to make a archetype not suck


Homebrew and House Rules


so here's a fun little thinking exercise, look around the class archetypes and find some that come across as really crap,then come back here and discuss how you would change said archetype to be not crap,heres some good starting areas

fighter's,free hand fighter or weapon master

alchemist's,clone master,internal alchemist and reanimator

almost every investigator archetype

have fun

Shadow Lodge

Cloistered Cleric.

Problem: You lose proficiency with medium armour, shields, and your better weapon options and also have diminished spellcasting with a loss of a domain. That's a significant loss in both fighting and casting ability. In exchange, you get slightly better at skills. Yay?

Solution/Changes:

  • d6 HD and Poor BAB
  • Lose Diminished Spellcasting.
  • One of your two domains must be the Knowledge or Rune domain, independent of whether your deity offers that domain. The other domain is selected normally from those granted by your deity.


hm good idea,but to be honest the CC archetype sounds like said archetype has no business going out adventuring

its like "hey i've been a sheltered bible humper my entire life,lets go out clear out a goblin stronghold." there on the same boat as siege mages and celebrities


I have been trying to fix the broken (destroyed?, devastated?, utterly wrong?) Spellsling wizard archetype, and I haven't been able, anyone has an Idea about this one?

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kemmotar_veon wrote:
I have been trying to fix the broken (destroyed?, devastated?, utterly wrong?) Spellsling wizard archetype, and I haven't been able, anyone has an Idea about this one?

Start by removing Mage Bullets and have School of the Gun alter arcane school rather than replace it.

Mage Bullets is actually stronger than most think (basically lets you sacrifice a spell to add its level to your spell DCs for a few minutes), but I've never seen anyone say they liked it. Losing cantrips to gain an ability they could have done without was just too much. School of the Gun is nothing more than a kick in the shins. It doubles the drawback of arcane school while also taking away all of arcane school's perks. You get stuck with four opposition schools, lose school powers, and lose a spell slot.

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