Homebrew Warlock looking for advise on balance


Homebrew and House Rules

Radiant Oath

Shent the Human Warlock.
SKILLS
Strength d4 []+1
Dexterity d8 []+1 []+2
Constitution d8 []+1 []+2 []+3
Intelligence d6 []+1 []+2 []+3
Wisdom d6 []+1 [] +2
Charisma d12 []+1 []+2 []+3
Arcane: Charisma +2
Craft: Intelligence +2
Diplomacy: Charisma +1

POWERS
Handsize - 6 []7
- Choose 1 ([] 2) spell(s) with that don't have the divine trait. When you cast these spells treat them as a reveal instead of a discard.

- When casting a combat spell you may, reveal,recharge,discard,bury, or banish for a d4, d6 ,d8 ,10, or d12 respectively.
CARDS
WEAPON - -
SPELL 3 []4 []5 []6
ARMOR 1
ITEM 3 []4 []5
ALLY 3 []4 []5
BLESSING 5 []6 []7


Two things I see right off the bat:

- Choose 1 ([] 2) spell(s) with that don't have the divine trait. When you cast these spells treat them as a reveal instead of a discard.

When do you choose this? At the beginning of each game?

- When casting a combat spell you may, reveal,recharge,discard,bury, or banish for a d4, d6 ,d8 ,10, or d12 respectively.

What are you revealing, recharging, discarding, or banishing? Another spell from your hand? Another card?

I really don't want to speak about the balance until at least those 2 powers are a little more clear.

Radiant Oath

Raynair wrote:

Two things I see right off the bat:

- Choose 1 ([] 2) spell(s) with that don't have the divine trait. When you cast these spells treat them as a reveal instead of a discard.

When do you choose this? At the beginning of each game?

- When casting a combat spell you may, reveal,recharge,discard,bury, or banish for a d4, d6 ,d8 ,10, or d12 respectively.

What are you revealing, recharging, discarding, or banishing? Another spell from your hand? Another card?

I really don't want to speak about the balance until at least those 2 powers are a little more clear.

100% sorry I didn't type in the clarity i thought I had. Though i've just played a game with it and here are my changes.

Choose 1 ([] 2) spell(s) with that have the arcane trait. When you cast these spells treat them as a reveal instead of a discard.

- When casting a combat spell you may recharge an ally for an extra 1d6 ( [ ] 2d6 ) on the combat check.

The first one is worded the same as the magus. Since we weren't clear on how it worked I kept the same wording so people with their own ruling would be able to use their ruling here. We play it as once per scenario on your turn.


Interesting powers on this character. His skills look like Seoni's. The powers need another upgrade choice. Picking a spell that you get to reveal seems really strong; maybe reveal then recharge another card? The other power also powers up his combat, especially since the first obvious power feat would be the +2d6. So maybe make it discard then upgrade to recharge.

Radiant Oath

I will admit to finding a huge problem in his first ability. When combined with Illuminate he gives all ranged combat + 1d8 I'm thinking to change it to "When you cast these spells on your turn" Otherwise that just turns into a powerhouse.

I think I like the recharge because he's a very weak character otherwise. With a hand size of 6 monsters can tear him apart. Though I guess his first power if kept the same is a bit tacky. I've played a couple times with him and I can say that being able to through a force bolt all the time puts him in line with people like the swashbuckler without the extra ability to discard the weapon.

I'm mostly also trying to keep the warlock theme. The reveal is because warlocks could throw the same thing all day but I didn't want to jump on the "discard a card so your combat check is X". The ally part is meant to keep with the using up people to charge your rituals. One original Idea was to banish an ally to add a d12.


One mechanic you could try would be to put a spell back on top of the deck, that way you get it right back on reset but you can't just spam it all day. Imagine a powerful spell like Haste or Scrying, you could explore all you want or rearrange decks all you want if it never left your hand.

I like the banish an ally for a d12. He would be trying to acquire all the allies he could to use them up. So it would be powerful when really needed but at a cost.


icewhisp wrote:


POWERS
Handsize - 6 []7
- Choose 1 ([] 2) spell(s) with that don't have the divine trait. When you cast these spells treat them as a reveal instead of a discard.

- When casting a combat spell you may, reveal,recharge,discard,bury, or banish for a d4, d6 ,d8 ,10, or d12 respectively.

Being able to choose any spell to essentially never leave your hand is too much. Maybe make it similar to the gunner's ability to replace another card instead would be better. Or just give a 'fireball' ability instead at a cost of a card.

As for the second power, I can see this power being abused to forcefully banish a card so they can choose a pick from the box after the scenario is over due to lack of cards.

Grand Lodge

I'm always looking for other gamers' homebrew builds & redesigns for PfCG. I hadn't yet thought of a Warlock -- and I don't get to play much anymore -- but next time I'm able to I'll absolutely come back here and take another look.

Thanks and kudos to the OP.


I like what some others have said that you should put on top. I would add that you should do that on a successful recharge. The low spell count probably lets you get away with putting them on top, but its definitely something to monitor.

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