Homebrew: Playstyle; Greetings from the other Side


Homebrew and House Rules


Good Night my fellow Monsters.

I am Evil Overlord; don´t look at me like that, Evil is just my first name.
I summoned you all here to announce something really important.
Many of you have suffered by it, and all of you heard of it.
The Catastrophe that is called Heros.
They call themselfs Heros but they are just marauders.
They break into our homes, our dungeons, kill our kin, our friends and our familys.
But thats not enough for them, to add insult to injury they steal and pillage everything we got.

This can´t go on like this. I can´t stand by anymore and watch these socalled Heros do whatever they want in the name of their ill Justice.
I had enough of this, and so i formed the F.A.M.E (Forces of always misunderstood Evil) Squad.
These are 6 of my most capable Citizen.
Whenever someone has trouble with those Heros. They will go to those Dungeons and show those pesky Humans their place and free us of their oppression.

This would be an idea from the back of my head that i just thought would be funny.
Everyone knows a Hero can only be awesome, if he defeats awesome enemys.
So i thought to let those humble guys get their 15minutes of glory in the spotlight.

The idea is to change the Allys and Monster. Whenever you should put a Monster in a Deck, put an Ally in, and vise versa.
So you would aquire Monster as your allys, what should make sense if you read everything befor this.
To make this playable i made a list which Monster works like which ally, it´s a bit cumbersome but has the right submergion. (I used any Monster with the Undead or Goblin trait, and the 2 Sirens.)

Siren = Sage
Goblin Warchanter = Merchant
Goblin Pyro = Snake
Skeleton = Soldier
Goblin Warrior = Guide
Bugbear = Dog
Attic Whisper = Acolyte
Zombie Giant = Saber-toothed Tiger
Goblin Cutpurse = Burglar
Zombie = Night Watch
Goblin Commando = Archer
Shadow = Guard
Ghost = Toad
Carrionstorm = Crow
Spectre = Troubadour
Ghoul = Standard Bearer
Plague Zombie = Grizzled Mercenary

(This is just a quick idea, i didn´t count if there are the same amount of cards for each card pair)

If you draw an Ally, this is an Enemy, a Bane, and you either have to beat his acquire check + the current Adventure number (if it is something other than Charisma/Diplomacy). Or beat them in a Combat Check, the difficulty of the combat check would be their Charisma/Diplomacy check times 2. (This would mean that any allys that already could be acquired by a combat check would be the easiest banes in the game.)

The named Allys would be the Henchmen and they will need some cool new powers to reflect that.

And of course, the old Heros would be the Villains, so there is a potential of 11 Scenarios. (And they would need cool villain-worthy powers too. Valeros would be most likely something like 2 hard combat checks. Seoni could deal fire damage befor the encounter. Kyra could make you roll 1d6 and on a 1 and 2 force you to reroll your rolls (to simulate her healing). Something along those lines.)

As i said befor, this is just a quick idea, non of it is playtested by me.
And i gravitated this time more to fitting powers and ambience than balance.
So, have fun with this idea, and here are finally the Members of F.A.M.E


Torius the leading Topdog (Keywords: Male, Lycanthrope, Werewolf)
Strength d10 Melee+2 [][][]
Dexterity d8 [][][]
Constitution d8 Fortitude+1 [][][]
Intelligence d4 [][]
Wisdom d6 Survival+2 Perception+2 [][]
Charisma d6 [][]

Weapons 4 [][][]
Spells -
Armor - [][]
Items 3 []
Monsters 4 [][]
Blessings 4 [][]

Power:
Hand 5 []6
Proficiency [x]Weapon []Light Armor
Fullmoon: If the top card of the blessing deck is a Blessing of the Gods, Fenris adds +2 ([]+3) to any of his Strength, Dexterity and Constitution checks. ([] At the start of your turn, you can display a Blessing of the Gods to get this effect. Discard the blessing at the end of your turn.)
Regeneration: Once per your turn, you can recharge a card to shuffle a random card from you discard pile into your deck.


Alric the jesting Buddy/Body (Keywords: Male, Undead, Zombie)
Strength d10 Melee+2 [][][][]
Dexterity d6 []
Constitution
Intelligence d4 [][]
Wisdom d6 [][][]
Charisma d6 [][]

Weapons 3 [][][]
Spells -
Armor 2 [][]
Items 3 []
Monsters 3 [][]
Blessings 4 [][]

Power:
Hand 4 []5 []6
Proficiency [x]Weapon [x]Light Armor
Undead: You automatically succeed at any Constitution Check. You can´t be healed by the normal Cure spell. An Inflict spell can be used as a Cure spell on you.
ARMed and Dangerous: For your combat check, you may discard a card to roll your Strength or Melee die +1d10 ([]+1)([]+2). You may bury the card instead to add an additional 1d10. This counts as playing a Weapon.
Rotten Flesh: You may discard a card to reduce damage dealt to you by 2.


Sheila the charming Face (Keywords: Female, Undead, Vampire)
Strength d6 Melee+1 [][]
Dexterity d8 [][]
Constitution
Intelligence d8 Knowledge+2 [][]
Wisdom d6 [][]
Charisma d10 Arcane+1 Diplomacy+2 Divine+1 [][][][]

Weapons 1 []
Spells 6 [][][]
Armor -
Items 2 [][]
Monsters 3 [][]
Blessings 3 [][]

Power:
Hand 6 []7
Proficiency []Weapon
Undead: You automatically succeed at any Constitution Check. You can´t be healed by the normal Cure spell. An Inflict spell can be used as a Cure spell on you.
Bloody Feast: If you defeat an Ally with your Strength or Melee check, shuffle 1 ([]2) random card from your discard pile back into your deck.
Bloodcontrol: You may recharge a card to add 1d4 to a combat check at another ([]any) location.


Alexya the lovable Troublemaker (Keywords: Female, Undead, Ghost)
Strength d4 [][]
Dexterity d10 Ranged+2 Disable+2 Stealth+1 [][][]
Constitution
Intelligence d6 [][]
Wisdom d10 Divine+2 [][][]
Charisma d6 [][]

Weapons 2 [][]
Spells 5 [][][]
Armor -
Items 3 [][]
Monsters 2 []
Blessings 3 [][]

Power:
Hand 6 []7
Proficiency []Weapon
Undead: You automatically succeed at any Constitution Check. You can´t be healed by the normal Cure spell. An Inflict spell can be used as a Cure spell on you.
Etheral Form: You may discard ([]recharge) a card to succeed at a check of a barrier with the obstacle ([]trap) trait.
Not from this World: You may evade your encounter.


Tron the gentle Giant (Keywords: Male, Construct, Wargolem)
Strength d12 Melee+2 [][][][]
Dexterity d4 [][]
Constitution
Intelligence d8 Knowledge+1 Craft+2[][]
Wisdom d6 [][]
Charisma d6 [][]

Weapons 5 [][][]
Spells -
Armor 3 [][]
Items 3 [][]
Monsters – []
Blessings 4 [][]

Power:
Hand 4 []5 []6
Proficiency [X]Weapon [X]Light Armor [X]Heavy Armor
Construct: You automatically succeed at any Constitution Check. You can´t be healed by the normal Cure spell. A Mending spell can be used as a Cure spell on you.
Weapon Platform: When you use a Weapon with the Ranged trait, you get the Skill Ranged: Strength +2.
Reconfigure: If you would discard a Weapon, recharge it ([] shuffle it in your deck) instead. If you would bury an Armor discard ([]recharge) it instead.


Xylitod the scatty Brainjokey (Keywords: Male, Aberration, Mindflayer)
Strength d6 Melee+1 [][][]
Dexterity d6 [][]
Constitution d6 []
Intelligence d12 Arcane +3 Knowledge+2[][][][]
Wisdom d4 [][]
Charisma d8 [][][]

Weapons 1 [][]
Spells 5 [][]
Armor -
Items 2 [][]
Monsters 4 [][]
Blessings 3 [][]

Power:
Hand 5 []6
Proficiency []Weapon
Mindcontrol: If you defeat an Ally with your Strength or Melee check, take a Monster from your discard pile back into your hand.
Tendrils of Madness: You mad add 1d4([]+1)([]+2) to a combat check of another character at your location.

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