Custom Character Feedback - Magic Warrior


Homebrew and House Rules


I've created a couple of custom characters and I'd appreciate getting some feedback on them if anyone has the time. I've created a separate thread for each of them.

This one is magic warrior. Sort of like a fighter, but having magic infused to his attacks vs pure skill. And also being able to cast some spells.

I'm focusing mostly on attacking and doing damage with this guy. Your feed back is appreciated.

SKILLS
STRENGTH d8 []+1 []+2 []+3 []+4
*MELEE: STRENGTH + 3
DEXTERITY d6 []+1 []+2
CONSTITUTION d8 []+1 []+2
*FORTITUDE: CONSTITUTION + 2
INTELLIGENCE d6 []+1 []+2
WISDOM d4 []+1
CHARISMA d10 []+1 []+2 []+3 []+4
*ARCANE: CHARISMA +2

POWERS
HAND SIZE 5 [] 6
PROFICIENT WITH [X] WEAPONS
When using a weapon, you may reveal a spell with the attack trait to add 1d4 ([]+1) ([]+2) with the magic trait to your combat check. You may recharge it to add an additional 1d4 with the fire trait.
Add 2 ([] 4) to your check to recharge a spell with the attack trait.

CARDS LIST
WEAPON 4 [] 5 [] 6 [] 7
SPELL 4 [] 5 [] 6
ARMOR –
ITEM 2 [] 3
ALLY 2 [] 3 [] 4
BLESSING 3 [] 4 [] 5

ROLE CARD
HAND SIZE 5 [] 6 [] 7 [] 8
PROFICIENT WITH [X] WEAPONS
When using a weapon, you may reveal a spell with the attack trait to add 1d4 ([]+1) ([]+2) with the magic trait to your combat check. You may recharge it to add an additional 1d4 ([]+1) ([]+2) with the fire trait.
Add 2 ([] 4) to your check to recharge a spell with the attack trait.
[] You may recharge a spell to shuffle a weapon from you discard pile back into your deck.
[] You may recharge a card to add 1d6 ([] +1) to another character’s combat check.
[] When dealt combat damage, reduce the damage by 2.


I´ve read both of your chars and think that your mystic theurge looks fine. I just don´t understand your distribution of attribute-feat-boxes, it looks kind of odd to me that he can learn one casting ability better than the other.

But now i get to this one.
First, do you really want Charisma to be his Arcane Attribute?
He is a Fighter and a Caster, to me this sounds like someone who got this traits by hard training, discipline and studying. And an arcane caster that studied his trait would cast on Intelligence. Charisma caster are born with the gift, and can just cast naturally, without explaining how they really do it. (Just a sugesstion because i read that you are not really familiar with the RPG.)

Second, only revealing a spell that add dice to a check that is already boosted by a weapon seems a bit overpowered. What do you think about something like this?
When using a weapon, you may reveal a spell to add the magic trait to your combat check. You may recharge it to additionally add 1d4 ([]+1)([]+2) with the fire trait. (Look at point three for why i cut the attack trait requirement.)

Third, if you want more utility, i would go away from the attack spells. You are already good with weapons, it seems redundant to me to go the route of attack spells then. Because you can get rid of monsters already, and with mostly attack spells, you couldn´t do anything else.

That are my thoughts about the base class.
Now, lets get to the Role Card.

First, this would be my second and third point of the base class.

Second, it seems kind of off to me that a Char that don´t even has the ability to learn how armors work, get something that reduces damage without any cost. I would give it either a cost (perhaps recharging or discarding a weapon to simulate parrying), or cut it completly.

Third, i would change the 1d6 for another combat check to a 1d4. All other chars that can somehow help out with checks all give a 1d4.

And lastly, if you want to cut the damage reduction, here is an idea for a new featbox.
[] You may recharge a spell to shuffle a weapon from your discard pile back into your deck. ([] Discard the spell instead to take the weapon into your hand.)

I hope this is helpful.


Thanks. That is helpful and I like the suggestions. This one was more of something that was spawned from thinking about my other character, The "Mystic Theurge" for lack of a better name. So this one is more a curiosity. I've spent most of my brain power for this on the other character.

I like the idea about a spell "healing" a weapon back into his deck. I'll have to try that out.

But even more so, I like your suggestion about swapping Charisma for Intelligence as his source of Arcane. It makes more sense and his higher intelligence and lower Charisma would distinguish him more from Valeros, which was one of my concerns. And your explanation feels better thematically too.

I appreciate the help. If you have a chance, I posted in the other character about some tweaks to his powers. I'm not sure from your post if you checked him out before or after that, but I'd like to know what others think about that.

Again, your helpfulness is much appreciate.


Well, Paizo has a hybrid spellcaster fighter character; it's called the Magus.

Pathfinder Wizards are based on Int; Sorcerers (which get magic from a bloodline rather through study) are Cha based. You don't necessarily have to base your Magic Warrior on the Magus, but do take a look.

This is the Magus on d20 PF SRD

Spellstrike seems to be similar to the concept of enhancing your weapon with Magic; however, an attack spell should grant all its traits to your weapon, not just the Magic trait; I think an ability like that should look like this:

When using a weapon, you may reveal a spell with the attack trait to add 1d4 ([]+1) ([]+2) with the magic trait to your combat check. If the spell has the Fire, Cold, Acid or Electricity trait, your combat check also has these traits. You may recharge...

It may be a bit unwieldy.

Scarab Sages

Just a thought...instead of having a character that does weapons + spells, maybe have a sorcerer who could possible become a "dragon disciple" and has an ability to get an "armor-like" (e.g., recharge / discard card to reduce damage) and / or a "levitate" / wings (move at end of turn, etc.) effect as a powers...if you really want a character that has CHA-based arcane casting but has some warrior-ish stuff to grow into.


I admit that I like some of your ideas, if only because it's something I'm grappling with myself as I work on my magus.

here are my thoughts, broken down by type:

Skills: seems to me that you might wanna look at the stats you have: seelah has 1d10 and 2d8, but she also has 2d4 as a balancing factor. Additionally, you have 7 skill points allocated: you should only have 5 per the "create a card" sidebar on page 19. Since you don't wear armor, I'd recommend dropping down your constitution and getting rid of fortitude; It'll make you more in line with other characters, stat wise, and bring you in line with the aforementioned skill requirements.

Cards: Overall pretty solid, although personally I would probably not have more than 5 spells. Not a criticism, just a personal preference style observation.

Powers: Your recharge power is really good as written. Your first power needs a bit of work imo. It seems a bit strong, because you can reveal to ad 1d4 + up to 2, with another 1d4 for a recharge? I'd probably make it something like the following:

You may reveal a spell with the attack trait to add all the traits of that spell to your combat checks for a turn; You may additionally discard that spell to add 1d4 []+1 []+2 to one combat check.

Role:
I like the "recharge a spell to heal a weapon" power. It's good and at the right level of balance for a role card imo. I also think that your damage reduction ability is good; it only reduces combat damage, but it would stack with other things that reduce damage. makes for a solid replacement for armor.

Your other role based power, the one that lets you modify other people's combat checks, doesn't feel right for the character that I've seen so far. He's much more of an asskicker, and much less of a combat support guy. I'd probably replace it with something along these lines:

[]if you close a location, you may bury ([] discard) a card to move to a new location. You must meet the requirements to move to or from a location.

this would let you rampage around, with the potential ability to close multiple locations on the same turn.


Yeah. I never followed up with this one. I ended up incorporating most of the suggestions, having him add the traits from the spell, but also requiring him to recharge the spell. If he discards he gets an additional 1d4. I also gave him the "fix a weapon" power to get a spell back from his discard pile. And I switched his Charisma and Intelligence. I'll have to go find the final version I had. I should update my "Mystic Theurge" too, since what is posted isn't what I settled on.

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