Archetypes classes


Homebrew and House Rules


First up, Church Alchemist.
Their bombs have a channel energy effect. They can convert any extract into a healing lotion. They basically chant while pouring it on the affected area. This is the same action as casting a spell would be. The mutagen turns them into an outsider, doing holy or unholy damage. The bonus is to the favored ability of their deity.
At creation, they must choose healing, positive energy, and holy or harming, negative energy, and unholy.
I think growing angelic or demonic wings could replace the beastly transformation.


Spell Proof Monk.
Spell resistance instead of as much knowledge history, religion, and perform. The simplest way is 9+level+wisdom bonus. As this gets broken at higher levels, maybe 10+half levels+wisdom bonus. Their SR would go up at 1st, 3rd, 5th, ect.


Wait, this monk archetype simply loses some class skills and gains spell resistance? They need to lose something way more significant for such a good ability.


You're going to need a little bit more explanation than this, Goth Guru. There's a lot of balancing that goes into archetypes and a full writeup is really helpful. Check some of the other archetypes of classes that have been posted here.


I am not sure I would want to play a spellproof monk, never getting magic buffs at high levels seems pretty daunting to me.


The spell proof monk is just a start.
By using wisdom I had hoped they could resist only hostile magic.
If you take away any combat related class abilities, even more players will refuse to play one. Otherwise, I would have dropped quivering palm as it is the most magical thing about the monk.

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