Anyone know what the balance for characters is supposed to be?


Homebrew and House Rules

Scarab Sages

I am currently running through RotR, the RPG, and I thought it would be fun to make adventure card game characters based on our characters our group is playing in the RPG. However, I don't know if the balance is quite right.

Off the top of my head, I'd stat my character Karistol, like this:
(One of his class advancements is arcane trickster, the prestige class I'm aiming for.)
Half elf rouge/wizard
Str: d4
Dex: d10
-disable +2
-stealth +2
Con: d6
Int: d8
-Arcana +1
Wis:d6
Chr:d6
Hand size: 5 ([]6) ([]7)
Proficient in: light armor
Powers:
If Karistol reveals a weapon with the finesse trait, he is considered proficient in that weapon for that check, and gains the skill dex:melee +0([]1)([]2)

If Karistol is at a location with another hero, that hero may reveal a weapon to give Karistol +1d6 ([]+1) to his combat check.

Favored card type: weapon or spell
Weapon- 3
Armor -
Spell- 3
Item- 4
Ally 2
Blessing 3


Some cool ideas here, lemme throw out a couple of things:

Your dice total is 40 where most characters have 42. Sajan has 40 but that's because his powers are so good. Karistol's first power is ok and his second power pretty good, imo. Without another character at his location, he's gonna struggle (which is a little strange for a rogue). So maybe bump up Wis or Chr or give his powers more oomph.
He's proficient in light armor but doesn't have armor in his deck. Don't know if other rogues or wizards have weapon as a favorite card type so maybe item or spell?

Scarab Sages

jones314 wrote:

Some cool ideas here, lemme throw out a couple of things:

Your dice total is 40 where most characters have 42. Sajan has 40 but that's because his powers are so good. Karistol's first power is ok and his second power pretty good, imo. Without another character at his location, he's gonna struggle (which is a little strange for a rogue). So maybe bump up Wis or Chr or give his powers more oomph.
He's proficient in light armor but doesn't have armor in his deck. Don't know if other rogues or wizards have weapon as a favorite card type so maybe item or spell?

Thanks. I wanted to add the skill wis: perception +2, but I wasn't sure if that was too much. Also, the thinking behind his second power was that flanking allows for sneak attack in the rpg. So if Karistol has a flanking buddy, then he can get a sneak attack off.

Also, that is not an error, he's proficient with armor but doesn't start with any (he can get them with card feats though)


I think overall, the balance looks good (however, I will point out you have 5 power feats. The starting card should only have 4. I'd suggest either starting the melee at +1, or removing a hand size increase)

Also, there is no 'proficiency with that weapon' in the Card Game. I'd probably go with wording more like this for the first power:
When you play a Weapon, you gain Proficiency with Weapons for the duration of the check and gain the skill Melee: Dexterity+0 ([]+1)([]+2).
For the second power, aside from using 'hero' when the game term is 'character', I actually love this power. It's the best way I've seen to represent flanking, and I may steal it for a rogue I'm making if you don't mind. Here's another way you might word it:
Another character at your location may reveal a weapon to add 1d6 ([]+1) to your combat check.

As for stats, I agree with jones that you can probably up one of your dice safely to get to 42. That being said, I'm not sure I'd increase either of your big dice, as Gish-type characters (melee/caster combo) tend to have more balanced stats and no real great scores (see Seelah/Magus). I'd probably bump Con, Wis, or Cha to d8, whichever makes the most sense for the character. I think you're right that adding perception would give him a ton of skills, but it isn't without precedent (see Harsk or Meresiel, the latter of which has almost the exact same skill set). If you do give perception, though, don't up her Wisdom, as that may push the value too much.

Hope that helps! Overall, this is a great design. Good work.

Scarab Sages

A bard is kind of like a "red (rouge) wizard", final fantasy style. They can cast white (divine) and black (arcane) magic.

Grand Lodge

I think bumping Wisdom up to a d8 makes sense for what you're going for, since as you said, the Rogue should be able to spot traps and threats better than most. And that puts you right at 42 on the dice.

Also, personally I'd remove one of the spells from the card list and throw in an armor, since he's proficient with them. Having only a couple of spells to begin with seems thematically appropriate for a multiclassed spellcaster, as they'd be behind the magic curve as an RPG character anyway.

Scarab Sages

After taking what everyone on the thread has considered, I'd like to Revise Karistol to:
Anyways, I like the idea I'm going for here, this team is more 'working together' type than others. Lots of sticking together (which is not how people usually play the pathfinder game.) Mortimer and Karistol could be flanking buddies.

Anyway, tell me what you think.

Karistol
Half elf rouge/wizard
Str: d4
Dex: d10
-Disable +2
-Stealth +2
Con: d6
Int: d8
-Arcana +1
Wis:d6
-Perception +2
Chr:d6
Hand size: 5 ([]6) ([]7)
Proficient in: light armor
Powers:
If Karistol reveals a weapon with the finesse trait, for a combat check, he is considered proficient in weapons for that check, and gains the skill dex:melee +1([]2)

If Karistol is at a location with another character, that hero may reveal a weapon to give Karistol +1d6 ([]+1) to his combat check.

Favored card type: weapon
Weapon- 3
Armor - 1
Spell- 2
Item- 4
Ally 2
Blessing 3

I realize Karistol only has 40 attribute points, but considering he has +7 skills (or +8 if he uses his dex-melee), I think that makes up for it. Here is another character in our Rise of the Runelords party. He's a cleric that worships Pharazma and is eventually going to go into Holy Vindicator. He also has versatile channeling.

Mortimer Vite, Assimar Cleric
Str:d6
Melee+2
Dex:d4
Con:d6
Int:d6
Wis:d10
Divine+2
Perception+1
Chr:d10
Diplomacy+1

Proficiency: Light armor, Heavy armor, []Weapons
Hand Size 5 ([]6)

Mortimer may discard a card from his hand to add a d8 and the magic trait to defeat banes with the undead trait ([]or any monster, henchman, or villain.)

Instead of his first exploration in a turn, Mortimer Vite can discard a card with the divine trait to let all characters at his location shuffle 1 ([]2) random cards from their discard pile back into their decks.

Favored card type: Spell
Weapon- 3
Armor - 2
Spell- 4
Item- 1
Ally- 1
Blessing- 4


I like where you're going with the rogue. You're still using 'hero' in his second power, but it reads clear, and the power level feels right.

The cleric seems a bit all-over-the-map to me. He starts with more weapons than most clerics, but has probably the worst melee you can reasonably get and no proficiency. That is going to feel really disappointing in play. You may need to bump that up to a +3, or this character will be forced to use spells against any decently powerful monster.

His first power has a couple issues. First, you don't need to specify henchman or villains in the power feat, since 95% of them are already monsters (unless you really NEED this person to get a bonus d8 vs poison dart traps or shipwrecks). Second, adding that much power in a single power feat on the starting card seems a bit aggressive, though the cost of a discard is steep, so you're probably fine. Finally, there's a grammatical issue with adding the effect 'to defeat banes'. It should be 'to a check to defeat banes'. Like this:
You may discard a card to add d8 and the magic trait to a (your?) check to defeat a bane with the undead trait ([] or a monster).

The second power I really like. I used something similar on one of my characters' roles, and may end up using it on another character I'm working on. The one concern I have is that bumping it up to 2 on the base card might be a bit too strong. Keep an eye on that in playtesting. Also, similar abilities do not discard the card until the effect finishes, while this one does it before, allowing it to shuffle itself in. Not sure if you intended that or not.

Overall, good work. I'm looking forward to seeing where you take these.

Grand Lodge

^ Agreed. I'd drop a Weapon and throw in another Ally, especially since he is a great diplomat. It makes sense he'd have more friends helping him out, and puts him more in line with other Clerics and the amount of weapons they typically get.

Other than that, it all looks great. I love the Channel ability, really cool way of incorporating that.

Scarab Sages

Here's another character from our group, a super nerdy Elven scholar mage, who uses a bow. He's a pretty interesting one. I also included a few items that cropped up in our game that I thought would make good cards. Just a thought.

Lanith: Elf Mage
Str:d4
Dex:d8
Con: d6
Int: d12
-Knowledge +2
-Arcane +2
Wis:d6
-Perception+1
Chr: d6

Proficiency: Nothing

Hand size: 6 ([]7)([]8)

When Lanith reveals a weapon with the bow trait in a check to defeat a bane, he is considered proficient with weapons for that check, and gains the skill Dexterity: Ranged+1([]+2)

For a check to acquire a spell ([] or blessing or ally), Lanith may roll a knowledge check instead of the normal roll required. If he does this, increase the difficulty of that check by 2.

Cards: (Favored card type, spell)
Weapon: 2
Armor: 0
Spell: 5
Item:3
Ally:2
Blessing:3
--Lanith cannot keep armor in his deck between adventures.--

Kyonin Parade armor
(Light armor)
Elite

Recharge this armor to reduce combat damage by 1

You may reveal this armor to add 1d4 to your noncombat check to defeat a bane with the elf trait, or to acquire an ally with the elf trait.

You may banish this armor to reduce all combat damage to 0. If you are proficient in light armor, you may bury this card instead.

Longbow with Blunt arrows
(Weapon)
Bow
Bludgening
Elite

For your combat check, reveal this card to use your Dexterety or ranged skill +1d8. If you are not proficient in weapons, increase the difficulty by 4.

If you are proficient in weapons, you may discard this card to add +1d4 and the bludgeoning trait to a combat at another location.

Scarab Sages

Okay I wanted to make some of my PFS characters as card game characters.

Thermin Oswin Grundersnutt, Gnomish Oracle (of Nethys)
Str:d4
Dex:d6
Con: d6
Int: d10
-Knowledge +3
Wis:d6
Chr: d10
-Diplomacy: +1
-Divine: +2

Proficiency: light armors

Hand size: 6 ([]7)([]8)

When Grundersnutt attempts to close a location ([]or acquire a boon) he gains the skill arcane skill equal to his knowledge skill.

Instead of his first expiration, Grundersnutt may display a card with the divine check and and shuffle 1d4 ([]+1) cards from the discard pile of a player at his location back into their deck.

Cards: (Favored card type, spell)
Weapon: 1
Armor: 2
Spell: 5
Item:1
Ally:2
Blessing:4


I think I like this one. I don't see any obvious issues, nothing seems overpowered (If anything, he might be a bit weak, but I find it's better to playtest and buff if it's too weak than the other way around, because it can be really painful to nerf something you really like). One correction: you don't do anything with the displayed card that you used for healing. Is that intentional, or should it have 'then discard' at the end like most healing powers?

Scarab Sages

I was board, so I decided to stat up another one of my characters

Okay I wanted to make some of my PFS characters as card game characters.

Mikomi, Half Orc samurai
Str:d12
-Melee: +2
Dex:d6
Con: d8
Fortitude+1
Int: d6
Wis:d6
Chr: d4
-Diplomacy: +3

Proficiency: light armors, heavy armor, weapons

Hand size: 4 ([]5) ([]6)

When Mikomi chooses cards in-between scenarios, she counts a Katana as a basic card, and a "katana +1" as an elite card.

When Mikomi displays a weapon with the Sword trait but without the two-handed trait, she may give the card the two-handed trait to add a d4 ([]+1) to her combat check.

When a monster (or any bane) requires Mikomi to make a wisdom check, she may discard a card to add a d8 ([]+2) to that check.

Cards: (Favored card type, weapon)
Weapon: 4
Armor: 3
Spell: -
Item:2
Mikomi cannot keep spells in her deck between adventures.
Ally:3
Blessing:3

Katana
(Elite, sword, slashing)
for your combat check, reveal this card to roll your strength or melee die +1d8. If you are not proficient in weapons, increasing the difficulty by 4

If you use this weapon for a combat check and defeat that non-Vilian monster by 5 or more, you may immediatly discard that monster, ignoring all text on the monster.


You might try creating a unique katana and giving it Owner: Mikomi. That will take care of the first power you're giving her.

Scarab Sages

Is owner:X a new thing? I just have the base rise of the runelords set.


VampByDay wrote:
Is owner:X a new thing? I just have the base rise of the runelords set.

Yes, this was introduced by the cards which come with the Iconic Heroes miniatures line. A card with an owner does not have the Basic trait, but it is treated as Basic by the character indicated as the owner. So, only that character can use the card in his/her starting deck.

Scarab Sages

elcoderdude wrote:
VampByDay wrote:
Is owner:X a new thing? I just have the base rise of the runelords set.
Yes, this was introduced by the cards which come with the Iconic Heroes miniatures line. A card with an owner does not have the Basic trait, but it is treated as Basic by the character indicated as the owner. So, only that character can use the card in his/her starting deck.

Okay, thanks. That saves a lot of time. I posted the last thing from my phone, so there are some typos. I hope this fixes things:

Mikomi, Female Half Orc samurai
Str:d12
-Melee: +2
Dex:d6
Con: d8
-Fortitude+1
Int: d6
Wis:d6
Chr: d4
-Diplomacy: +3

Proficiency: light armors, heavy armor, weapons

Hand size: 4 ([]5)

When Mikomi displays a weapon with the Sword trait but without the two-handed trait for a combat check, she may give the card the two-handed trait to add a d4 ([]+1) to her combat check.

When a monster ([]or any bane) requires Mikomi to make a wisdom check, she may discard a card to add a d8 ([]+2) to that check.

Cards: (Favored card type, weapon)
Weapon: 4
Armor: 3
Spell: -
Item:2
Ally:3
Blessing:3
Mikomi cannot keep spells in her deck between adventures.

Ryoma no Ken
(Elite, sword, slashing, Owner: Mikomi)
For your combat check, reveal this card to roll your strength or melee die +1d8. If you are not proficient in weapons, increasing the difficulty by 4. Additionally, if you defeat a non-villain monster while displaying this weapon, you may discard it to banish the monster immediately, ignoring any further card text on that monster.

"Mikomi, some day I will die, and this blade will pass to you. Know that this blade contains a piece of my soul, and it will contain a piece of yours as well . . ."

Also, on a much lighter note: Another PFS character

Twillika Saiville and Rainbow Legacy
(Female Wayang Summoner and her Eidalon)
Str:d10
-Melee: +2
Dex:d6
Con:d8
Int:d6
Wis:d4
Chr: d8
-Arcana +1

Proficiency: light armors, weapons
Hand size: 5 ([]6)

When Twillika discards a weapon for a combat roll for any reason, she may add a d8 ([]+1) to that combat roll.

Twillika may discard ([]or recharge)a card to gain any of the following skills([] with a +2 bonus) for one roll: Int: Knowledge+1, Dex: Acrobatics +3, Int:Perception +3, Or Charisma: Diplomacy +3

Cards: (Favored card type, Weapon)
Weapon: 5
Armor: 2
Spell: 2
Item:1
Ally:2
Blessing:3

New Weapon: Saiville training lance
(Melee, Piercing, Owner-Twilika)
For your combat check, reveal this card to roll your strength or melee die +1d8. Additionally, you may discard this card to add an additional 1 to this check. If you are not proficient in weapons, increasing the difficulty by 4. If you start your turn with this card in your discard pile, you may recharge it instead of moving.

"Twillika, you may not be family, but you are as good as one. Take this training lance, it's about your size, and use it well."

New Spell: Infernal Healing
(Magic, Arcane, Healing, Basic)
Intelligence/Arcane 5

Power
Reveal this card and set it in front of yourself or another character at your location. Recharge 1 random card from that character's discard pile. At the start of that character's next turn, recharge another random card from their discard pile, then, discard this card.

If you do not have the arcane skill, banish this card.
Recharge: Succeed at an Arcane 7 check to recharge this card.


For infernal healing, I'd change the first sentence to:

"Display this card next to a character at your location." That's the language currently used for handling cards that way. :)

Scarab Sages

Sandslice wrote:

For infernal healing, I'd change the first sentence to:

"Display this card next to a character at your location." That's the language currently used for handling cards that way. :)

Thanks. Like I said, I do most of this from memory. These are meant to be concepts I'm throwing around, not ready-for-print cards.

Speaking of, I just got my hands on the Skull and Shackles base set, and seeing as how I'm GMing a game of plunder and Peril, I thought it might be fun to stat up some of my players:

Fred "Brownbeard" Peach
Male Human Barbarian/Swashbuckler
"Fredward" Peache is a Savage Technologist/Inspired Blade, with the gunsmithing and amature gunslinger feats. A pirate through and through, Peach weilds a rapier in one hand and a firearm in the other.

Str:d6
Dex:d10
-Acrobatics +1
-Ranged +2
Con:d8
Int:d6
Wis:d4
Chr:d8
-Diplomacy +1

Proficiency: light armors, weapons

Hand size: 5 ([]6)

For your check that has, or is against, a card that has the finesse trait, you gain the skill Melee: Dexterity +2

Choose a melee weapon that doesn't have the 2 handed trait, and a firearm that doesn't have the two-handed trait. When you play one for your combat check, you may recharge the other ([]or shuffle it into your deck) to add 1d6 and the fire trait to that check.

If you would be forced to Bury ([]or banish) a card with the firearm trait, you may discard it instead.

Cards: (Favored card type, weapon)
Weapon: 5
Armor: 2
Spell: -
Item:2
Ally:3
Blessing:3
Fred Peach cannot keep spells in his deck between adventures.

Mr. Savage
Male 1/2 orc Fighter/Barbarian
A devotee of Rovhagug, Mr. Savage is skilled, or more appropriately: obsessed, with breaking things. Walls, doors, chains, it matters not. He has the feats stunning interruption and shatterstrike.

Str:d12
-Melee +2
-Craft+1
-Knowledge +1
Dex:d6
Con:d8
Int:d6
Wis:d6
Chr:d4

Proficiency: light armors, Heavy armors, weapons

Hand size: 4 ([]5)

When Mr. Savage encounters a barrier, instead of making a normal roll, he can discard a card ([] or recharge a card) make a combat roll against the highest difficulty on the card ([]and add 1d6 to the check)

Add 1d4([]2d4) to another character's combat check, or check to defeat a barrier, at this location.

Cards: (Favored card type, weapon)
Weapon: 5
Armor: 1
Spell: -
Item:2
Ally:3
Blessing:4
Mr. Savage cannot keep spells in his deck between adventures.

Krab King Kord
Male Human Shaman
A self-described 'Crab Shaman,' Krab King Kord (and his King Krab Cancer) are a pair that gives many pause. The still-going-through puberty Kord delivers spells through his (mauler archetype) floating death crab, which can destroy most foes.

Str:d4
Dex:d6
Con:d12
-Fortitude +2
Int:d6
Wis:d8
-Knowledge +1
-Divine +2
Chr:d6

Proficiency: light armors, []weapons

Hand size: 5 ([]6)

For your combat check, you may discard an ally with the animal trait to roll your Divine die +2d4([]2d6) and add the slashing ([]and magic) trait(s). This counts as playing a weapon.

When you reset your hand, you may attempt a fortitude 6 check, if you do, you may recharge an ally with the animal trait from your discard pile.

Cards: (Favored card type, Ally)
Weapon: 1
Armor: 1
Spell: 3
Item:1
Ally:5
Blessing:4

Fable
Female Undine Bard
A watersinger bard who constantly shrouds herself in illusion to appear as male and human because of a tragic backstory she never talks about. She uses her fiddle to control water and help the team.

Str:d6
Dex:d8
-Acrobatic +1
Con:d6
Int:d8
-Knowledge: +2
Wis:d4
Chr:d10
-Arcane +2
-Divine +1

Proficiency: light armors, weapons

Hand size: 5 ([]6)

When you attempt a diplomacy check, you may recharge a card to instead attempt an arcane check.

You may recharge a card to add 1d4 ([]+1) to check made by any other character facing a bane with the aquatic trait ([] Or attempting to acquire a boon with the aquatic trait)

You may discard a card with the aquatic trait to roll your arcane die +2d4 ([]or +3d4) and add the magic and aquatic traits for a combat check. This counts as playing a spell.

Cards: (Favored card type, Choose one)
Weapon: 2
Armor: 2
Spell:3
Item:2
Ally:3
Blessing:3

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Homebrew and House Rules / Anyone know what the balance for characters is supposed to be? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules