Modern Archetypes 0.1


Homebrew and House Rules


Hey folks,

I'm developing a campaign set on Earth in the late 1920s and early 1930s. It involves an incursion of fantastic forces; this planar incursion also happened to awaken latent abilities in some people (such as holy men/women, mystics, etc.,). I've started trying to put together as many coherent archetypes for such a game as possible.

Here is what my effort has produced so far.

Thoughts, feelings, issues with fluff, balance, etc., are all welcome.

Right now, though, issues are around balance and enjoyability are my primary concern. I want all the archetypes to be comparable in power and enjoyable to play. The game would start at level 3 and would be 15 point buy with humans as the only option (to start). Kytons feature prominently in my current set up, so I wrote up a Kytonic bloodline as well.

Thanks for your time!


Pretty good.

Anyway, I don't know if it's intentional, but a lot of these archetypes are similar to the ones from the Anachronistic Adventurers line from Super Genius. Those too are intended to be more pulp style protagonists.

Fluff and balance wise, you've done a pretty good job. I feel the mystic could be handled a little different. Perhaps enabling the incantation feat approach from Modern Path, maybe as a bonus feat? Also, the Trench Fighter like Rasputin Must Die kind of reminds me of your soldier. I'm not saying change that one up, but maybe something different might help.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Modern Archetypes 0.1 All Messageboards

Want to post a reply? Sign in.