Green Sting Slayer Suggestion.


Homebrew and House Rules


Hi all, I've recently been playing the Magus Archetype the Greensting Slayer Archetype from Bastards of Galorion and from looking at this Archetype, it has one very very big flaw that I'm attempting to fix and suggest to everyone.

The issue is with The Modified Arcane pool ability.

Normally magus have get this ability called arcane pool. where they can spend an arcane point as a swift action to give there weapon a +1 enchantment for 10 rounds. then at level 5 this enhances to +2 and every 4 levels it goes up by one. at level 5 magus can also give there weapon Shocking, Flaming, Keen, Vorple ect. needless to say, this is a really powerful ability.

now the archetype that I want to play is the Greensting Slayer.

what the green sting slayer does is replaces the enchantment with sneak attack, but the major problem is that you still have to spend an arcane point (you don’t get many and other things cost them as well) to give your next attack sneak attack. as you can see the problem. its way better to have a +1 weapon for 10 rounds than it is to get sneak attack on one attack that might not even hit.

and at level 5 when you can make your weapon flaming. so you can have a +1 flaming attack for 10 rounds, or you can get 2d6 sneak attack for one attack that might miss.

so what I’m proposing is that the Magus can spend an arcane point as a swift action to gain the sneak attack ability for 10 rounds with the same die progression. So a level 5 magus can spend one arcane point as a swift action to gain 2D6 sneak attack for the next 10 rounds.

There are some other Perks I think This archtype should get. I think it should get 4 skill points + Int mod per level and gain Acrobatics, Perception, Sense Motive, Slight of Hand and Stealth as Class Skills.

So this is a house rule I would suggest, Please let me know what you think.

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