Gwyns Firstborn |
I was challenged by a friend to create the most ridiculous character that was still somewhat balanced, within the confines of the PACG ruleset. [Character is made for Runelords]
The only real choice, then, was a luck-based character.
Thus, I introduce you to Tex the Gambler (name placeholder).
His abilities are very wordy. I have not playtested him yet, expecting him to have some fundamental flaw that breaks him on Turn 2. So I was hoping some more experienced eyeballs could find something before we test it. I don't know if I would ever run him through a full Campaign, because I don't have the steely resolve for such intense dice rolling.
TEX - GAMBLER
Str d8 []+1-4
Melee: +1
Dex d10 []+1-3
Disable: +2
Acrobatics: +2
Con d6 []+1-3
Int d4 []+1
Wis d4 []+1
Cha d10 []+1-3
Arcane: +1
~~~~~
Wpn 4 []5 []6
Spl 1 []2 []3 []4
Arm -
Item 5 []6 []7
Ally 2 []3
Bls 3 []4 []5
Hand Size 5 [] 6
Proficiencies [] Weapon
1) At the start of your turn, you may discard the top card of your deck. If the type is... Weapon- Add 1d6 ([]+1) ([]+2) to your combat checks this turn; Blessing- heal 2 random cards; Item- Add 2 to all checks for the turn.
2) Before your combat check, you may examine the top card of your location deck. If it's a bane, increase the difficulty of the current combat by 2; if it's a boon, examine the top 2 cards of your character deck, you may put them on top/bottom in any order.
ROLE - This first role is more combat-focused where the Gambler is a nimble jack of all trades fighter, thus his ability to use anyone else’s weapon.
Sleight of Hand | Hand Size 5 [] 6 [] 7
1) At the start of your turn, you may discard the top card of your deck. If the type is... Weapon- Add 1d6 ([]+1) ([]+2) ([]+3) to your combat checks this turn; Blessing- heal 2 random cards; Item- Add 2 ([] 3) to all checks for the turn.
2) Before your combat check, you may examine the top card of your location deck. If it's a bane, increase the difficulty of the combat by 2; if it's a boon, examine the top 2 cards of your deck, you may put them on top/bottom in any order.
[] Choose a char at your location, you may use one of their weapons for your combat ([] and add 1d4); that player must put it on top ([] or bottom) of their deck.
[] During a bane encounter, if it has a pre-combat effect, roll 1d10. On a...
1-4, recharge a card from your hand.
5-9, ignore the ability.
10, ignore the ability and reduce the bane's difficulty by 4([] 5)([] 6).
ROLE - Second role is more the high risk-high reward design. Thus so much Con usage, testing your mettle against the enemies in a deadly game of chance. The first Role power is meant to be used on weaker monsters since his Con, at best, is 1d6+4, without help.
Roulette | Hand Size 5 [] 6 [] 7
1) At the start of your turn, you may discard the top card of your deck. If the type is... Weapon- Add 1d6 ([]+1) ([]+2) to your combat checks this turn; Blessing- heal 2 random cards; Item- Add 2 to all checks for the turn.
2) Before your combat check, you may examine the top card of your location deck. If it's a bane, increase the difficulty of the combat by 2; if it's a boon, examine the top 2 cards of your deck, you may put them on top/bottom in any order.
[] For your (non-villain/henchmen) combat, you may roll your Constitution die ([]+1). If the results compared to the Check to Defeat are:
half or less- bury the top card of your deck;
greater than half- the bane is defeated.
[] When you play a spell, you may roll that spells recharge check. If successful: double any non-skill die ([] or bonus numbers) listed; If failed: you must use Constitution for all checks this turn.
[] When you acquire a spell ([] or item), roll your unmodified Acrobatics skill. If the total is…
1-5, bury 2 cards from your hand;
6-9, you may explore your location;
10-12, you may move to another location. Movement restrictions still apply.
It was daunting trying to balance some of these numbers and keep skills and checks within theme. Some of them may seem like the penalty is too weak, but considering how many 1's my group rolls, I'm sure our Tex will be dead before we leave Sandpoint.