Variant Custom Made Characters #4: The Wizard!


Homebrew and House Rules


Character Name: Umri
Skill Feats:
str: 1d6 []1 []2 []3
dex 1d6 []1 []2 []3
con 1d6 []1 []2 []3
int 1d10 []1 []2 []3 []4 arcane +3, knowledge+2
wisdom 1d8 []1
charisma 1d6 []1

Power Feats: (Hand Size: 6)
*If you play a spell that has a duration that last until end of turn, you may roll 1d6. on the roll of 6([]or 5)([] or 4) the spells effects last until the end of your next turn.

*Add +1 ([]+2) to your check to recharge a spell ([]or an item).

Card Feats: (Favored Card Type: Spell)
Weapons -
spells 5 []6 []7 []8
armor -
items 3 []4 []5
ally 4 []5 []6 []7
blessing 3 []4 []5

Role: Umri gains all of the above plus:

Role 1: Controller (Hand Size: 6 []7 []8)
*If you play a spell that has a duration that last until end of turn, you may roll 1d6. on the roll of 6([]or 5)([] or 4) ([]or 3) the spells effects last until the end of your next turn.

[]You may evade banes with the outsider trait.

[]You may recharge a card to use your Intelligence die instead of your Strength die for your combat check.

[]When you play a blessing of Lamashtu to gain the 2 dice benefit, you may discard the blessing instead of buring it. This also means that if the top card of the blessings deck is a Blessing of Lamashtu, you may recharge it as normal.

Role 2: Mystic Theurge (Hand Size: 6 []7 []8)
*Add +1 ([]+2)([]3) to your check to recharge a spell ([]or an item).

[]You may treat divine spells with the with the attack trait ([]or healing trait) as if they were arcane spells, and may use the arcane skill to recharge them.

[]When you play a blessing of Lamashtu to gain the 2 dice benefit, you may discard the blessing instead of buring it. This also means that if the top card of the blessings deck is a Blessing of Lamashtu, you may recharge it as normal.

Thoughts on this character:
In my group, there are certain spells and items that are not taken very often; for spells, it's the spells that last until the end of turn. With that in mind, I decided to create a character who would specialize in casting the end of turn spells that were just gathering dust in my group's boxes.

For the Roles, I wanted to do make him a Lamashtuan, so I initially thought about having him have the ability to reduce then ignore damage at the shrine of lamashtu, but my friend pointed out that that was 2 power feats for limited benefit (potent though it would be), so I decided to use those two power feats to give him somewhat limited access to divine spells as a mystic theurge. For his controller role, I wanted him to have some polymorph-like ability, so I gave him a power similar to Lini's.

Overall, He's pretty fun to play. I'm a wizard that likes to run around and punch things, thanks to a combination of the strength spell and toxic cloud.

Feel free to add your comments!


Looks good. I really like the 'extend till next turn' power (although I don't like the die roll, maybe discard a card to make it last longer? Or forgo the chance to recharge the spell?)

I also like the mystic theurge role, perhaps it may be simpler to say 'you gain the divine [intelligence + x] skill, but then that would allow any divine spell to be selected not just attack/healing (although is that a problem? would fit thematically with mystic theurges as they have so many spells but not enough actions to cast them)

My other criticism would be that I think the controller role needs a different name, the powers don't really seem to be connected thematically (although I like them mechanically).

I may actually have to give this one a go myself.


I think the extra duration might be really powerful in large group sizes. At first it will be fairly rare without a blessing to get it to last long, but I think it might be overly abused when you get the pips in to active on 4+ or 3+. In a 6 player game, casting a Toxic or Incendiary Cloud with the potential to last for 7 total turns??? (since it lasts all the way through your turn and then ALL of your allies turns?) Remember that it will trigger on EVERY monster fight. This is UBER powerful... might need to tone it down but don't know how without nerfing the spell itself. Maybe have it only work on buff spells and not Cloud spells? Part of the power of the duration/damage spells is the ability to help allies with it. But this seems to be setting up for quick abuse of it.

Just my thoughts... I do like the feel for the character, just need to check on the power level of some of those power feats.

Dark Archive

Pathfinder Roleplaying Game Superscriber

An alternative to the Extended Spell power would be "When you discard a displayed spell at the end of a turn, you may roll 1d6. On a 6 (plus feats), the spell isn't discarded until the end of the next turn." If you're lucky enough, your spell could last indefinitely.

You also seem to be missing some power feats for both your roles. I'm only counting 10 and you should have 12


How about, "When you would attempt to recharge a spell while resetting your hand, you may instead add 2 plus the adventure deck number of the spell to the difficulty. If you succeed, you may return the spell to your hand. If you fail, discard ([]or recharge) it."

Or something like that. Maybe play with the added difficulty a bit. You just want it to be not guaranteed.

Just a thought.


@motrax: AFAIK, a turn is just your turn, so you would have to roll after each person's turn. That's why I did it the way that I did, to balance out the fact that as you mentioned, it could be potentially powerful. That's why I didn't do something like making a recharge check to keep it in play, or discarding a card to extend it.

@kiddangerous: See above for why I made it a reroll instead of a discard. As for the mystic Theurge rolls, I wanted to add some of the divine stuff to him, but not everything (unless we get some divine spells that add until the end of turn, then I would probably want to rethink the divine ability at that time to keep with his primary theme). As for the controller role, I recognize that not all of his abilities are "controller-y" (specifically the one that lets you use your int for combat checks), but the evade ability represents banishment/dismissal spells from the RPG.

@3doubloons: you're right, of course. for some reason I keep making characters who have 10 power feats on roles instead of 12. I'll update shortly, and would gladly take suggestions for abilities from you all.


Vrog Skyreaver wrote:


Role 1: Controller (Hand Size: 6 []7 []8)
*If you play a spell that has a duration that last until end of turn, you may roll 1d6. on the roll of 6([]or 5)([] or 4) ([]or 3) the spells effects last until the end of your next turn.

If the intend is to reroll at the end of each turn, not just your turn, then you should remove the above "your"

This is why I thought my meant that it would last all the way around to YOUR next turn.


you're right. thanks!

updating below


Character Name: Umri
Skill Feats:
str: 1d6 []1 []2 []3
dex 1d6 []1 []2 []3
con 1d6 []1 []2 []3
int 1d10 []1 []2 []3 []4 arcane +3, knowledge+2
wisdom 1d8 []1
charisma 1d6 []1

Power Feats: (Hand Size: 6)
*If you play a spell that has a duration that last until end of turn, you may roll 1d6. on the roll of 6([]or 5)([] or 4) the spells effects last until the end of the next turn.

*Add +1 ([]+2) to your check to recharge a spell ([]or an item).

Card Feats: (Favored Card Type: Spell)
Weapons -
spells 5 []6 []7 []8
armor -
items 3 []4 []5
ally 4 []5 []6 []7
blessing 3 []4 []5

Role: Umri gains all of the above plus:

Role 1: Controller (Hand Size: 6 []7 []8)
*If you play a spell that has a duration that last until end of turn, you may roll 1d6. on the roll of 6([]or 5)([] or 4)([]or 3) the spells effects last until the end of the next turn.

[]You may evade banes with the outsider trait.

[]You may recharge a card to use your Intelligence die instead of your Strength die for your combat check.

[]You bury ([]or discard) a card with the arcane trait to reduce damage received by 3.

[]When you play a blessing of Lamashtu to gain the 2 dice benefit, you may discard the blessing instead of buring it. This also means that if the top card of the blessings deck is a Blessing of Lamashtu, you may recharge it as normal.

Role 2: Mystic Theurge (Hand Size: 6 []7 []8)
*Add +1 ([]+2)([]3) to your check to recharge a spell ([]or an item).

[]You may treat divine spells with the with the attack trait ([]or healing trait) as if they were arcane spells, and may use the arcane skill to recharge them.

[]When you play a blessing of Lamashtu to gain the 2 dice benefit, you may discard the blessing instead of buring it. This also means that if the top card of the blessings deck is a Blessing of Lamashtu, you may recharge it as normal.

[]once([]twice) per scenario, you may banish a card from your hand to draw a random card of the same type from the box.

Changes in bold.


@kiddangerous: if you give Umri a try, let me know how it goes!


The only problem I see is that the stats are a bit boring. You have 4 d6's, which makes his stats seem a bit flat. I'm not sure it's worth changing, but it stood out to me. Maybe go d8 dex or con and d4 strength to really play up the Controller power?

Also, looking at the new abilities, I'd be reluctant to do a 'per scenario' power. That tends to create bad memory issues. Maybe have it be 'when you close a location?' That seems like it would happen a similar amount of time in a scenario.

Hope that helps! First time critiquing one of these.


thanks for the feedback! As a quick aside, the reason I did the once a scenario thing is that it should be fairly easy to remember (even twice a scenario, if you do it early enough, and the ability *is* rather potent, so it would need some sort of balancing factor.

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