So, looking ahead on some of the character sheets I see glorious possibilities and think to myself "self, if only I didn't have to blow two power feats prior to choosing a role... (sigh)"
And then... then...
Am I allowed to hold onto my power feats until a later time and dump them all at once. i.e. can I wait to use my feats until I choose a role?
Next part, different thought.
I am playing as Koren in SotRu, if I know my last card in my deck is an armor and I opt to help the group (let's say we are all at the last location) by constantly discarding the top card, oh wait its an armor, free 1d6 for everyone on every check, yay! Is this just a bit cheap or is Koren designed with this in mind? As a last stand paladin helping his comrades bash their way to victory?
I have been tinkering with a custom AP. In the scenario the villain is a necromancer. The henchmen are... for lack of a better description "resurrection" baddies. During the scenario when a monster would be defeated from a location, put it under the location card. When you encounter the henchman, if undefeated shuffle all monsters back into the location deck.
So, here is where I need some help.
Thematically, I think a human necromancer underling works well, but what should the check to defeat include? Combat or Divine, Combat then Divine, just Wisdom Divine? Arcane?
Then I suppose is the necromancer immune to any traits? And what powers should they have?
I only own RotR with all expansions. I looked at the villains with the necromancer trait.
Azaven is also undead so he is immune to mental and poison, but why to cold and electricity? Is this from the "Lich" trait? He has a before the encounter Con, Fort check... I feel doesn't work in my scenario.
Barl Breakbones is not immune to any traits. He has a After the first check, which was neat, but doesn't seem to make sense for mine.
Mammy Graul is not immune to any traits, and her before is interesting. Before the encounter each character at this location summons and encounters an Ancient Skeleton henchman. Now this thematically makes sense, so I think I will use this.
So, here's what I have got for the henchman:
Traits: Human Necromancer
Powers: Before the encounter, each character at this location summons and encounters an Ancient Skeleton henchman.
If the "Necromancer" (I haven't named the henchman yet) is undefeated, shuffle all monsters under the location back into the location deck.
I suppose the villain would have the same powers, but also include Mammy Graul's final power: The first time in this scenario the anyone would defeat Mammy Graul, she is undefeated.
I like the idea of an undying necromancer that forces you (the player) to at least once in the game shuffle all the defeated monsters from a location back into the location.
Any thoughts? Also don't forget, I need help deciding the check to defeat.