Winter-Touched Sprite

Siri Borealis's page

19 posts. Alias of blondebandit.




Hey looking at adding some high-powered archetypes for a superhero pathfinder campaign. Goal is to get the heroes to feel more like their comic book origins. I'm hoping the community can provide some additional insight into the archetype balance.

Acrobat – May Always take 20 on Acrobatics checks (even in combat) and move up to your move speed as a swift action.

Brawler – Auto-Confirm all critical hits. All threats auto-hit.

Enforcer – DR/- : DR Value = Con Modifier + ½ Level. Stacks with other DR (Apply any other DR first).

Spellcaster (Divine or Arcane) – All prepared or known 1st and 2nd level spells can be cast at will.

Marksmen – Marksmen's range weapons can be treated as a melee weapon with reach of 1/2 their range increment (Can flank, AoO, use Combat maneuvers, no penalty for shooting into melee).


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.