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Blackfire Adept

cartmanbeck's page

RPG Superstar 2014 Top 16. Goblin Squad Member. RPG Superstar 7 Season Star Voter. Pathfinder Card Game, Class Deck Subscriber. FullStarFullStar Pathfinder Society GM. 3,724 posts (13,017 including aliases). 9 reviews. 1 list. 2 wishlists. 45 Pathfinder Society characters. 37 aliases.


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Silver Crusade RPG Superstar 2014 Top 16

elcoderdude wrote:
Brother Tyler wrote:
My only concern is that versatility comes at a cost - the more versatile you make him, the more you're relying upon the luck of the draw to have the right card(s) when you need them. The ability to cycle cards mitigates this somewhat.

Just to emphasize Mavaro's ability to cycle cards... the community consenus (in this thread) is that at the end of his turn, Mavaro can display any number of cards, as long as each gives him as skill he has not yet gained in the same fashion, so as to then recharge them.

So he cycles better than nearly anyone.

I still personally believe this is contrary to the game's intent (because we're only supposed to be able to use powers when we can make use of them), so I didn't include that as part of my discussion of how to play him. However, if you choose to play that way, obviously it makes him a BEAST at cycling through to find the cards you really need on your next turn.

Silver Crusade RPG Superstar 2014 Top 16

Frencois wrote:
Iammars wrote:
It worked for me too!

This is THE card that Vic should retrofit to get the trigger trait.

The one and only.
Since day ONE of D&D.

I wonder how many "marked as favorite" can I get if I launch a petition for that retrofit.

I would support such an initiative.

Silver Crusade RPG Superstar 2014 Top 16

Could be a good idea, perhaps just one mythic path that would apply to them all could be done. I'll think on that too as we move forward.

Silver Crusade RPG Superstar 2014 Top 16

I'm with you. I actually helped consider the deck options for Zadim and looked at Rogue, Monk, and Fighter. Rogue would have given him poison options, but unfortunately the weapons didn't seem right at all (plus the deck is old). Monk has zero armor options, so that was a non-starter since you can't create a legal deck. Inquisitor was really the only one that fit well enough, even without the poison options. I would suggest people try Zadim in Season of the Plundered Tombs and use the Trader mechanic to get him a Finesse weapon in the early scenarios, and poisons in the later scenarios when they're available.

Silver Crusade RPG Superstar 2014 Top 16

Overall I like them, though the Trickster feels a bit more Druid-y to me than shapeshifter-y. A few wording changes for the Trickster and a suggested change to one of the abilities:

Kitsune Trickster wrote:


Powers
Hand Size 5 []6 []7 []8
Proficient with Light Armor, Weapons
You may use your Disable skill instead of any listed check to acquire an item ([]or weapon or armor) with the Magic trait or a spell.
Recharge ([]or reveal) an Ally with the Human ([]or Animal) trait to evade ([]a non-villian monster or) a bane with the Skirmish or Task trait. ([]If it is your turn, you may move to another location.)
[]You may use your Charisma skill for your Arcane check. ([] You gain the skill Arcane: Charisma +2.)
[ ] You may discard a card to add 1d4 to your Diplomacy checks and gain the skill Stealth: Charisma +1 until the end of your turn; ([ ] if the discarded card has the Human trait, add 2 to your non-combat checks during the turn).

The idea on that new last ability is that you're changing into your human form, giving you a bonus on both Diplomacy when dealing with the "normal" races and also checks to blend in.

Absolutely love the Swindler, especially the using Diplomacy for other skills, but you need to add Diplomacy as a skill on the character card, otherwise they're essentially useless. I would say just add Diplomacy: Charisma +1, as a Rogue should be fine having four non-base skills. I also assumed that Diplomacy is a skill in the Trickster above.

Sczarni Swindler wrote:


Powers
Hand Size 5 []6 []7
Proficient with Light Armor, Weapons
You may use your Disable skill instead of any listed check to acquire an item ([]or weapon or armor) with the Magic trait or a spell.
Recharge ([]or reveal) an ally with the Human trait to evade a bane with the Skirmish or Task trait.
[]You may use your Charisma skill for your Arcane check.
[]If you acquire an Item as part of your exploration, you may immediately explore again; ([] and add +1 to all checks made during that exploration).
[]If you fail to acquire an ally, you may recharge a card to shuffle that Ally back into its location deck, then immediately move.
[]When you use Diplomacy to acquire ([]or defeat) a card, you may draw a random item from the box with an adventure deck number less than ([]or equal to) the current scenario.
[ ]For your combat check, you gain the skill Diplomacy: Melee +0.

Silver Crusade RPG Superstar 2014 Top 16

Iammars wrote:
It worked for me too!

LULZ

Silver Crusade RPG Superstar 2014 Top 16

While I am happy to advertise how much I love the PACG and characters like Mavaro, as Keith said I wasn't asked to write this, I asked if I COULD. I don't think I'd call that "Advertising Testimonial".

Silver Crusade RPG Superstar 2014 Top 16

Sarcastic Jazz Hands wrote:
For the displayed monsters, I was going for a cumulative effect. Otherwise. You display one monstet at the start of a turn and then banish it at the end. I can see if you are playing a solo game, you could get pretty powerful, but in a 6 player game, you would cap out at +5 on your final turn. Maybe we could put a cap equal to the current adventure deck number?

I think it's better not to have a cumulative effect when you're already dealing with some checks that use 2d12 base. I think this one should be modeled more after the way Warpriests work. Just my 2cp though. :)

Silver Crusade RPG Superstar 2014 Top 16

Evolutionist is interesting, but feels overly similar to the Counter Summoner in some ways, I think. I like the banish a monster to explore. You don't have a condition to remove the monsters from next to your cohort, so that'll need to be addressed. I think having the monsters boost your cohort's abilities works for the concept, though.

Evolutionist wrote:


Hand Size 7 [ ]8 [ ]9 [ ]10
Proficient with Light Armors
After you play a spell that has the Attack trait, banish ([ ]or bury) it.
You may recharge a card with the Harrow trait to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to you hand instead.
You may banish a monster from your hand to ([ ] recharge a random card from your discard pile or) ([ ] explore your location or) examine the top card of your deck and either draw it or recharge it.
[ ] While you have a cohort that has the Eidolon trait displayed, you may display a monster card from your hand instead of moving during your move step ([ ] or instead of your first exploration). For each card displayed in this way, add +1 to checks during which your cohort is played. At the end of your turn, banish ([ ] or discard) any monsters you have displayed.
[ ] You may banish a monster from your hand to reroll one die after you ([ ] or a character at your location) roll(s) a combat check ([ ] or a check to defeat a bane); take the new result.

Note that the bolded text works because any time you are using a power on a card, you are playing that card, so any checks that the eidolon affects will be boosted.

Silver Crusade RPG Superstar 2014 Top 16

12 is the correct number for role cards, yes.

Silver Crusade RPG Superstar 2014 Top 16

Nice. I love the idea behind the counter summoner. I think the last power is a bit feat-intensive, though, especially when you can just take a single feat to evade summoned monsters, which (USUALLY) means they just disappear with no ill effects. I'm thinking instead we should combine a couple of the powers and spread out the feats a bit more.

Counter Summoner wrote:


Hand Size 7 [ ] 8 [ ] 9
Proficient with Light Armors
After you play a spell that has the Attack trait, banish ([ ] or bury) it; ([ ] if the spell was cast to defeat a summoned monster, you may discard it instead.)
You may recharge a card with the Harrow trait to draw a random monster from the box.
When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to ([ ] recharge a random card from your discard pile or) examine the top card of your draw deck and either draw it or recharge it.
[ ] Banish a monster from your hand to evade a summoned non-villain monster ([ ] or to defeat a non-villain monster with a check to defeat less than or equal to the check to defeat the banished monster.)
[ ] Add +1 ([ ] +2) ([ ] +3) to your ([ ] or any) combat check to defeat a summoned monster at your location.
[ ] Before you reset your hand, you may set aside any number of monsters; after you reset your hand, add those cards to your hand.

Silver Crusade RPG Superstar 2014 Top 16

Trust me, the fuss is warranted. :-D

Silver Crusade RPG Superstar 2014 Top 16

Let's start with the recent ones since they're fresh. When you say "Eidolon bonuses" do you mean the 2d10/2d12? That'll have to come at a steep price if so, that's a big bump. I'll just have to see the roles, I think. :)

Silver Crusade RPG Superstar 2014 Top 16

I would say after this we should work on the roles. Deck composition last. :)

I really like this guy. The lack of a skill type for combat means you're unlikely to ever get multiple dice with a blessing, which is fine. We should add the Melee trait to the eidolon's attack, I would think. I also think there should be SOME cost to the combat besides just a reveal, so perhaps we require a recharge? I also feel we could do a bit better with the skill check you don't have... only going from d4 to d6 is a paltry upgrade.
I would say he could be a little bit more Harrow-y, so I'm going to change his one power to examine his deck. I'm also going to suggest a crazy starting hand size of 7 because of all the recharging you'll be doing, plus the drawn monsters which will add to your deck size. What do you think of this?

"Powers
Hand Size 7 [ ] 8 [ ] 9
After you play a spell that has the Attack trait, banish ([ ] or bury) it.
You may recharge a card with the Harrow to draw a random monster from the box. When you defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to ([ ] recharge a random card from your discard pile or) examine the top card of your deck and either draw it or recharge it."

And then for the eidolon:
"Display this card. While displayed, for your combat check, you may reveal a monster and recharge a card to roll 2d10 with the Melee trait, or 2d12 with the Melee and Magic traits if you have a role card. If either card has the Harrow trait, add 2 for each card with the Harrow trait.
While displayed, you may recharge a card with the Harrow trait to use your Intelligence skill for a non-combat check with a skill you do not possess."

EDIT: Oh yeah, and the eidolon shouldn't have the Veteran trait since he doesn't add the adventure deck number to anything. :)

Silver Crusade RPG Superstar 2014 Top 16

Well the problem with taking the power from Flenta is you don't get to recharge spells. If that's what you're going for (using scrolls) that's fine, but I personally don't like that play style as much.

The recharge an ally to evade a barrier is definitely a better way to go.

Evasion can happen before or after a roll, there's a character that lets you evade afterward, I think it might be one of the Warpriests. But yeah, if you're not as worried about that power, drop that one. You shouldn't have more than 3 base powers on a character card before roles.

Silver Crusade RPG Superstar 2014 Top 16

Hmm.. so reveal an ally to defeat a bane, even a specific type of bane, seems too powerful to me. You also get the option to avoid ANY damage by moving, which is probably too strong as well. I like the first power, though. You've overall got too many powers, I think.

What about this:
"Powers
Hand size 5 [ ] 6 [ ] 7
Proficient with Light Armor, Weapons
You may use your Disable skill instead of any listed check to acquire an item with the Magic trait or a spell.
If you fail a check to defeat a monster, you may discard a spell or item to reduce the damage dealt to 0 and evade the bane, then move to another location and end your turn; ([ ] if the discarded card has the Magic trait, you may recharge it instead).
[ ] When playing a spell for your combat check, you may gain Arcane: Charisma +1 until the end of the turn."

Silver Crusade RPG Superstar 2014 Top 16

I'm loving the weirdo weapon proficiencies. I'm trying to think of there's any way to simplify the wording, but I think it's actually going to need to be a bit MORE complex to conform with standards. I would suggest you drop the "owned by a monk" part anyway, as there aren't many of those and I would guess the few out there fit one of the first two options.

I would also suggest trying to tie power 3 and power 4 together for reasons of text limits on cards...

How about this:

Powers
Hand size 5 [ ] 6
Proficient with <none>
You may treat a weapon that has the Spear or Knife trait or has Acrobatics listed as a skill to acquire as if you were proficient with it.
Blessings played on your combat check may add d12 instead of the normal die; ([ ] you may recharge any such blessing you play instead of discarding it).
[ ] Recharge a card to reduce the difficulty of your combat check by 2 ([ ] or to reduce combat damage dealt to you by 3.)

Silver Crusade RPG Superstar 2014 Top 16

Seems totally reasonable to me. If you like, I can start working on some Harrow-themed boons. I've got a LOT of ideas. In fact, there's one item that I created that Paizo actually published a while ago:
Deck of the Hellwasp's Sting

So a PACG Version of this might be:

Deck of Hellwasp's Sting
Item 3 <- could be 4 or 5, not sure yet.
Traits: Object, Deck, Harrow, Magic
To Acquire: Intelligence/Craft 12 OR Arcane 10
At the beginning of your turn, display this card. While displayed, for your combat check you may recharge a card to use your Dexterity or Ranged skill + 1d4 with the Magic trait.
While displayed, you may bury this card to summon a monster with the Swarm trait from the box and add twice its adventure deck number and the Fire trait to a combat check at your location, then return that card to the box.
While displayed, at the end of your turn, discard this card; you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Silver Crusade RPG Superstar 2014 Top 16

Has anyone made any stand-alone fan art of Yoon's plush owlbear Gom-Gom? I'd love to make a PACG card of him, but I have zero artistic talent, so I was hoping someone had done it already. Thanks!
Tyler

Silver Crusade RPG Superstar 2014 Top 16

I'm not really following what you mean about the cohorts. Are you suggesting he should be able to use a Spread cohort and another Witch cohort as well? I don't think that's necessary... I was just trying to allow him to make use of the Spread cohorts without the need for a custom Familiar cohort. But if you think the Deck/Familiar custom cohort is better for him, that's fine. :)

Silver Crusade RPG Superstar 2014 Top 16

Aric
Male Human Aristocrat
Skills:
Strength: d4 [c] +1 [c] +2
Dexterity: d8 [c] +1 [c] +2 [c] +3
Constitution: d6 [c] +1 [c] +2
Intelligence: d6 [c] +1
Wisdom: d8 [c] +1 [c] +2 [c] +3
Charisma: d10 [c] +1 [c] +2 [c] +3 [c] +4
Fortitude: Constitution +1
Perception: Wisdom +1
Diplomacy: Charisma +3

Powers:
Hand Size: 4 [c] 5
Proficiencies: Light Armor
When you gain a feat, gain a feat of the same type on The Red Raven character card.
You may discard a card to evade your encounter against a monster ([c] and place that card on top of your location deck); exchange this card for The Red Raven, then you may explore your location.
[c] You may recharge an ally to add 1d6 ([c] 2d6) to a check to defeat a barrier at your location.

Cards:
Weapon: 4 [c] 5 [c] 6 [c] 7
Spell: -
Armor: 2 [c] 3 [c] 4
Item: 3 [c] 4 [c] 5
Ally: 4 [c] 5 [c] 6
Blessing: 2 [c] 3
Favored Card Type: Ally

Aric: Galtan Lord
You excel at recruiting followers... and at using them in the most effective ways.
Powers:
Hand Size: 4 [c] 5 [c] 6
Proficiencies: Light Armor
When you gain a skill or card feat, gain a feat of the same type on The Red Raven character card. When you gain a power feat, gain a power feat on the Shadow of Night role card.
You may discard a card to evade your encounter against a monster ([c] and place that card on top of your location deck); exchange the Aric card for The Red Raven and this card for the Shadow of Night, then you may explore your location.
[c] You may recharge an ally to add 1d6 ([c] 2d6) ([c] 3d6) to a check to defeat a barrier at your location.
[c] You may bury ([c] or discard) an ally to reroll your Diplomacy ([c] or Charisma) check; you must take the new result.
[c] Add 1d10 to your check to acquire a weapon, armor or item; ([c] if it is your turn, you may immediately bury the acquired card to explore your location.)
[c] You may discard a card to examine your location deck until you find an ally; set that card aside, then shuffle the deck and put that card on top of the deck.

Aric: Mesmerizing Dilettante
Your ability to manipulate others has become positively otherworldly.
Powers:
Hand Size: 4 [c] 5 [c] 6 [c] 7
Proficiencies: Light Armor
When you gain a skill or card feat, gain a feat of the same type on The Red Raven character card. When you gain a power feat, gain a power feat on the Warlock role card.
You may discard a card to evade your encounter against a monster ([c] and you may place that card on top of your location deck); exchange the Aric card for The Red Raven and this card for the Warlock, then you may explore your location.
[c] You may recharge an ally ([c] or spell) to add 1d6 ([c] 2d6) to a check to defeat a barrier at your location.
[c] When you would banish or bury a card with the Mental trait after using its power, you gain the skill Arcane: Charisma +1 for the purposes of checks required to recharge or bury that card. ([c] You may ignore a bane’s immunity to the Mental trait.)
[c] For your Knowledge ([c] or Craft or Disable) check, you may recharge a card to use your Charisma skill.
[c] When building your deck, you may treat spells as if they were blessings or items; when you gain this power feat, you must check the corresponding box on the Warlock role card.

The Red Raven
Male Human Vigilante
Skills:
Strength: d6 [c] +1 [c] +2
Dexterity: d10 [c] +1 [c] +2 [c] +3
Constitution: d6 [c] +1 [c] +2
Intelligence: d4 [c] +1
Wisdom: d8 [c] +1 [c] +2 [c] +3 [c] +4
Charisma: d8 [c] +1 [c] +2 [c] +3
Stealth: Dexterity +1
Fortitude: Constitution +1
Perception: Wisdom +2
Stealth: Dexterity +1

Powers: Hand Size: 5 [c] 6
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this character card; use Aric instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange this card for Aric. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; ([c] add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn).

Cards:
Weapon: See Aric
Spell: See Aric
Armor: See Aric
Item: See Aric
Ally: See Aric
Blessing: See Aric
Favored Card Type: None

The Red Raven: Shadow of Night
When evildoers cannot be defeated by diplomatic channels, you strike fear into them under the shroud of darkness.
Powers: Hand Size: 5 [c] 6
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this role card; use Galtan Lord instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange The Red Raven character card for Aric and this card for Galtan Lord. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; ([c] add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn).
[c] For your Acrobatics check, you may recharge an armor ([c] or any card) to use your Dexterity skill + 1d6.
[c] For your combat check ([c] or your check to defeat a barrier with the Trap or Obstacle trait), you may recharge an item to use your Dexterity skill + 2d6 ([c] 2d8) with the Melee trait.
[c] You may discard a card to ignore a bane’s power before you act ([c] or after you act) ([c] or to evade a non-villain bane).

The Red Raven: Warlock
Your arcane powers manifest themselves best when wearing your mask.
Powers: Hand Size: 5 [c] 6 [c] 7
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this role card; use Mesmerizing Dilettante instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange The Red Raven character card for Aric and this card for Mesmerizing Dilettante. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; ([c] add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn).
[c] Gain the skill Arcane: Charisma +1. ([c] For your combat check, you may discard ([c] or recharge) a weapon to use your Arcane skill + 2d6 and the Fire ([c] or Cold) trait.) ([c] You may recharge a card that has the Magic trait to reduce cold, electricity or fire damage to you by 3.)
[c] For your Charisma or Diplomacy non-combat check, you may bury a card to use the Diplomacy skill listed on the Aric character card.
[c] When building your deck, you may treat spells as if they were blessings or items; you may only gain this power feat when you gain the corresponding power on the Mesmerizing Dilettante role card.

Silver Crusade RPG Superstar 2014 Top 16

Wow, lots of excellent feedback! I'm not going to try to respond to each thing individually, but instead just list the things I'm changing based on your critiques:
-Dropping Ranged from The Red Raven, giving him Stealth: Dexterity +1
-Made the Red Raven's Finesse power not require a feat, changed to this: "You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; ([c] add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn)."
-Reduced Aric's Strength to d4, increased The Red Raven's Charisma to d6
-Fixed Galtan Lord's bonus against barriers to "1d6 ([ ] 2d6) ([ ] 3d6)"
-Changed a power on the Mesmerizing Dilettante to have a recharge instead of discard cost: "[c] For your Knowledge ([c] or Craft or Disable) check, you may recharge a card to use your Charisma skill."
-Changed a power on the Galtan Lord, making the cost a discard and removing the free encounter: "[c] You may discard a card to examine your location deck until you find an ally; set that card aside, then shuffle the deck and put that card on top of the deck." <- Remember that examines can cause TRIGGERs now, which makes this sometimes dangerous.
-Changed a power on the Shadow of Night, making it Acrobatics + 1d6 base: "[c] For your Acrobatics check, you may recharge an armor ([c] or any card) to use your Dexterity skill + 1d6."
-Changed feat on both Mesmerizing Dilettante and Warlock to allow spells to be treated as blessings OR items.
-Made Warlock spell-like attack power based off Arcane. (As a side-note, this power chain is supposed to represent the Vigilante's magic specialization getting better as he chooses more magic-focused powers, so while the powers don't seem related, you really can't gain the later ones without investing in the earlier ones.)
-Changed a power on the Warlock to specify non-combat checks: "[c] For your Charisma or Diplomacy non-combat check, you may bury a card to use the Diplomacy skill listed on the Aric character card. "

WOW! Lots of changes, and I think they'll make the characters significantly more well-rounded. Thank you SO MUCH! I'll repost the characters right after this.

Silver Crusade RPG Superstar 2014 Top 16

Kreniigh wrote:

Not sure if (a) this belongs in homebrew or in the general discussion, and (b) if it's OK to distribute.

I made an Excel sheet for the digital card game, to keep track of which characters had completed which scenarios, and which feats are awarded and when. (Anything to cut down on the amount of tapping tiny buttons on my phone screen...)

It lists characters, adventure/scenario names, and feat awards. I thought maybe other people would find it useful and I wanted to post a link to it. Is that OK, and where do I post it?

thanks

DISCLAMER: Not a lawyer.

That sounds to me like a perfectly reasonable thing to distribute, as long as it's for FREE and doesn't use any images that aren't in the community use package.

Silver Crusade RPG Superstar 2014 Top 16

No that's a totally fair critique. I'll have to think about reducing the overall number of power feats on each of the role cards, perhaps. Normally each role card ends up with 12 power feats... perhaps I could reduce it to 9, and once you get your role card you have to choose which of your two roles you take the power feat on? Not sure yet. I have done some playtesting (but only at relatively low levels) and the character didn't feel overpowered to me.

Silver Crusade RPG Superstar 2014 Top 16

Doppelschwert wrote:

I don't have much time right now, but I like the class overall quite well, so just some quickfire thoughts:

Personally, I would design the Vigilante around the mechanics of Ak, where you flip the role card to switch between roles, just to keep it simpler (the unique mechanic would be to start play with the role card, and let the acquisition of role cards unlock new feats on it).
That said, your version is much more flexible at the price of a little overhead with switching cards. I'm not sure if all the customization is not a bit too much flexibility, though.

My main suggestion would be to force each taken skill feat to be the same. It makes for a fun trade-off by forcing you to think how to balance your skill feats against the mechanics of the two personas, whereas right now, you can just specialize both personas to do entirely different things perfectly well. You did that for the card feats already for obvious reasons, but I don't see why the skill feats should be allowed to diverge. Maybe that's intended on the rpg side, but it feels a bit 'unfair' to the other players if you get to switch out two completely different optimized characters more or less on a whim.

In my mind, Ak is the baseline for characters that are allowed to change roles, and your design is far superior to him in terms of what you can do. That's not a bad thing, mind you, but my first impression is opportunity for powergaming (even though a playtest might show that it's perfectly fine).

Hmm... I hadn't thought about the idea of doing it using just a Role card, but gaining that role card at game's start. I'll think on that. One reason that I really like having two separate character cards is that Aric and the Red Raven should really have different skills, and if I use a single character card I'd have to have only overlapping skills in the main skill areas and then have any other skills they each gain be on the role cards somehow. I also feel like having slightly different dice really fits the Vigilante vibe.

Also, different pictures for the two different personas appeals to me for the same Vigilante vibe reason.

So I think I would prefer to stick with the two separate character cards. That being said, I'm definitely open to adjusting their power level. I do have a few power feats that have to go hand-in-hand between the matching role cards (Warlock and Mesmerising Dilettante have a few powers that you need one to gain the other). I think it might be too hard to restrict ALL of the power feats, mostly because of card text limits. Also notice that, unlike other characters, they each start with only a single character power, since the other power is just saying "(Don't) use this card at the start of the scenario". This reduces the overall strength of both characters significantly IMHO, since every other character that I've ever seen has at least 2, sometime 3 starting character powers. In fact, other than the power that lets him switch to Aric, the Red Raven starts with no powers at all.

That all being said, thank you very much for the feedback, and if you have some suggestions on nerfs for them when you have a bit more time, I'd be happy to consider them. :)

Silver Crusade RPG Superstar 2014 Top 16

Okay, a couple suggested changes on these two:

Sorcerer wrote:


Skills
Strength d4 []+1 []+2
Dexterity d6 []+1 []+2 []+3
Stealth: Dexterity +1
Disable: Dexterity +2
Constitution d6 []+1
Intelligence d8 []+1 []+2
Wisdom d8 []+1 []+2 []+3
Charisma d10 []+1 []+2 []+3 []+4
Arcane: Charisma +3

Powers
Hand Size 6 []7
Proficient with Light Armors, []Weapons

You may automatically succeed at your check to recharge a spell that has the Arcane trait but not the Attack trait. ([ ] Add 2 to your check to recharge a spell that has the Attack trait.)
Once per turn, you may turn the top card of the blessings deck faceup to add +1 ([]+2) to your check. <- This gives you a tracker for whether you used the power, and lets you plan ahead as well.
[]If a card asks you to select a card type, you may select two types and trigger the effect off either type. <- I think this will bring up too many corner cases, and this character has several fun new mechanics going already.

Witch wrote:


Powers
Hand Size 6 []7 []8 <- IMHO, always better to save second hand size upgrades for the roles.
Proficient with Light Armor

For your combat check, discard a card to roll your Inteligence skill + 1d6 with the Magic trait; ([ ] if the card has the Harrow trait, add an additional 1d6 and you may recharge the card instead of discarding it.)
While you have a cohort with the Harrow trait displayed, you gain the skills Arcane: Intelligence +2 and Perception: Wisdom +2.
[ ] When you attempt a check to acquire an item ([]or any boon other than an ally or blessing), you may use your Craft skill in place of any listed skill. <- Put the "any boon other than" into one of her roles instead.
[]At the beginning of your turn, you may recharge an item to recharge a spell from your discard pile. <- If you've acquired a ton of items, this could get too powerful, so making it work once per turn is probably better.

Silver Crusade RPG Superstar 2014 Top 16

Reposting Matamba with recent changes. All of the Wysps now have the wording that Stormborn now does for the forced recharge.

Matamba
Traits: Male Human Kineticist
Strength: d6 [c] +1 [c] +1
Dexterity: d8 [c] +1 [c] +2 [c] +3
Ranged: Dexterity +2
Constituion: d10 [c] +1 [c] +2 [c] +3 [c] +4
Fortitude: Constitution +2
Survival: Constitution +1
Intelligence: d6 [c] +1 [c] +2
Wisdom: d4 [c] +1
Charisma: d8 [c] +1 [c] +2 [c] +3

Proficient with: None
Hand size: 5 [c] 6
For your combat check, you may discard ([c] or recharge) a card to use your Ranged skill plus your Constitution skill with the Electricity trait.
When you are dealt Combat or Electricity damage, you may reveal a card with the Electricity trait to reduce that damage by 2.
[c] Discard a card to add 1d8 ([c] 2d8) and the Electricity trait to a combat check by a character at your location, then that character is dealt 2 Electricity damage.

Weapon: 2 [c] 3
Spell: - [c] 1 [c] 2
Armor: - [c] 1
Item: 4 [c] 5 [c] 6
Ally: 5 [c] 6 [c] 7 [c] 8
Blessing: 4 [c] 5
Favored Card: Ally

Wysp Channeler
Proficient with: None
Hand size: 5 [c] 6
For your combat check, you may discard ([c] or recharge) a card to use your Ranged skill plus your Constitution skill with the Electricity trait. ([c] You may additionally recharge a displayed card with the Wysp trait to add 1d10 and that card’s traits) ([c] and ignore the bane’s immunity to Electricity).
When you are dealt Combat or Electricity ([c] or Acid, Cold or Fire) damage, you may reveal a card with the Electricity ([c] or Wysp) trait to reduce that damage by 2 ([c] 4).
[c] Discard a card ([c] or recharge a card with the Wysp trait) to add 1d8 ([c] 2d8) and the Electricity trait to a combat check by a character at your location, then that character is dealt 2 ([c] 1) Electricity damage.
[c] When you display a card with the Wysp trait, you may recharge all but two cards, instead of all but one.

Dark Elementalist
Proficient with: [c] Weapons
Hand size: 5 [c] 6 [c] 7
For your combat check, you may discard ([c] or recharge) a card to use your Ranged skill plus your Constitution skill with the Electricity ([c] or Cold, Fire or Poison) trait.
When you are dealt Combat or Electricity damage, you may reveal a card with the Electricity trait to reduce that damage by 2.
[c] Discard a card to add 1d8 ([c] 2d8) and the Electricity trait to a combat check by a character at your location, then that character is dealt 2 Electricity damage.
[c] When you defeat a non-villain monster and it would be banished, you may recharge a card to place that card on top of your deck. You may banish a monster from your hand to reduce all damage dealt to you by 3 ([c] or to recharge 2 random cards from your discard pile then draw a card).
[c] When you would fail a check to defeat a monster, a character at your locaition may bury ([c] or discard) a card to add 1d6 ([c] +1) to the check; take the new result.

Ally B: Stormborn
Traits: Elemental, Electricity, Wysp
Owner: Matamba
Display this card. Then, if you have more than one card with the Wysp trait displayed, recharge all but one of those cards. While displayed, add 1d4+1 to your checks with the Electricity trait. Add an additional 1d4 for each other card with the Wysp that is displayed by any character at your location.
While displayed, you may recharge this card and discard a card from your hand to explore your location.
While displayed, you may bury this card to reduce all damage dealt to a character at your location by 3.

Silver Crusade RPG Superstar 2014 Top 16

Thought maybe I should bump this back to the top of the homebrew area. Any feedback?

Silver Crusade RPG Superstar 2014 Top 16

I hope you all enjoy it! I had so much fun designing thone cards!

Silver Crusade RPG Superstar 2014 Top 16

I'll comment more once I get to work, but I'm loving both of these characters. I think you should consider using a slightly different mechanic for the witch though.. perhaps something like "While you have a cohort with the Harrow trait displayed, you gain Arcane: Intelligence +2 and Perception: Wisdom +2." This way he can use any of the other excellent Harrow cohorts.

Silver Crusade RPG Superstar 2014 Top 16

Thanks so much, Luke!!

Silver Crusade RPG Superstar 2014 Top 16

Hmm... she seems very weak, with only two Powers to start, both of which are just passive bonuses on specific checks. I would recommend giving her the last power, the examination one, as a base power with no feat required. Her fire adding power should also give a die of some kind.
If you are going for a bonus against shadows, I would probably recommend just giving the bonus against all Incorporeal, and then making a check box to also give the bonus against undead. I would write her Powers as:
"Hand size 6 [ ] 7
Proficient with [ ] Light armors
Add 2 and the Magic trait to your checks to defeat banes with the Incorporeal ([ ] or Undead) trait and to checks to acquire blessings.
During your move step, instead of moving you may examine the top card of a location deck other than your own.
[ ] If your combat check has the Attack trait, you may add 1d6 and the Fire trait."

Silver Crusade RPG Superstar 2014 Top 16

Hawkmoon269 wrote:

Hmm... So, let me see if I understand what you are saying. Here is the "resolve the encounter" text.

An example from basketball if that matters: Show

** spoiler omitted **...

This is an example of the Hawkmoon artificial intelligence thinking that humans like sports, so this will be a great example. What the program fails to understand is that we are all nerds, and sportsball is foreign to us. :-P

Silver Crusade RPG Superstar 2014 Top 16

Autoduelist wrote:

I submitted my stories for Simoun, Ahmotep, and Tup for version 1.5 of the guide. I changed the document's title from "Meet the Iconics" to "Meet the Heroes", because Mummy's Mask is the first set to break with the pattern of only using iconic heroes in the card game.

I wanted to link up Simoun's and Ahmotep's story, but it felt contrived, so I skipped it. I hope everyone enjoys my additions to the Adventure Card Game canon.

You can find the link to the PDF file in the Paizo CUP registry. It will be live on Boardgame Geek once the admins approve it.

Cool stuff!!

Silver Crusade RPG Superstar 2014 Top 16

Hi Everyone!
So here's another custom character I've worked on for a good while. He uses a totally strange mechanic to signify his two personas, which involves switching his entire character card (and role card). If you're not familiar with Aric/The Red Raven, here are two blog posts to read:
Meet the Iconics: Aric
Meet the Iconics: The Red Raven
If you're generally not familiar with the Vigilante class, think of Batman. That's it, that's the Vigilante. A Vigilante's two personas are essentially totally distinct... they even have different alignments. So, because of that, I went with the weird switching-cards mechanic. Notice also that the role cards are tied to each other... if you want to use the Galtan Lord role for Aric, you are required to use the Shadow of Night role for The Red Raven.
Please give me any feedback you have, and try him out in your own games if you'd like, etc!
Tyler

Aric
Male Human Aristocrat
Skills:
Strength: d6 [c] +1 [c] +2
Dexterity: d8 [c] +1 [c] +2 [c] +3
Constitution: d6 [c] +1 [c] +2
Intelligence: d6 [c] +1
Wisdom: d8 [c] +1 [c] +2 [c] +3
Charisma: d10 [c] +1 [c] +2 [c] +3 [c] +4
Fortitude: Constitution +1
Perception: Wisdom +1
Diplomacy: Charisma +3

Powers:
Hand Size: 4 [c] 5
Proficiencies: Light Armor
When you gain a feat, gain a feat of the same type on The Red Raven character card.
You may discard a card to evade your encounter against a monster ([c] and place that card on top of your location deck); exchange this card for The Red Raven, then you may explore your location.
[c] You may recharge an ally to add 1d6 ([c] 2d6) to a check to defeat a barrier at your location.

Cards:
Weapon: 4 [c] 5 [c] 6 [c] 7
Spell: -
Armor: 2 [c] 3 [c] 4
Item: 3 [c] 4 [c] 5
Ally: 4 [c] 5 [c] 6
Blessing: 2 [c] 3
Favored Card Type: Ally

Aric - Galtan Lord
You excel at recruiting followers... and at using them in the most effective ways.
Powers:
Hand Size: 4 [c] 5 [c] 6
Proficiencies: Light Armor
When you gain a skill or card feat, gain a feat of the same type on The Red Raven character card. When you gain a power feat, gain a power feat on the Shadow of Night role card.
You may discard a card to evade your encounter against a monster ([c] and place that card on top of your location deck); exchange the Aric card for The Red Raven and this card for the Shadow of Night, then you may explore your location.
[c] You may recharge an ally to add 1d6 ([c] +2) ([c] +4) to a check to defeat a barrier at your location.
[c] You may bury ([c] or discard) an ally to reroll your Diplomacy ([c] or Charisma) check; you must take the new result.
[c] Add 1d10 to your check to acquire a weapon, armor or item; ([c] if it is your turn, you may immediately bury the acquired card to explore your location.)
[c] You may bury a card to examine your location deck until you find an ally; set that card aside, then shuffle the deck and encounter that card.

Aric - Mesmerizing Dilettante
Your ability to manipulate others has become positively otherworldly.
Powers:
Hand Size: 4 [c] 5 [c] 6 [c] 7
Proficiencies: Light Armor
When you gain a skill or card feat, gain a feat of the same type on The Red Raven character card. When you gain a power feat, gain a power feat on the Warlock role card.
You may discard a card to evade your encounter against a monster ([c] and you may place that card on top of your location deck); exchange the Aric card for The Red Raven and this card for the Warlock, then you may explore your location.
[c] You may recharge an ally ([c] or spell) to add 1d6 ([c] 2d6) to a check to defeat a barrier at your location.
[c] When you would banish or bury a card with the Mental trait after using its power, you gain the skill Arcane: Charisma +1 for the purposes of checks required to recharge or bury that card. ([c] You may ignore a bane’s immunity to the Mental trait.)
[c] For your Knowledge ([c] or Craft or Disable) check, you may discard a card to use your Charisma skill.
[c] When building your deck, you may treat spells as if they were blessings; when you gain this power feat, you must check the corresponding box on the Warlock role card.

The Red Raven
Male Human Vigilante
Skills:
Strength: d6 [c] +1 [c] +2
Dexterity: d10 [c] +1 [c] +2 [c] +3
Constitution: d6 [c] +1 [c] +2
Intelligence: d4 [c] +1
Wisdom: d8 [c] +1 [c] +2 [c] +3 [c] +4
Charisma: d6 [c] +1 [c] +2 [c] +3
Stealth: Dexterity +1
Ranged: Dexterity +2
Fortitude: Constitution +1
Perception: Wisdom +2

Powers: Hand Size: 5 [c] 6
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this character card; use Aric instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange this card for Aric. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
[c] You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn.

Cards:
Weapon: See Aric
Spell: See Aric
Armor: See Aric
Item: See Aric
Ally: See Aric
Blessing: See Aric
Favored Card Type: None

The Red Raven - Shadow of Night
When evildoers cannot be defeated by diplomatic channels, you strike fear into them under the shroud of darkness.
Powers: Hand Size: 5 [c] 6
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this role card; use Galtan Lord instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange The Red Raven character card for Aric and this card for Galtan Lord. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
[c] You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn.
[c] For your Acrobatics check, you may recharge an armor to use your Dexterity skill ([c] and add 1d6).
[c] For your combat check ([c] or your check to defeat a barrier with the Trap or Obstacle trait), you may recharge an item to use your Dexterity skill + 2d6 ([c] 2d8) with the Melee trait.
[c] You may discard a card to ignore a bane’s power before you act ([c] or after you act) ([c] or to evade a non-villain bane).

The Red Raven - Warlock
Your arcane powers manifest themselves best when wearing your mask.
Powers: Hand Size: 5 [c] 6 [c] 7
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this role card; use Mesmerizing Dilettante instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange The Red Raven character card for Aric and this card for Mesmerizing Dilettante. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
[c] You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; and add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn.
[c] Gain the skill Arcane: Charisma +1. ([c] For your combat check, you may discard ([c] or recharge) a weapon to use your Charisma skill + 2d6 and the Fire ([c] or Cold) trait.) ([c] You may recharge a card that has the Magic trait to reduce cold, electricity or fire damage to you by 3.)
[c] For your Charisma or Diplomacy check, you may bury a card to use the Diplomacy skill listed on the Aric character card.
[c] When building your deck, you may treat spells as if they were blessings; you may only gain this power feat when you gain the corresponding power on the Mesmerizing Dilettante role card.

Silver Crusade RPG Superstar 2014 Top 16

I like it. As before, here's a bit of language cleanup:

Blessing of the Harrow wrote:


Blessing of the Harrow
Traits: Divine, Harrow, Gambling
Discard this card to add one die to any check; roll 1d6 on the table below, and if the check invokes the listed trait, add an additional die:
1: Strength
2: Dexterity
3: Constitution
4: Intelligence
5: Wisdom
6: Charisma
Discard this card to explore your location.
If the rolled result matches one of the skills listed to acquire the top card of the Blessings discard pile, you may recharge this card instead of discarding it.

Silver Crusade RPG Superstar 2014 Top 16

I think going blessing-less is fine, though you might consider adding a "Blessing - [ ] 1" line to one or more of the characters just so they can go for one if they really want to. Or you could have one of the more luck-focused characters have something like "When building your deck, you may treat blessings with the Gambling trait as if they were Items." sorta like how Mavaro works.

Silver Crusade RPG Superstar 2014 Top 16

isaic16 wrote:

I'll be honest, reading this card, I had a fairly strong negative reaction, that I cannot really begin to explain. I think there are a few legitimate critiques to make, but my post may be influenced by that reaction, so bear that in mind when considering my response. Overall, it's a solid design, as usual.

This is excellent feedback, no need to worry about strong critiques! I more than welcome them!

isaic16 wrote:


As is often the case with you and other's characters, all of your secondary skills are tied to your largest dice. In general, characters with more than two skills will tend to have at least one attached to a lower die skill to balance out. I don't know if there's a particular flavor reason to tie Survival to Con for this character (ie a Kineticist ability) but if not, I'd strongly consider moving that somewhere else, possibly increasing the bonus to compensate.

I will admit, I am guilty of this. I will think about moving Survival away from Con, or dropping it in favor of another skill related to one of the lower dice.

isaic16 wrote:


Your first power I think may be a bit strong. It is almost exactly comparable to the Sorcerer blast ability at the baseline (d12,d6+2 vs d10,d8+2). The Sorcerer power can upgrade in damage slightly faster, since it uses both power and skill feats, while yours is more than made up for by allowing a recharge. Also, since you are a weapon user, I think the power should lean slightly weaker, as that does normally seem to be the case. A common method to do that might be to restrict card types that can be discarded/recharged for the power. (Another comparison might be Athnul from the Monk Class deck. She is also able to add a skill to her basic combat check, but only starts at d10,d6+2, and can never get weapons, which means she is essentially required to use the power, which justifies her getting to recharge)

If you haven't gotten the chance to, look at Yoon from Mummy's Mask. This power is directly built off of her ability to add her Constitution skill to any combat check that she makes. In this case, I've restricted it to NOT be used with weapons, and to require a discard to start off (whereas hers is a recharge) which makes it significantly weaker than Yoon's power based off the Kinetic Blast ability.

isaic16 wrote:


I'm also a bit unsure about a power that allows you to reduce combat damage at a very minimal cost -- revealing a card, a type of which you should have heavy access to (I was going to rant about the interaction with the 'reveal while displayed' wysps, but you fixed that interaction, so no problem there). I may be being overly cautious here, but I'd definitely monitor this interaction closely.

Again, this one's based on Yoon's power which lets her reveal a card that has a trait matching Acid, Cold, Electricity, or Fire to reduce that type of damage by 3. My power reduces it to 2, extends it to Combat damage, but requires the reveal of a card with the Electricity trait, so I think it's a reasonable tradeoff.

isaic16 wrote:


I'm not a fan of the third ability, but I'm also not a high-risk, high-reward player, which this is obviously designed for. Given the overall strength of the rest of the card, I worry that this puts him over the top, but the ability itself is fine.

This is obviously meant to be a high-risk, high-reward ability as you mentioned. The idea here is that you want to have a card with the Electricity trait in hand when using this power, so that you can reduce the damage you would cause to yourself. I'll think on the power level, but I do think it's pretty similar overall to the power level of Yoon (who gets to recharge a blessing at the end of every turn!!)

isaic16 wrote:


For Wysp Channeler, I'm a bit confused how the last power would work, particularly when you tried to put out a 3rd Wysp, and I'd consider re-writing the whole mechanic.
On thw Wysp cards, I'd write:
Display this card. Then, if you have more than one card with the Wysp trait displayed, recharge all but one of those cards.
Then on the role you could have:
When you display a card with the Wysp trait, you may recharge all but two cards, instead of all but one.
I don't know if that works, but I think it's closer. (Also, there's some rules oddities that come up if a Warpriest gets ahold of these things. They can display them using their power, which doesn't trigger others to be recharged, but then if they play a Wisp normally, it theoretically would still see the ones displayed for the Warpriest power and force a recharge. It's weird)

Yeah I'm not happy yet with the wording on that. I'll have to think on the best way to get across what I want. Basically, I'd like to have the Wysp Channeler be able to display an additional Wysp. Making that happen with the wording I've used for Wysp is obviously the issue, so I'll work on it.

I hadn't thought about the complications of a Warpriest, but really there are several ways to display cards that this could interact with, and at most they're going to give you an extra 1d4 on some checks, so I don't think it's a game-breaking situation.

isaic16 wrote:


Another interesting asymmetry I noticed was that Wysp channeler gets access to extra elements for defense, while Dark Elementalist gets more for attacking. If this was deliberate symmetry, it works. However, Channeler adds 3 elements to defense, while Elementalist only adds 2 elements. I think it would read much better to even those out, one way or the other.

The only reason I had the Dark Elementalist add Cold and Fire was I was thinking of sort of "darkfire", which would have the mechanical benefits of both Cold and Fire, as well as look really cool when imagined, for this character. Acid really doesn't fit my thought process there, but Poison totally could, so I will probably add Poison as an option there.

isaic16 wrote:


On the second to last power of Dark Elementalist, I think the added power feat may need some extra oomph, especially after the buff you gave to the first part. Recharging 2 cards is almost as good as preventing 3 damage, since it's like damage prevention you can do retroactively, and with the draw a card bonus, I can't see ever using that second power, much less spending a power feat on it.

Good point, and I think I'll flip the order on that power, so that you can reduce damage using a monster first, and then you can use a power feat to suck the life out of them and heal a bit. :)

isaic16 wrote:


For the last power on Elementalist, are you supposed to be able to use it yourself? The way it's written right now you can, but I had initially interpreted the flavor as you stealing power from an ally to get that extra boost. If so, I'd recommend making that 'another character' instead of 'a character'.

Yes, I was thinking it could be thought of as similar to the RPG Kineticist's "Burn" mechanic, where you can hurt yourself to power your abilities, or you could channel the life force of one of your allies in this case instead. So I did mean for it to be "a character", not "another character".

isaic16 wrote:


Again I apologize if I was over-critical. Hopefully you can get some use out of my feedback. Good luck!

(On further self-reflection, I think what got me is spelling Wisp with a y. I'm sure it's something that was actually in the beastiary and everything, but it really bugged me for some reason. Again, I apologize that I let a minor issue cloud my overall opinion.)

You were in NO WAY over-critical, and brought up some great points. I appreciate it very much (and yes, Wysp is a creature from Bestiary 5, spelled exactly that way. :-P

Silver Crusade RPG Superstar 2014 Top 16

Reposting all three characters (along with the cavalier's mount) to conform the language more with Paizo standards, changes in bold.

The Deck of Hammer and Shield: The Cavalier wrote:

Female Dwarf Cavalier, Pictured on page 18 of The Harrow Handbook.

Skills
Strength d10 []+1 []+2 []+3 []+4
Melee: Strength +2
Dexterity d6 []+1
Constitution d8 []+1 []+2 []+3
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d6 []+1 []+2 []+3
Perception: Wisdom +2
Charisma d6 []+1 []+2 []+3

Powers
Hand Size 4 []5 []6
Proficient with Light Armor, Heavy Armor, Weapons

For your combat check, you may discard a card to use your Melee skill plus 1d6 and the scenario's adventure deck number.
When another character at your location encounters a non-villain monster, you may discard ([]recharge) a card; that character evades the monster and you encounter it instead. ([]If the card is a weapon, add 1d6 to your combat check.)

Card List
Favored Card Type: Ally

Weapon 4 []5 []6
Spell -- []1 []2
Armor 4 []5 []6
Item 3 []4
Ally 4 []5 []6 []7

Note that the evade language will allow you to make a power on a role card which would allow you to evade banes that normally couldn't be evaded, by having a checkbox such as this: ([ ] ignore any power the card has which would not allow that character to evade it)

Specific Cohort (Spelaeus the Bear) wrote:

Animal
Mount
Veteran

Owner: <Insert Cavalier Name>

Powers
Reveal this card to move at the end of your turn; if you have a role card, you may additionally move another character to your location.
Put this card on top of your deck to add 1d6 plus the scenario's adventure deck number to any combat check at your location.
When you reset your hand, you may shuffle this card into your deck.

The Magus wrote:

Male Human Magus (Card Caster base), Pictured on page 28 of The Harrow Handbook

Skills
Strength d6 []+1 []+2
Dexterity d8 []+1 []+2 []+3 []+4
Ranged: Dexterity +2
Constitution d6 []+1 []+2
Intelligence d10 []+1 []+2 []+3 []+4
Arcane: Intelligence +2
Wisdom d6 []+1
Charisma d6 []+1 []+2
Diplomacy: Charisma +2

Powers
Hand Size 5 []6 []7
Proficient with Light Armors, Weapons

For your combat check, you may discard a card to use your Ranged skill plus 1d4 with the Magic trait. If the card has the Harrow trait, you may additionally add your Arcane skill.
For your combat check, when you play a spell with the Attack trait, you may recharge ([]or shuffle into your deck) a weapon that has the Ranged trait but does not have the Bow trait to add 1d6 ([ ] 2d6) and that card's traits to your check.
After you reset your hand you may recharge a card to recharge a spell from your discard pile.

Card List
Favored card type: Weapon or Spell

Weapon 4 []5 []6 []7
Spell 4 []5 []6 []7
Armor 1 []2
Item 4 []5 []6
Ally 2 []3

The Inquisitor wrote:

Female Elf Inquisitor (Suit Seeker) pictured on page 22 of The Harrow Handbook

Skills
Strength d6 []+1 []+2 []+3
Dexterity d8 []+1 []+2 []+3 []+4
Ranged: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d6 []+1 []+2
Wisdom d10 []+1 []+2 []+3
Divine: Wisdom +1
Knowledge: Wisdom +2
Charisma d6 []+1

Powers
Hand Size 5 []6
Proficient with Light Armors, Weapons

When you defeat a monster on your turn, you may roll 1d6; on a ([]3,) 4, 5 or 6, explore your location. ([] Add 1d4 to your checks during this exploration.)
You may recharge ([] or reveal) a card that has the Divine, Harrow, or Ranged trait to add 1d4 and the Magic trait to your Combat check to defeat a monster.

Card List
Favored Card Type: Weapon or Item

Weapon 5 []6 []7 []8
Spell 1[] 2[] 3
Armor 2 []3
Item 4 []5 []6 []7
Ally 3 []4

Silver Crusade RPG Superstar 2014 Top 16

Magus is good, if you don't mind I'll probably re-post the characters later today with the language cleaned up and conforming more to Paizo standards.

The idea of playing with a face-up draw deck is definitely innovative, and I think for these characters could work, though I think it might actually REDUCE some of the randomness you were trying to get with them, since you know what card is coming up next. It would also create an interesting mechanic of turning your entire deck over to get at cards you recently recharged, which I think is a cool idea. However, if you have the top card of your character deck "flippable" it creates a weird situation where you can have cards shuffled into your deck both ways, unless you specifically handle that with (lots of) card text. I'm still a fan of the idea of flipping or "tapping" the cohort card itself to denote its use. I'm also thinking you could have the SECOND card of your character deck be the one that's important for the powers of the Spread cohort, by recharging the top card of your deck to reveal that one, which keeps the randomness aspect alive.

I would write it this way on all the Spread cohorts:
"Display this card and flip your entire character deck such that the cards are face-up. While your deck is face-up, when you would shuffle a card into your character deck, flip the deck face-down to shuffle, then flip the deck face-up once again.
If this card would be banished, buried, discarded, recharged or shuffled into a deck, flip your character deck face-up.
While displayed, you may flip this card face-down to recharge the top card of your character deck, then examine the top card of your character deck and <DO X POWER>. While face-down, treat this card as if it had only the following power: 'At the beginning of your turn, flip this card face-up.'"

I'm thinking this would allow you to have a spellcaster (such as your Oracle, perhaps) that can often take the Spread cohort back into his/her deck and then re-display it to get at recharged spells from the bottom (which becomes the top) of his/her deck, which would be pretty cool.

Silver Crusade RPG Superstar 2014 Top 16

I don't have much time today, but I like the Inquisitor overall. I do feel like she could use an additional power, as her powers list feels light to me. I don't have a suggestion at the moment, but I'll try to come up with one.

What I meant by the magus powers comment earlier is I feel like you could make the power work just one way, as in when the player casts a spell, he can recharge a weapon to add (and NOT have it be when he uses a weapon, he can recharge a spell to add). This is because with Card Casters, the overwhelming majority of damage is coming from the spell, and not from the card (which is treated as a dart). The "Choose a..." language is also clunky and doesn't fit the more standardized language ("Choose" is used to pick a card from the box or to pick a location or something).

Silver Crusade RPG Superstar 2014 Top 16

Magus feedback (just looking at main character card, not role card, as of now):

Magus wrote:


For your combat check, you may discard a card to use your Ranged dice plus 1d4 with the Magic trait. If the card has the Card trait, add your Arcane bonus to that check.

Couple questions about this. Obviously you'll be creating some custom cards that have the Card trait, which is fine. i might suggest making cards with the "Deck" trait instead, all of which would likely have the Gambling trait as well and have a randomness factor built into them. You could even have something like "When you discard this card for a character power, roll 1d6. On 1, <do X>, ..." etc. I also don't like the reference to your "Arcane bonus" because it's not an in-game definition and it could be thought of as several different things... are you talking about the +2 you add to your Intelligence for the Arcane skill only? Would it include any skill feats you've added to Intelligence?

Magus wrote:

Choose a weapon that has the Thrown trait and spell with the Attack trait. When you play one for your combat check, you may recharge ([] or shuffle it into your deck) to add 1d6 ([]2d6) and that card's traits to your check.

Another set of new cards here, which is fine, but I might suggest instead using something like "When you play a spell with the Attack trait, you may recharge ([c] or shuffle into your deck) a weapon with the Ranged trait which does not have the Bow or Firearm traits to add 1d6 ([c] 2d6) and that card's traits to your check."

This way, you can make new thrown weapons but not need to create a new trait that should apply to weapons from other sets but doesn't (such as Knives, Hunga Munga, Improvised weapons from the Barbarian deck, etc.) I also don't think it's necessary to have the weapon/spell thing work both ways... card casters user their spell damage as their main damage, not weapons, so tossing a weapon should be the lower damage added to the check, in my opinion, unlike a melee Magus like Seltyiel.

Magus wrote:


After you reset your hand, before the end of your turn, you may recharge a card to recharge a spell from your discard pile.

This one's fine, I like that it reduces your hand size for the next turn, which we don't see as often in a character power.

Silver Crusade RPG Superstar 2014 Top 16

I've gotten my deck 2 in the mail, so hopefully I'll update this tonight with those cards

Silver Crusade RPG Superstar 2014 Top 16

First thoughts on the harrow spread cohorts: I think with a whole party full of harrowed characters possibly at the same location, these are too powerful, letting every character theoretically use all six of them every turn. I think instead we should have some sort of way to show that the card has been used by a character this turn, and then the character with the cohort displayed gets to re activate it at the start of their turn, perhaps. I'm thinking a MtG-style "tapping" mechanic, perhaps.

"Display this card. While displayed, any character at your location may flip this card to <do x>. While flipped, this card has only the following power: "At the start of your turn, flip this card.""

The powers themselves are great, though I would suggest that all of them should include an exploration, otherwise ones like bridge and sword are underpowered in my opinion.

Silver Crusade ** RPG Superstar 2014 Top 16

To have our names listed just below new Five-Star GMs is way more recognition than we deserve for our meager involvement compared to theirs, I assure you. We're just playing a game that we all love with awesome people who make that game. Thank you for mentioning us, Tonya.

Silver Crusade RPG Superstar 2014 Top 16

I would love to come up with a way to integrate the harrow deck itself into the characters as well, but I'm looking forward to seeing what you have so far. A blessing for each suit would definitely be interesting as well, especially if the 6 blessings have a common power, and then differing powers based on the suit.

Also, I hope that your magus character uses the Card Caster archetype. :-D

Silver Crusade RPG Superstar 2014 Top 16

You're killing us with suspense on how the Cohort mechanic is going to work!!

I was thinking, you might not want to COMPLETELY drop blessings... there are a few blessings that really fit with the Harrow/luck theme, such as Blessing of Bastet. I would also suggest that a Blessing of Irez would fit very well. :)

Silver Crusade RPG Superstar 2014 Top 16

First feedback on the cavalier:

I would suggest changing the first power slightly... Currently it doesn't allow you to use a weapon on combat, and unfortunately melee skill plus adventure deck number with no other dice didn't scale quite will enough past around adventure deck 2, I would say. Instead, you might consider either wording it to allow the adventure deck number to add to a weapon attack, or adding a +1d6, upgradeable with feats to maybe 1d10 or 2d6, in addition to the adventure deck number.

You also should make the second power optional. Right now, if the cavalier's hand includes only one card and an ally hits a monster at her location, she is forced to discard that card and fight the monster with no weapon it anything.

Silver Crusade RPG Superstar 2014 Top 16

I'm at a conference and can't give detailed feedback at the moment, but I LOVE this idea and would really like to be a part of the project. I'm a huge fan of harrow in pathfinder as well. :)

Silver Crusade RPG Superstar 2014 Top 16

Updated version (the other Wysps required no changes):

Matamba
Traits: Male Human Kineticist
Strength: d6 [c] +1 [c] +1
Dexterity: d8 [c] +1 [c] +2 [c] +3
Ranged: Dexterity +2
Constituion: d10 [c] +1 [c] +2 [c] +3 [c] +4
Fortitude: Constitution +2
Survival: Constitution +1
Intelligence: d6 [c] +1 [c] +2
Wisdom: d4 [c] +1
Charisma: d8 [c] +1 [c] +2 [c] +3

Proficient with: None
Hand size: 5 [c] 6
For your combat check, you may discard ([c] or recharge) a card to use your Ranged skill plus your Constitution skill with the Electricity trait.
When you are dealt Combat or Electricity damage, you may reveal a card with the Electricity trait to reduce that damage by 2.
[c] Discard a card to add 1d8 ([c] 2d8) and the Electricity trait to a combat check by a character at your location, then that character is dealt 2 Electricity damage.

Weapon: 2 [c] 3
Spell: - [c] 1 [c] 2
Armor: - [c] 1
Item: 4 [c] 5 [c] 6
Ally: 5 [c] 6 [c] 7 [c] 8
Blessing: 4 [c] 5
Favored Card: Ally

Wysp Channeler
Proficient with: None
Hand size: 5 [c] 6
For your combat check, you may discard ([c] or recharge) a card to use your Ranged skill plus your Constitution skill with the Electricity trait. ([c] You may additionally recharge a displayed card with the Wysp trait to add 1d10 and that card’s traits) ([c] and ignore the bane’s immunity to Electricity).
When you are dealt Combat or Electricity ([c] or Acid, Cold or Fire) damage, you may reveal a card with the Electricity ([c] or Wysp) trait to reduce that damage by 2 ([c] 4).
[c] Discard a card ([c] or recharge a card with the Wysp trait) to add 1d8 ([c] 2d8) and the Electricity trait to a combat check by a character at your location, then that character is dealt 2 ([c] 1) Electricity damage.
[c] You may have up to 2 cards with the Wysp trait displayed, ignoring powers on cards with the Wysp trait which would require you to recharge the first.

Dark Elementalist
Proficient with: [c] Weapons
Hand size: 5 [c] 6 [c] 7
For your combat check, you may discard ([c] or recharge) a card to use your Ranged skill plus your Constitution skill with the Electricity ([c] or Cold or Fire) trait.
When you are dealt Combat or Electricity damage, you may reveal a card with the Electricity trait to reduce that damage by 2.
[c] Discard a card to add 1d8 ([c] 2d8) and the Electricity trait to a combat check by a character at your location, then that character is dealt 2 Electricity damage.
[c] When you defeat a non-villain monster and it would be banished, you may recharge a card to place that card on top of your deck. You may banish a monster from your hand to recharge 2 random cards from your discard pile then draw a card; ([c] or to reduce all damage dealt to you by 3).
[c] When you would fail a check to defeat a monster, a character at your locaition may bury ([c] or discard) a card to add 1d6 ([c] +1) to the check; take the new result.

Ally B: Stormborn
Traits: Elemental, Electricity, Wysp
Owner: Matamba
Display this card. If you have another card with the Wysp trait displayed, recharge it. While displayed, add 1d4+1 to your checks with the Electricity trait. Add an additional 1d4 for each other card with the Wysp that is displayed by any character at your location.
While displayed, you may recharge this card and discard a card from your hand to explore your location.
While displayed, you may bury this card to reduce all damage dealt to a character at your location by 3.

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