basis, of course.


Fair enough, other thought I had for marksmen was:

Marksmen's range weapons can be treated as a melee weapons with reach, up to one range increment (may flank, AoO, and do Combat maneuvers with a range weapons, no penalties for shooting into melee). at 11th level, increase reach range to 2 range increments. May apply dex or str Modifier to weapon damage rolls.

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