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I have another question similar to this one

One of Vika's role cards allow her to automatically succeed at closing emptied locations. Does that mean only the locations with checks to close? So if the location causes a monster to be defeated, does she automatically succeed at the combat check or not?


If I started my subscription with deck 5, will I receive one or should I talk to the retailer where I bought deck 4?


You seems to be going for a more Strength based build which is a good way to play him, especially if you're going for Brawler. Two cures is what I normally try to run with any Divine caster for the same reason you do, so you seem to be playing him really well.


Your character looks great! I would classify him more as a fighter than a Paladin, except maybe when he gets the power to heal. Also, both of your role cards should have 12 power feats total, so maybe just remove a few feats or remove one or two add ons to existing feats. Other than that, you have yourself one well thought out character!


For the first power, what do you mean by dice? I do like the little boost for having the Human trait, though depending on what you mean by dice, doubling on a disard is too steep.

Also, this is only my personal opinion and this is your character, but compeller sounds like he's smooth talking his way through his problems. I would give him less weapons and more spells. Perhaps allow him to recharge Mental spells automatically instead of the second power you have. Your description on him doesn't make it seem like he's a Divine person, so I'm a bit confused as to why you chose to give him the Divine trait.

Your last power may be a bit overpowered but I'm not really sure. Most characters only allow you to discard one card for two damage. Or at best recharge one card for one damage. Maybe play testing a bit will sort out the kinks in that, but he just seems like he'll never take damage.

Your hand size seems spot on, maybe give one less card feat in ally and put it in items.


Dungeon based PACG? That sounds like an easy way to have a lot of chests for boons :) And a lot of traps to summon barriers and monsters. Sounds like a plan to me!


Wow, I think after a bit of thinking, I'm going to scrap the Water Healer role and go in a different direction.

Thank you guys so much for helping me adjust the power of the healing role though! I appreciate it a lot.


I actually just am running a 4 character campaign. I control 2 and my partner controls 2 as well, and when creating this character I was going for more of a support role that can actually take care of themselves. I kinda thought that starting at 1 and giving up the explore was a tad nerfed because she only starts with 4 blessings, so having one to explore on the same turn she heals might not happen.

Do you think if I instead started her healing at 2, but restricted it to one character that she would seem a bit more viable?


I love all the feedback. I'll rethink the character and repost when I have come up with some solutions.


Do you think I should just bump up the number of cards to 2 or 3? Maybe only at the end of his turn after exploring?

At the end of your turn, you may display a card with the Divine trait to allow characters at your location to shuffle 2([ ]3)cards from their discard into their decks. Then discard the displayed card.


I wanted to play a cleric who is a bit more rounded than Kyra, but I want to make sure it isn't overpowered. Please let me know if anything seems a bit off so I can tweak the character.

Character: Ixtla the Cleric

Skill Feats
Strength: D8 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +2
Dexterity: D4 [ ]+1
Constitution: D6 [ ]+1 [ ]+2
Intelligence: D6 [ ]+1 [ ]+2
Wisdom: D10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Perception: Wisdom +1
Charisma: D8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Card Feats
Weapons:3 [ ]4 [ ]5
Armors: – [ ]1
Spells:4 [ ]5 [ ]6
Items:1 [ ]2
Allies:3 [ ]4 [ ]5
Blessings:4 [ ]5 [ ]6

Power Feats:
Hand Size 6 [ ]7
Proficient with: [ ] Light Armors Weapons
Instead of your first exploration on your turn, you may display a card with the Divine trait to allow each character at your location to shuffle 1 ([ ]2) random cards from their discard pile into their decks; then, discard the displayed card.
You may recharge a spell with the Divine trait to add a D4 ([ ]+1) with the Cold trait to a combat check at your location.

Ice Queen
Hand Size 6 [ ]7 [ ]8
Proficient with: [ ] Light Armors Weapons
Instead of your first exploration on your turn, you may display a card with the Divine trait to allow each character at your location to shuffle 1 ([ ]2) random cards from their discard pile into their decks; then, discard the displayed card.
You may recharge a spell with the Divine trait to add a D4 ([ ]+1) ([ ]+2) ([ ]+3) with the Cold trait to a combat check at your ([ ] or any) location.
[ ]Reduce Cold damage to all characters at the same location as this character by 2
[ ]When playing a spell with the Cold trait, you gain the skill Arcane: Charisma +1 ([ ]+2)
[ ]When a character plays the Blessing of Pharasma on your check, that character may recharge the blessing instead of discarding it.

Water Healer
Hand Size 6 [ ]7 [ ]8
Proficient with: [ ] Light Armors Weapons
Instead of your first exploration on your turn, you may display a card with the Divine trait to allow each character at your location to shuffle 1 ([ ]2) ([ ]3) random cards from their discard pile into their decks; then, discard the displayed card. ([ ]You may then draw a card).
You may recharge a spell with the Divine trait to add a D4 ([ ]+1) with the Cold trait to a combat check at your location.
[ ]You automatically succeed at your check to acquire ([ ]or recharge) spells with the Healing trait.
[ ]When you defeat a monster by 4 or more, you may recharge a blessing from your discard pile.
[ ]When you play the Blessing of Pharasma, you may recharge it instead.