Ancient Vortex Dragon

Gwyns Firstborn's page

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I was challenged by a friend to create the most ridiculous character that was still somewhat balanced, within the confines of the PACG ruleset. [Character is made for Runelords]

The only real choice, then, was a luck-based character.
Thus, I introduce you to Tex the Gambler (name placeholder).

His abilities are very wordy. I have not playtested him yet, expecting him to have some fundamental flaw that breaks him on Turn 2. So I was hoping some more experienced eyeballs could find something before we test it. I don't know if I would ever run him through a full Campaign, because I don't have the steely resolve for such intense dice rolling.

TEX - GAMBLER

Str d8 []+1-4
Melee: +1
Dex d10 []+1-3
Disable: +2
Acrobatics: +2
Con d6 []+1-3
Int d4 []+1
Wis d4 []+1
Cha d10 []+1-3
Arcane: +1
~~~~~
Wpn 4 []5 []6
Spl 1 []2 []3 []4
Arm -
Item 5 []6 []7
Ally 2 []3
Bls 3 []4 []5

Hand Size 5 [] 6
Proficiencies [] Weapon

1) At the start of your turn, you may discard the top card of your deck. If the type is... Weapon- Add 1d6 ([]+1) ([]+2) to your combat checks this turn; Blessing- heal 2 random cards; Item- Add 2 to all checks for the turn.

2) Before your combat check, you may examine the top card of your location deck. If it's a bane, increase the difficulty of the current combat by 2; if it's a boon, examine the top 2 cards of your character deck, you may put them on top/bottom in any order.

ROLE - This first role is more combat-focused where the Gambler is a nimble jack of all trades fighter, thus his ability to use anyone else’s weapon.

Sleight of Hand | Hand Size 5 [] 6 [] 7
1) At the start of your turn, you may discard the top card of your deck. If the type is... Weapon- Add 1d6 ([]+1) ([]+2) ([]+3) to your combat checks this turn; Blessing- heal 2 random cards; Item- Add 2 ([] 3) to all checks for the turn.
2) Before your combat check, you may examine the top card of your location deck. If it's a bane, increase the difficulty of the combat by 2; if it's a boon, examine the top 2 cards of your deck, you may put them on top/bottom in any order.
[] Choose a char at your location, you may use one of their weapons for your combat ([] and add 1d4); that player must put it on top ([] or bottom) of their deck.
[] During a bane encounter, if it has a pre-combat effect, roll 1d10. On a...
1-4, recharge a card from your hand.
5-9, ignore the ability.
10, ignore the ability and reduce the bane's difficulty by 4([] 5)([] 6).

ROLE - Second role is more the high risk-high reward design. Thus so much Con usage, testing your mettle against the enemies in a deadly game of chance. The first Role power is meant to be used on weaker monsters since his Con, at best, is 1d6+4, without help.

Roulette | Hand Size 5 [] 6 [] 7
1) At the start of your turn, you may discard the top card of your deck. If the type is... Weapon- Add 1d6 ([]+1) ([]+2) to your combat checks this turn; Blessing- heal 2 random cards; Item- Add 2 to all checks for the turn.
2) Before your combat check, you may examine the top card of your location deck. If it's a bane, increase the difficulty of the combat by 2; if it's a boon, examine the top 2 cards of your deck, you may put them on top/bottom in any order.
[] For your (non-villain/henchmen) combat, you may roll your Constitution die ([]+1). If the results compared to the Check to Defeat are:
half or less- bury the top card of your deck;
greater than half- the bane is defeated.
[] When you play a spell, you may roll that spells recharge check. If successful: double any non-skill die ([] or bonus numbers) listed; If failed: you must use Constitution for all checks this turn.
[] When you acquire a spell ([] or item), roll your unmodified Acrobatics skill. If the total is…
1-5, bury 2 cards from your hand;
6-9, you may explore your location;
10-12, you may move to another location. Movement restrictions still apply.

It was daunting trying to balance some of these numbers and keep skills and checks within theme. Some of them may seem like the penalty is too weak, but considering how many 1's my group rolls, I'm sure our Tex will be dead before we leave Sandpoint.


Disclaimer: I noticed after writing this wall I was using our group-specific lingo. We all played Diablo, so we just started calling the Adventure Decks as "Acts", it was easier. "Act 1" refers to Adventure Deck 1 : Burnt Offerings, and so on. (tl;dr at bottom)

Hello all,

Been a lurker for a bit, but my recent play session has me seeking advice. Fairly new to PACG but [my group are all] experienced board/card gamers. We got through four scenarios in our recent game session: Act 1 scenarios 4-5, Act 2 scenarios 1-2. We struggled with the turn count on a few of them, but all three of the latter scenarios none of us had any real challenges from a combat perspective. With our upgrades, single-digit combat has become consistently manageable without much effort, with only mid-teens power levels providing serious contemplation on how to approach (not counting special effects).

We know this is because we’re fighting the same Base Set monsters even though we now have better stats. Since we don’t start removing “Basic” type banes/boons until Act 3, then there is a statistical drop in difficulty for the remainder of the time we are still fighting all the Basic banes. Do note, the rule is to start removing the basics as you encounter them; so the first couple scenarios of Act 3 will keep this statistical easiness as Act 2 until we’ve removed a sufficient amount of banes through play. Do the later scenarios in Act 2 offset this challenge slump with significantly stronger villains? (We try not to examine henchman/villain cards until we use them).

Did anyone start doing the Basics removal before Act 3? I’m considering starting sooner (A2, S4 maybe?) and I was wondering if anyone else did this and can tell the tale of their experiences with this decision.

Some Misc Info for your thoughts:
Group of 4 – Seoni, Harsk, Merisial, Kyra/Lem [5 players, but usually one of these two can’t make it, so our healer is either of them].
Harsk and Seoni have +5 and +4 on their combat rolls usually, reducing a 9 power monster to 4-5 power (usually on a roll using at least 2 die).
Everyone has good weapons / attack spells (relative to the Act).

TL;DR : Basic banes not sustaining challenge. Anyone try starting AD 3's "basic bane removal" earlier than AD 3?