| Brother Tyler |
This is the third character in my “If Tyler Ran the Zoo” project to create a magus class deck. As mentioned in the discussion on Valánta , the development of Arcaveil led to the project expanding to include a “good” class deck and an “evil” class deck for the magus class, with different versions of Seltyiel in each (yes, I know, Seltyiel is lawful evil so the “good” class deck is a misnomer). Seltyiel, of course, is the first character in the project, but I’m not going to bring him up yet because I already have another version of Seltyiel being discussed, a bladebound magus role, and I don’t want to confuse anyone with a horde of variation on a theme discussions (not that a bunch of different magi discussions doesn’t do that already ;) ). The other “evil” magus has yet to be developed, so this character was informed by my efforts to create variations on Seltyiel and Valánta the staff magus.
This character, Arcaveil, was originally conceived as a human magus that was entirely different from what you see here. I was looking at the Monster Codex, though, and saw this picture. The similarities to Seltyiel were apparent, but I had to translate that image into a character. I’m not sure if that image represents an extant character, and I don’t really care. The image, by the way, was created by Alexandre Chaudet. Since the image hasn’t appeared in the Paizo blog to my knowledge, I won’t be able to create a card at Drive-Thru Cards :( . Regardless, that’s a wicked image and it inspired the character you see below.
Now there are some very interesting things going on in the image. First, the gender of the character isn’t immediately apparent. My initial thought was that it was a male, mostly due to the bald head and the lack of exaggerated breasts (it just seems to be a thing with Pathfinder character/monster art). However, subsequent examinations of the picture made me wonder. The earrings, dark eye outlines (eye liner?), and hips made me seriously wonder if this was a female. Ultimately, though, I’m going with my initial interpretation. If anyone knows for certain that the character is a female, let me know and I’ll change it (the gender of the character doesn’t really matter – though I like the notion of one of those rare male drow nobles that the lore mentions). The character was named “Arcavato” at first, until it sounded like “avocado” in my head and I re-named him by combining the beginning and ending of two of the common male drow names listed in the Monster Codex. During the brief time that the character was female, she was named “Tyvorhan” (another name from the Monster Codex).
Second, the character has three potion flasks that are visible, as well as two scrolls. These suggested some possibilities for differentiation from Seltyiel, and I ran with them (especially in the roles). These allowed me to look at a number of other characters for inspiration and rules wording, including Enora, Olenjack, and Damiel (not to mention Mother Myrtle and Cogsnap).
Without further ado, here’s the base character:
ARCAVEIL
Male Elf MagusSKILLS
Strength d6 □+1 □+2
Dexterity d10 □+1 □+2 □+3 □+4
-Stealth: Dexterity +1
Constitution d6 □+1 □+2
Intelligence d10 □+1 □+2 □+3
-Arcane: Intelligence +2
-Craft: Intelligence +1
-Knowledge: Intelligence +1
Wisdom d6 □+1 □+2
Charisma d4 □+1 □+2Powers
Hand Size 5 □6 □7
Proficient with Light Armors, WeaponsChoose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (□ or shuffle it into your deck) to add 1d6 (□ 2d6) and that card’s traits to the check.
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +1.
You may recharge an item that has the Poison trait to add the Poison trait to your combat check.
Cards List
Favored Card Type: Weapon or SpellWeapon 3 □4 □5
Spell 3 □4 □5 □6
Armor 1 □2
Item 4 □5 □6
Ally 1 □2
Blessing 3 □4
One thing I’m unsure of is whether or not the “Drow” trait should replace the “Elf” trait. My memory is foggy on whether or not there were any drow characters in the first two base sets, and I haven’t completed the third base set yet. The lore of the Pathfinder RPG suggests that the two traits might be distinct, but I’m sticking with the mindset that “an elf is an elf is an elf” for now (I’m quite open to changing this if anyone can provide persuasive arguments, though).
The basic magus power for this character is identical to that for Skull & Shackles Seltyiel (though I think that both should add the “Ranged” trait in mentioning the traits that the weapon can’t have). Where this character gets different is in his other two powers.
First, the character gets the Melee skill only when his check invokes the Finesse trait. In practice, the character’s deck would include only weapons cards that have that trait, so this shouldn't really be a problem.
Second, the character can make his attacks poisonous by recharging items with the Poison trait. This obviously isn’t a great power, especially when you are facing the undead, but it seemed like a reasonable thing to do given the propensity the drow have for using poisons. Also, I didn’t want the character using magus sword magic and alchemist noxious bombs for combats. The addition of Poison is a minor enhancement to the base magus power without overshadowing it. Initially, I had the power adding damage. I removed the additional damage to return the focus of the character to the base magus power, but it might be appropriate to make the power add 1 or 2 points of damage (one or both as power feats). For now, though, I’m sticking with just adding the Poison trait. We can reintroduce damage if the character is underpowered and needs a little bit of kick to bring him on par with everyone else.
As for the roles, each focuses on a different area where the image I linked suggests possibilities. The first focuses on the scrolls and magic while the other focuses on potions and alchemy (and sneakiness).
The first role is envisioned as a kind of magic wielding bounty hunter that hunts on behalf of the drow (I haven’t decided if they hunt down traitors, escaped slaves, high level enemies of the drow, or what). I chose the role name as a malign version of the Eldritch Knight prestige class.
ARCAVEIL (ELDRITCH STALKER)
(no nifty flavor text as of yet)Powers
Hand Size 5 □6 □7
Proficient with Light Armors, WeaponsChoose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (□ or shuffle it into your deck) to add 1d6 (□ 2d6) (□ 3d6) and that card’s traits to the check.
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +1.
You may recharge an item that has the Poison trait to add the Poison trait to your combat check.
□ If you would discard a weapon with the Finesse trait for its power, you may recharge it instead.
□ You may bury (□ discard)( □ recharge) an item with the Book trait to draw a random spell with the Arcane trait from the box and put it in your hand.
□ You may recharge an item with the Book trait to succeed at your check to recharge (□ acquire) a spell with the Arcane trait. □ You may discard an item with the Book trait to recharge a random spell with the Arcane trait from your discard pile.
This role has minimal progression in the basic magus powers, instead shifting focus over to using books (scrolls) and improved usage of his Finesse weapons. The focus on scrolls/books is that of learning/recharging spells.
The next role, meanwhile, shifts back into more typical drow sneakiness, poison, and what-not:
ARCAVEIL (VENOMBLADE)
(no nifty flavor text as of yet)Powers
Hand Size 5 □6 □7
Proficient with Light Armors, WeaponsChoose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (□ or shuffle it into your deck) to add 1d6 (□ 2d6) and that card’s traits to the check.
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +1.
You may recharge an item that has the Poison (□ or Alchemical) trait to add the Poison trait to your combat check.
□ You may recharge a weapon that has the Finesse trait to add 1d4 (□ and the Poison trait) to another character’s combat check at your location.
□ Add 2 (□4) to your check to acquire an item with the Poison (□ or Alchemical) trait.
□ You may pass a Stealth 7 check to evade your encounter (□ and you may immediately explore your location if it is your turn).
So this role has even less progression in the base roles, only adding the Alchemical trait for the Poison power. Meanwhile, the character comes off as someone that stabs others in the back, sneaks around, and gets/makes poisons.
This character will be teamed up with [really] “evil” Seltyiel and a third, as-yet-unknown, character to round out my “evil” magus class deck.
Any suggestions for improving this character would be appreciated.
| Slacker2010 |
I have one issue on each role card.
ARCAVEIL (ELDRITCH STALKER) power of "□ You may bury (□ discard)( □ recharge) an item with the Book trait to draw a random spell with the Arcane trait from the box and put it in your hand." needs to have a limit on the level of spell you can draw. See Flenta's power about drawing spells from the box.
=====================================================
ARCAVEIL (VENOMBLADE)power of "□ You may pass a Stealth 7 check to evade your encounter (□ and you may immediately explore your location if it is your turn)." needs the difficulty to scale with the game. See Melindra's power of evasion.
This is very important due to the feat upgrade of exploring again. I think a better way to write it would be:"□ You may pass a Stealth 8 plus twice the adventure deck number of the current scenario, if any, check to evade your encounter (□ and you may recharge a card to immediately explore your location if it is your turn).
I also believe some tax to explore again is important (see Athnul's Power) or with a spell like agility, you could effectively scout the entire deck.
Assuming WotR - Adventure 3 your stealth could be 1d10 + 5 + 3(agility) + 3(Mythic Trickster) = Minimum 12 roll. In adventure 3 the evade check would be 13. That is almost to the point you could just evade over and over until you see the entire location deck.
Another way to help address it, don't allow her to evade everything. Just allow him to evade Barriers or Monsters.
| Brother Tyler |
First, thanks for your input. You gave me a lot to think about (as you'll see).
ARCAVEIL (ELDRITCH STALKER) power of "□ You may bury (□ discard)( □ recharge) an item with the Book trait to draw a random spell with the Arcane trait from the box and put it in your hand." needs to have a limit on the level of spell you can draw. See Flenta's power about drawing spells from the box.
While I agree with the principle of what you're saying, I'll disagree with one part (or perhaps "disagree" is the wrong word - I'm providing context as I understand things). As I interpret Flenta's rules and the little lore of her that I understand, she's not a trained spellcaster (or has very limited training in only the basics of spellcraft), so the power represents her cobbling magic together as an amateur. Arcaveil, meanwhile, is a trained spellcaster and the thematic effect of the power is that he is, in RPG terms, memorizing a spell from a spellbook or a scroll.
As I said, though, I agree with the principle of what you're saying in that some level limit on the drawn spell would be appropriate. Would the adventure deck level of the buried/discarded/recharged Book be a fair limit? It could be worded something like:
□ You may bury (□ discard)( □ recharge) an item with the Book trait to draw a random spell with the Arcane trait and an adventure deck level equal to or less than that of the discarded item from the box and put it in your hand.
I'm sure I can find more efficient (and less confusing) wording given time. ;)
ARCAVEIL (VENOMBLADE)power of "□ You may pass a Stealth 7 check to evade your encounter (□ and you may immediately explore your location if it is your turn)." needs the difficulty to scale with the game. See Melindra's power of evasion.
After reading your comments this morning and thinking about the power and the feat upgrade, I decided that the version I posted and your improvement fail to capture the thematic effect they're supposed to represent. That's my fault, of course. The concept of the power is that Arcaveil is a slaver/bounty hunter, tracking down the enemies of the Drow and either killing them or returning them to his people. The power isn't intended to be a "scout" effect. To be completely honest, this was a power I "bolted on" after getting the main powers I envisioned worked out - and I was trying to give that Stealth skill a potential impact in the game other than helping with the occasional card that requires a stealth check. So what it really needs to represent is Arcaveil stalking his quarry relentlessly, with much less of the scouting potential.
Here's an initial stab at replacing the power with something more thematic (and hopefully more balanced):
□ If you fail to defeat a non-Villain monster, you may pass a Stealth 7 check to place the monster on the top (□ or bottom) of your location deck and end your turn.
A more thematic rule would focus on henchmen and villains, but that just wouldn't be fair. ;)
If the concept of the revised power works, but it's too powerful, the Stealth check can be adjusted. Perhaps we could add the adventure deck level of the current scenario or the monster - twice the adventure deck level doesn't seem fair unless we go with a lower base Stealth check - the intent is that he has a roughly 40-50% chance to succeed in setting up a re-match with the monster that just kicked his butt or avoiding it altogether (the latter only at higher levels when he can select the power feat). Of course, a more canny party might simply put that monster right back on top so that someone better prepared and/or more capable might swoop in and deliver the killing blow.
| Slacker2010 |
The first thing I wanted to say is none of my comments are relevant to theme or context or lore or anything like that. All my comments will be related to power level.
================================================
There are no cards that are recharge that allow you to draw from the box. I'm fairly sure they don't have cards that discard to draw from the box either. All cards or abilities that allow you to draw from the box bury. I feel like this is important for game balance of gaining upgrades.
So for the ELDRITCH STALKER role I would just remove the feat upgrades that allow discard and recharge. If you do that, the upgrades could be something to the effect of ensuring you get a spell of your adventure deck -2 or higher.
=================================================
I like the rewritten ability on the VENOMBLADE. He can still take damage if he fails combat but can keep "tabs" on his enemy.
I "feel" like the check should still scale, but it can be attached to the creatures adventure deck instead. This will keep henchman difficult and those pesky easy monsters easy.
Due to the "end your turn" effect, I'm ok with either way you go with it.
| Brother Tyler |
I did some tweaking to the Eldritch Stalker role's powers:
ARCAVEIL (ELDRITCH STALKER)
(no nifty flavor text as of yet)Powers
Hand Size 5 □6 □7
Proficient with Light Armors, WeaponsChoose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (□ or shuffle it into your deck) to add 1d6 (□ 2d6) (□ 3d6) and that card’s traits to the check.
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +1 (□ +2).
You may recharge an item that has the Poison trait to add the Poison trait to your combat check.
□ If you would discard a weapon with the Finesse trait for its power, you may recharge it instead.
□ Add 2 (□ 4) to your check to acquire an item with the Book trait.
□ When you acquire an item with the Book trait you may draw a random spell from the box; banish one and put the other in your hand.
□ You may recharge an item with the Book trait to succeed at your check to recharge a spell with the Arcane trait. □ You may discard an item with the Book trait to recharge a random spell with the Arcane trait from your discard pile.
The primary adjustment has been the power we've been discussing - instead of it working whenever the player wants, the only time the option can be exercised is upon acquiring the item. So it's a lot less flexible than it was before. The thematic concept is that he is assessing the book's worth as a scroll/spellbook right away, either deciding to use it for it's normal purpose (i.e., the rules on the card) or pulling whatever magical value there is in it (i.e., turning it into a scroll he can use).
I originally included the Arcane trait as a requirement for the drawn spell, but reconsidered. Scrolls can be either Arcane or Divine, so this gives the option to pull a decent Divine spell that he can use one time (a healing spell comes to mind as something that might be nice). Of course, he could always pull a Divine spell with the Arcane trait, making for an interesting combination later.
I considered verbiage to align the adventure deck level of the drawn spell with that of the item, as we've been discussing, but it didn't seem necessary. As it is, there's always a chance that the drawn spell will have an adventure deck level (much) lower than that of the scenario. And there are many spells that are of less utility.
I also removed the power feat allowing the role to recharge an item with the Book trait to succeed at his chance to acquire a spell, leaving that feat at recharging a spell. This better aligned with the concept of re-memorizing a spell from a scroll/spellbook.
The adjustments left two power feats, so I added a power improving his chance to acquire an item with the Book trait (with a power feat increase later). This role focuses heavily on the character's ability to use books while retaining the core power to use poisons, so it seemed appropriate to give him a better chance to acquire those items. And since there are so many different types of items and the odds of him actually acquiring one are rare, this doesn't seem imbalanced.
I'm still playing around with the Venomblade role's powers, so I'm not prepared to discussed options there yet.
| Brother Tyler |
I think the one area I still have concern with is whether or not the book/spell power is sufficiently clear:
□ When you acquire an item with the Book trait you may draw a random spell from the box; banish one and put the other in your hand.
My thinking at this point is that it needs to be crystal clear what is happening, so I'm considering wording along the lines of:
□ When you acquire an item with the Book trait you may display it to draw a random spell from the box; banish one and put the other in your hand.
And I should probably look at the existing cards to see the established template. I can recall a few cards that serve as a model, so following their pattern seems appropriate.
| Brother Tyler |
Moving on to the Venomblade role, after some brief research, the best example I could find is from the Skull & Shackles base set:
Lirianne (Deadeye)
□ When you encounter a bane, you may attempt a Perception check with a difficulty of 5 plus the adventure deck number of the bane, if any, to evade it.
Note that Lirianne has Perception: Wisdom +2, with a d12 and 3 skill feats for Wisdom.
Using the midpoint postings, it looks like most players that have used Lirianne have taken +2 in Wisdom by the time they finish the third adventure. Nearly the same number took +1, and a few took none (though it looks like all of those were optimizing Dexterity for the Deadeye role).
Using the conquering pirates postings, the average finishing Lirianne had +2 in Wisdom (a handful had +3, a handful had +1, and a handful had +0, with +2 being the clear majority and rough average).
For the following, I’m only going to use Adventures 4-6 because those are the ones in which the role will have an effect. Also, though it wasn’t my intention, the real strategic use of this power will focus on finding Henchmen and locking them on the top of their location deck (everything else is just gravy); and the Henchmen will be limited to those Adventure Deck levels on their cards.
Based on that not-too-scientific analysis, Lirianne had a roughly:
Adv 4 = 9 vs. min 4 max 15 = 58% chance of success
Adv 5 = 10 vs. min 4 max 15 = 50% chance of success
Adv 6 = 11 vs. min 4 max 15 = 42% chance of success
If she maxed out her Wisdom, she had 67%/58%/50% respectively.
And none of that includes the use of Blessings or other bonuses from other characters’ powers, boons, etc.
Those assessments work well enough for Lirianne and her roles, but it’s fair to assume that players will likely optimize the character (Arcaveil) for the role. In this case, the skill in question is Stealth, which is tied to Dexterity. The character’s primary Melee skill is also tied to Dexterity, so it’s highly likely that players will optimize Arcaveil’s Dexterity. I’m going to guess +3 Dexterity at the end of Adventure 3, with +4 Dexterity by the end of Adventure 6.
Something to keep in mind is that Lirianne’s power allows her to evade a bane (any bane) before the encounter, so she doesn’t take damage. Arcaveil’s, meanwhile, allows him to first get his butt whipped and then to stay on a non-Villain monster’s trail. So it’s less flexible in terms of the banes to which it applies, it’s more risky in that Arcaveil takes damage, but it gives a more decisive result (the monster is put on top of the deck). Also, Lirianne can explore again or take other actions, while Arcaveil’s power requires him to immediately end his turn. My rough estimate is that the reduced flexibility combined with the higher risk balance the decisiveness. That’s a purely speculative conclusion – it would really need to be playtested in order to better determine the relative value of the powers.
So to achieve a similar chance of success (roughly 50% chance of success in Adventure 6 with Dexterity maxed out), the base difficulty of the power is 6. Basically, any result of 6 or higher should succeed, while any result of 5 or lower should fail (again, only in Adventure 6 with Dexterity maxed out).
A difficulty of 5 plus the Adventure Deck level of 6 gives a 11 as the minimum result. If the bonus is removed, we have 6 (the minimum die result to succeed).
So the adjusted powers for the role are:
ARCAVEIL (VENOMBLADE)
(no nifty flavor text as of yet)
Powers
Hand Size 5 □6 □7
Proficient with Light Armors, Weapons
Choose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other (□ or shuffle it into your deck) to add 1d6 (□ 2d6) (□ 3d6) and that card’s traits to the check.
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +1.
You may recharge an item that has the Poison (□ or Alchemical) trait to add the Poison trait to your combat check.
□ You may recharge a weapon that has the Finesse trait to add 1d4 (□ and the Poison trait) to another character’s combat check at your location.
□ Add 2 (□4) to your check to acquire an item with the Poison (□ or Alchemical) trait.
□ If you fail to defeat a non-Villain monster, you may attempt a Stealth check with a difficulty of 5 plus the adventure deck number of the monster, if any, to place the monster on the top of the location deck and end your turn.
Note that I also removed the “or the bottom” part of the evade power and added a 3d6 feat to the core magus power.
How does that sound?
| jones314 |
Are there any times that you would want to add the Poison trait? I can't think of any. Maybe those power feats are kind of wasted. The cards that have the Poison trait, like Viper Strike, tend to have some other thing about them nice, like a lower recharge check. You want to make the venom part of venomblade important, so you have to think of some reason why you want the Poison trait in your check. Maybe like if you fail by 1 or 2, take damage, but the monster is still defeated (from the after-effects of the poison).
| Brother Tyler |
D'oh! There should have been an additional 1d4 damage in that feat.
As you said, I can't think of any times when simply adding the Poison trait would be of value, so some additional damage has to be included. The amount of damage can't be too much, though, or else it overshadows the core magus power. I debated between 1d4 and 2 (and I'm still not completely settled on that, but I'm going with 1d4 for now).
| Slacker2010 |
I "feel" like the check should still scale, but it can be attached to the creatures adventure deck instead. This will keep henchman difficult and those pesky easy monsters easy.
Due to the "end your turn" effect, I'm ok with either way you go with it.
I did say it "feels" like it should scale due to being based off your of primary stat. Lirianne's is based of of a secondary stat.
Still, my last comment, agrees that it is ok as it was. Due to: still taking damage, Limited to monsters, and ending your turn. So if you went with the 7 and removed the scaling, that would work too.
BTW, good job. I dont have the creativeness to make stuff like this.
| Brother Tyler |
This character is part of my custom magus class deck project. Where this character was initially part of the “evil” magus class deck I was working on, I’ve necked it down to a single class deck with three characters. He’s still an evil character, though (it’s very difficult for me to imagine a “good” drow, after all). I’ve made some revisions to the versions seen above. Part of this was based on variations that Paizo demonstrated in the most recent class decks and the Amhotep character that appears in the Mummy’s Mask base set, while other modifications were based on considerations of the larger (theoretical) custom magus class deck card composition. I’ll get into that bit later.
One note: I mis-spelled the name of the artist above. The correct spelling is Alexandre Chaudret (I forgot the last “r” – my apologies to the artist).
Here’s the base character:
ARCAVEIL
Male Drow Magus
SKILLS
Strength d4 □+1
Dexterity d10 □+1 □+2 □+3
-Stealth: Dexterity +1
Constitution d6 □+1 □+2 □+3
Intelligence d10 □+1 □+2 □+3 □+4
-Arcane: Intelligence +2
-Craft: Intelligence +1
-Knowledge: Intelligence +1
Wisdom d6 □+1 □+2
Charisma d6 □+1 □+2Powers
Hand Size 5 □6 □7
Proficient with Light Armors and WeaponsYou may recharge a card that has the Finesse trait to add 1d4 (□ 2d4) to your combat check, (□ and you may add 2 and the Poison trait).
For your combat check that has the Finesse trait, you gain the skill Melee: Dexterity +1.
You may bury an item with the Book trait to draw a random spell that has the Arcane trait from the box.
Cards List
Favored Card Type: WeaponWeapon 3 □4 □5
Spell 4 □5 □6 □7
Armor 1 □2
Item 3 □4 □5
Ally 1 □2
Blessing 3 □4
So the character retains the previous concepts. Where the older version mirrored Seltyiel’s magus power wording, I’ve use Amhotep’s staff ability for Arcaveil. So now the focus is on Arcaveil using a weapon with the Finesse trait to augment his combat check, whether that combat check is another weapon, a spell, or whatever. Also, the use of Poison is inherent now. The reason for this change is that I didn’t want to water the items in the theoretical magus class deck down too much. While I can see Book items being used by the other characters, Poison items would only be used by Arcaveil and they would take away from the items available to the other characters. With the image of Seltyiel showing several wands, I wanted to ensure that we kept things balanced overall.
The big change is the last power. Since the Poison trait was made part of the “magus” power, I replaced it with a power to get a spell. It’s costly, though, requiring that a Book be buried. Also, any Arcane spell may be drawn, not just one with an Attack trait, so it’s a gamble.
The roles remain familiar, though I’ve made a few changes here and there.
ARCAVEIL (ELDRITCH STALKER)
These scrolls bear the deadliest magic, their sigils writ in the blood of my enemies and empowered by the hatred within my soul.
Powers
Hand Size 5 □6 □7
Proficient with Light Armors and WeaponsYou may recharge a card that has the Finesse trait to add 1d4 (□ 2d4)( □ 3d4) to your combat check, (□ and you may add 2 and the Poison trait).
For your combat check that has the Finesse trait, you gain the skill Melee: Dexterity +1 (□+2).
You may bury an item with the Book trait to draw a random spell that has the Arcane trait from the box.
□ If you would discard a weapon with the Finesse trait for its power, you may recharge it instead.
□ Add 2 (□ 4) to your check against a card with the Book trait.
□ You may discard an item with the Book trait to draw a spell with the Arcane trait you’re your discard pile.
□ You may recharge an item with the Book trait to succeed at your check to recharge a spell with the Arcane trait.
□ You gain the skill Perception: Intelligence +2.
Some of the role powers have been revised a bit, hopefully making them a bit cleaner.
ARCAVEIL (VENOMBLADE)
It is not the blade in the dark that you should fear, but the toxin upon its edge.
Powers
Hand Size 5 □6 □7
Proficient with Light Armors and WeaponsYou may recharge a card that has the Finesse trait to add 1d4 (□ 2d4) to your combat check, (□ and you may add 2 (□ 4) and the Poison trait).
For your combat check that has the Finesse trait, you gain the skill Melee: Dexterity +1.
You may bury an item with the Book trait to draw a random spell that has the Arcane trait from the box.
□ You may discard (□ or recharge) a weapon that has the Finesse trait to add 1d4 (□ and the Poison trait) to another character’s combat check at your location.
□ Add 2 (□ 4) to your check to acquire an item with the Poison (□ or Alchemical) trait.
□ When you encounter a monster, you may attempt a Stealth check with a difficulty of 5 plus the adventure deck number of the monster, if any, to evade your encounter; place the evaded card on top of the location deck and end your turn.
The big change here was in the last power, which previously only worked if he would fail to defeat a non-Villain monster. The thought here is that he’s skulking around in the dark and avoiding a combat he’s not ready for.
Any feedback in making this character better is appreciated.