Balance for Superhero Archetypes


Homebrew and House Rules


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).

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