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<blockquote data-quote="Antonlowe" data-source="post: 7048403" data-attributes="member: 57841"><p>Ok, feats are now at a place I am happy with. There is room for a TON more, but I think the basics are locked in. Now its time to move on to archetypes. </p><p>In many ways archetypes are what I am most excited about. Sense any character can choose any archetype it opens the door to some interesting and unexpected concepts/builds.</p><p></p><p><strong>Design Goals for Archetypes</strong></p><p><strong></strong>• An archetype ought to be useful for nearly any class build. </p><p>• Archetypes ought to offer special abilities that are not balanced for first level characters.</p><p>• 4th level abilities should be ‘utility’ abilities. </p><p>• All classes already have some good options for dealing damage, so no need to focus too much on that side. </p><p></p><p>With that being said, I converted the CHAMPION archetype to serve as a baseline of power, for further archetypes. </p><p></p><p><span style="font-size: 12px">Champion </span></p><p><span style="font-size: 12px"></span>Peerless Athlete: At 4th level, you gain advantage on any physical skill check. </p><p>Improved Critical: At 7th level, any attack you make crits on a 19-20. </p><p>Fighting Style: At 11th level, you may choose one fighting style from the warrior list. </p><p>Superior Critical: At 15th level, any attack you make crits on an 18-20. </p><p>Survivor: At 19th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.</p><p></p><p>You don’t gain this benefit if you have 0 hit points.</p></blockquote><p></p>
[QUOTE="Antonlowe, post: 7048403, member: 57841"] Ok, feats are now at a place I am happy with. There is room for a TON more, but I think the basics are locked in. Now its time to move on to archetypes. In many ways archetypes are what I am most excited about. Sense any character can choose any archetype it opens the door to some interesting and unexpected concepts/builds. [B]Design Goals for Archetypes [/B]• An archetype ought to be useful for nearly any class build. • Archetypes ought to offer special abilities that are not balanced for first level characters. • 4th level abilities should be ‘utility’ abilities. • All classes already have some good options for dealing damage, so no need to focus too much on that side. With that being said, I converted the CHAMPION archetype to serve as a baseline of power, for further archetypes. [SIZE=3]Champion [/SIZE]Peerless Athlete: At 4th level, you gain advantage on any physical skill check. Improved Critical: At 7th level, any attack you make crits on a 19-20. Fighting Style: At 11th level, you may choose one fighting style from the warrior list. Superior Critical: At 15th level, any attack you make crits on an 18-20. Survivor: At 19th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. [/QUOTE]
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