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So you can choose not to shuffle and to simply recharge a card when casting spells like Cure? I thought it'd need to say "You may shuffle" in order let you to choose to simply recharge the cards to the bottom of your deck? I'm not very familiar with the game or verbiage yet though; I'm definitely not doubting you or suggesting you are wrong or anything.

If these cards do let you choose between recharging and shuffling, it's great to have some flexibility! Thanks for letting me know this! I must've missed some things in the rulebook. I admit that I gave it a glance over for the most part to learn the mythic and cohort rules and changes from RotR since I learned the basics with the app.

Edit: Sorry I think I misunderstood. Im guessing now that you meant Cure spells let you shuffle but do not allow for recharging, and you're saying to be careful when you use them to optimize benefit. Every other effect that says "recharge" just puts a card on bottom. I see now. Thanks for this!

I think maybe this is where I confused "shuffle" and "recharge" since I kind of saw recharging as synonymous with "healing". I understand the mechanics and strategies behind them much better now. :) I appreciate everyone's help!


Oh! I'm sorry. I thought recharge entailed shuffling your deck afterward! I'm very sorry about that. I learned the game using the mobile app and I always thought that the card was shuffled into the deck on such an instance. Thank you very much for this! It's all very useful information :).


Oh I'm sorry. I didn't explain well. The situation I'm referring to is this:

My cohort allows me to use my Divine die for my combat check and I may additionally place him on top of the deck to add another die to the check. I play the ally card "Apprentice" which lets you recharge the card to add 1d6 to your Arcane or Divine check. It's coming from two different cards, so I was wondering what the order would be here. I'm guessing you would place the cohort on top to start the check (it has to be a Divine check to allow Apprentice to be played in the first place) and then you play Apprentice, roll, and recharge, therefore losing your cohort until you can redraw it. Do I have that right?

I've had other situations where I played a story cohort (or Donahan; he's really bad for this) that went on top of the deck, and on the same check played a recharge card, so I wanted to make sure I was doing this correctly. I'm not sure, for example, what order the cards resolve in when you play Lance + Donahan + Caravan Guard. They seem pretty simultaneous, so does it just depend on what order you "announce" them in?


Thanks so much for this! It was really helpful!

Also, I apologize but I'm actually playing a solo game now and ran across another question. Rather than start a new thread, I though I'd just ask it here. If you place a displayed card (such as a cohort) on top of your deck for an effect and play any card that has you recharge it for an effect during the same turn, what takes precedence? Do you recharge and shuffle first, then place your cohort on the deck or vice versa?

In my specific case, I'm playing a custom character that lets you place it on top of your deck to add a die to your check. I don't know if this situation is dependent on other factors or if it is always a set order, so I thought I'd throw that in there for future reference. Again, thanks so much!


Hey guys, sorry if this question has been asked before, but I couldn't find anything on it in the forums. If you are directed by a card, location, or scenario rule to shuffle a henchman into a location deck from the box and you defeat that henchman before the henchman normally associated with the scenario, can you still close the location?

I.e.: Shuffling Cultists of Baphomet into a random location deck in "Lair of the Vile and Vicious" (WotR)?

How does this work for scenarios like "Traitor's Lodge"? Say I elect to shuffle a Wight from one location into another location for the extra loot. If I run into any Wight in that location deck, do I get to close the location? Does this work for a henchman that does not have multiples in the same scenario?

And while I'm asking, I wanted to squeeze one more in I'm unsure of: when you add a die to a roll (playing a blessing etc.) do you just add the base die or do you add the Skill and any Skill feats you have taken to the roll?

I.e.: Alain plays a lance and gets 1d10+2 for Melee and then gets 1d8 from the lance. If a blessing is played, does he get 1d10 or 1d10+2 again?

Thanks for any help!


Ah okay. Would it be okay if I use "Angel-Blooded" as the role name and "Angelkin" as his racial trait then? I was using them to refer to the racial heritage in the base Pathfinder RPG, though most of the abilities that reference that heritage aren't really being implemented now.

Now that I notice it, it seems like Tieflings are also referred to as "Pitborn". Playing through I thought that was just a different species I was unaware of that were unique to the AP. I guess it has to do with the Open Gaming License that skizzerz mentioned? Well that's an easy fix at any rate :P. Just let me know if you notice any other inconsistencies or problems with my terms. Thanks for the heads up! :)

P.S. I know I'm asking a lot, but can you still send me the character sheets Hawkmoon created when you get a chance? No rush or anything though. I looked around to see if there was anywhere I could download them, but I couldn't find them. So I was just wondering if I could nab some from you :P lol.


Okay so I've worked on the role cards and this is what I came up with:

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Angelkin: Focused on healing and utility

When you would banish or bury a blessing, you may succeed at a Divine 9 check to discard ([ ] or recharge) it instead.

While Zedekiel is displayed for his power, put him on top of your deck to recharge 1d4-1([ ]+1) random cards from your discard pile.

[ ] If you would recharge cards from your discard pile using Zedekiels cohort ability, you may have an ally at your location recharge those cards from their discard pile instead.

[ ] You may banish any number of angel cards to add 1 to any character's check to recharge cards from a discard pile for each card banished this way.

[ ] Banish a card with the Angel trait. If that card has an ability that affects any skill, you may gain that skill and use your Wisdom die for any checks made using that skill until the end of the turn. ([ ] If the card has an ability that reduces damage from a a source with a given trait, you may gain that ability instead.)

For your combat check against a bane, banish a blessing ([ ] or discard an arcane spell) to draw a non-Basic, non-Elite monster card with the Angel trait and use its highest acquire check to deafeat ([ ] plus 1d6) as the result of your check; if you fail, restart your combat check but you must use your Strenght or Melee die.

[ ] Recharge a card with the Divine trait to gain the skill Acrobatics:+3 until the end of your turn ([ ]or evade a monster type bane once per turn).

[ ] Add 1d4 ([ ]1d6) to your checks against banes with the Undeead or Fiend traits.
--------------------------------------------------------------------

I have the ability to banish an Angel card to gain a skill on that card to give some flexibility but still keep it reasonable with only the Wisdom d8 and the randomness of which Angel you draw. This also encourages players to place skill points into the Wisdom die and lets you trade a resource to gain the Melee skill if you draw an Angel that adds to Melee. A d8 would still be unlikely to see you beat most enemies without the aid of blessings or other resources to boost it, but it could potentially keep damage from being catastrophic, and with skill investment would let you have a good chance against weaker enemies.

Power inspirations: Angel Wings, Alter Self, Religion Lore
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Celestial Crusader: Focused on summons/offense and damage reduction

When you would banish or bury a blessing, you may succeed at a Divine 9 check to discard ([ ] or recharge) it instead.

While Zedekiel is displayed for his power, you may put him on top of your deck to recharge 1d4-1 random cards from your discard pile.

For your combat check against a bane, banish a blessing ([ ] or discard an arcane spell) to draw a non-basic, non-Elite monster card with the angel trait and use its highest acquire check to defeat ([ ] plus 1d6) as the result of your check; if you fail, restart your combat check but you must use your Strength or Melee die.

[ ]You may discard blessings off the top of the blessing deck to activate powers or cohort abilities.

[ ] If a card would cause a character at your location ([ ] any location) to encounter multiple copies of the same monster type bane, you may bury a blessing. If you do so, that character encounters only one of those banes instead.

[ ] You may display blessings at the start of an ally's turn if they are at your location. Reduce damage done to that ally for the rest of the turn by the amount of blessings displayed; bury all blessings displayed this way at the end of the turn.([ ]If you would reduce damage using Zedekiel's cohort ability, reduce twice that much damage instead.)

[ ] If you would add a monster card with the Angel trait to your hand this turn, you may draw an additional monster card with the Angel trait from the box at the end of your turn.

[ ] You may banish a card with the Angel trait from your hand to add 1d6 ([ ]1d8) to your check to defeat a bane with the Demon, Devil, Undead, or Fiend traits.

[ ] Add 1d4 ([ ]1d6) to your checks against banes with the Demon or Devil traits.
--------------------------------------------------------------------
Power Inspirations: Shield Ally/Greater Shield Ally, Planar Binding (sort of but its more of a Countersummon), Superior Summoning, Planar Lore

The power which lets you discard blessings from the blessings deck instead helps to give you more power in a pinch, but at the risk of losing the entire scenario due to time out. It could save your or an ally's life if things got really dire, but overuse of the ability can waste the entire scenario.

I tried to add a bunch of different ways to make use of the Angel cards. I'll probably have one Angel each with abilities that add to Strength and Melee rolls for the base set, and then a couple more after AD 3 and maybe a couple added to AD 6 or something.

Some additional power ideas that I couldn't find space for, but may swap in to replace some of the other abilities if you guys like them:

Planetar's Vision:[ ] You may banish a card with the Angel trait. If you do so, bane cards you encounter cannot increase their difficulty check ([ ] or prohibit you from playing cards).

[ ]At the end of your turn, you may give any ally a card with the Angel trait.

I'm sure some of this probably has nonstandard language for the game, but maybe you can help me standardize it better. I've yet to complete an AP box all the way through, so I'm definitely not as familiar with the language the game uses.

Also, I included a total of 12 power feats here. I know that increased hand size takes one of those up, but I wanted to get my ideas out here so you could see all of them. I'm thinking of removing the increased hand size since the character is already fairly fragile, but if you think it'd be better to have the extra hand size then I can keep that and drop a feat box from each role. Let me know which you would drop if this is the case. Thanks again, and lemme know what you think of the role cards! :)

P.S. How many angel monster cards would you create and shuffle in with each adventure deck? I dont want to add too many and have players encounter angel cards in monster slots for location decks and then get off scot-free with too many first turn free banishments, nor do I want them to be encountered so often that it interrupts the theme of a given box. I don't want my character to warp the campaign to much.


This looks fantastic! I'm really pleased with this version of the base character. The only change I'm going to make is swapping the Lifebond power back onto Enoch and his DR power back onto Zedekiel since it doesn't make sense for him to be able to use the power when Zedekiel isnt displayed and also because Lifebond has fewer characters and would fit more easily on the more limited character card. So I'm going to make both of those display powers.

I'll put this onto Enoch's card:

"While Zedekiel is displayed, you may put him on top of your deck to recharge 1d4-1 random cards from your discard pile; if you have a role card, recharge 1d4 random cards instead"

And this on Zed's:
"While displayed, you may display any number of blessings at the start of your turn. Damage you take is reduced by the number of blessings displayed this way. At the end of your turn, bury all displayed blessings."

I'm really happy with how the base character turned out. Thanks so much guys! I'll probably go ahead and get this guy off to print if you think that he and Zedekiel are ready for it. I'm going to start working on the role cards now and I'll post my ideas by the end of the day today. Hopefully you can help me hammer those out as well :). Really appreciate all your help! I definitely couldn't have done this without you guys.

I did have a quick question about the Angel monsters though. I want the character to remain box neutral, so while I love the corruption idea you posted and it will work well in WotR since it does add new monsters we could reasonably have to fight, those monsters would just take up monster slots in location decks of other boxes. How do I remedy this so that the angels can potentially become enemies in any box while also allowing them to be used as allies?

I guess I could make a different set of angel cards for use with each box, but there are only so many angels in the Pathfinder RPG and making multiple versions of the same angels for each box seems cumbersome. Just wanted to see what your solution would be :)

P.S. I apologize but I didn't understand this part of your post very well:

skizzerz said wrote:
Note if you do use this design space to add more abilities, the base character abilities should either also require spending the same monsters (adding more mutually exclusive choices) or should just be weaker in general.

What did you mean by "the base character abilities should either also require spending the same monsters"? Sorry, this feels like it's probably obvious, but that part didn't quite sink in.


Hey guys. Thanks again for all the help. With cartmanbeck's suggestion to move Lifebond onto Zedekiel and skizzers' rewording of the powers, I got the text to fit cleanly on my drivethru card. Thanks guys!

Also, I've tweaked the base character and this is what I've come up with. Lemme know what you guys think! Once you guys approve the base character and cohort, I'll send them off to print and then we can finish the role cards if you guys don't card to help me with those :).

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Enoch Arlon:
1d4 STR [ ] 1
1d8 DEX [ ]1 [ ]2 [ ]3
Ranged:+3
1d4 CON [ ] 1
1d8 INT [ ]1 [ ]2 [ ]3
Craft:+2
1d8 WIS [ ] 1 [ ] 2 [ ] 3
1d10 CHA [ ] 1 [ ] 2 [ ] 3 [ ] 4
Arcane:CHA+1 Divine: CHA+1 Diplomacy: CHA+2
Cards: Favored-Blessing/Hand Size: 6 [ ]7
0 Weapon [ ]1
0 Armor
1 Items [ ]2
3 Spells [ ]4 [ ]5 [ ]6
5 Allies [ ]6 [ ]7
6 Blessings 7[ ] 8[ ] 9[ ]

Powers:
Atonement: When you would banish or bury a blessing, you may succeed at a Divine 9 check to discard it instead.
([ ] If you would succeed your check, you may recharge a blessing that you would discard instead.

Maker's Call: For your combat check against a bane, banish a blessing ([ ] or discard an arcane spell) to draw a non-Basic, non-Elite monster with the Angel trait from the box. Use its highest check ([ ] plus 1d6) to defeat as the result of your check. If you would fail the check, restart it instead; you must use your Strength or Melee skill on the new check.

Cohort: Zedekiel- Display this card. While displayed, you may bury any number of blessings to reduce damage dealt to you by that amount for the rest of the turn.

While displayed, you may discard a blessing or a spell with the divine trait to use your Divine skill in place of your Strength or Ranged dice on a combat roll and add the Magic and Divine traits. If you would fail this roll against an enemy with the Demon, Devil, Fiend or Undead traits, you may reroll your Divine die.

While displayed, you may bury a blessing to recharge a number of cards from your discard pile equal to the adventure deck number. You may recharge any number of monster cards from your hand.

-------------------------------------------------------------------

I'll be creating some custom Angel allies that have the "You may treat this card as a monster" clause for use with Maker's Call. Lifebond has been moved onto Zedekiel, and the feats associated with it will be on the Angelkin role card.

I need a bit of help wordsmithing Zedekiel so that all of his three cohort abilities fit on the card.

Damage Reduction: I was thinking of having a feat on the Celestial Commander card that says: "[ ] If you activate Zedekiel's cohort ability to reduce damage dealt to you during an encounter with a bane with the Demon, Devil, Fiend, or Outsider traits, you may negate twice as much damage per blessing from that bane" or something similar. This gives the flavor of DR/Evil without taking up card space.

Lifebond (now on Zedekiel):
I'm probably going to have "[ ]or discard a divine spell" become another feat on the Angelkin role card along with "[ ] If you would recharge cards from a discard pile using Zedekiel's cohort ability, you may recharge them from an ally at your location instead"

As far as stats go, I'd really like to have a limited capacity for the use of ranged weaponry and staves that use the Ranged skill. This way the character isn't entirely dependent on his cohort or spells, but if this is a balance issue let me know. I also don't know if three d8s is okay or not, but since he has two d4s it is the only other way to get 42 stats and Craft is the only thing I have an interest in using Int for, so d10 seems like a waste on that.


cartmanbeck wrote:

Unfortunately, plugging a character into the drivethrucards generator is REALLY hard to do for long-form character powers. One thing you could do is to move Life Bond to the cohort card, but then you'd have to drop the power feat from it since you can't add power feats to a cohort.

Instead, if you don't mind using a sheet instead of a real card, you could use one of Hawkmoon's character sheets to generate the character. PM me your email address and I'll send it to you.

Thanks! I PMed you my e-mail address so you could send them to me :). I may move Life bond over to Zedekiel's abilities and then just have the life bond feat on the role cards since role powers can still boost cohort abilities, if I'm not mistaken. So just have two of the feats on the Angelkin role be:

[] You may Discard a divine spell to recharge cards from a discard pile using Zedekiel's cohort ability. [] You may use Zedekiel's cohort ability to recharge cards from a character's discard pile who is at your location instead of your own discard pile.

This would give Zedekiel the damage reduction ability (meant to mimic DR/evil so I may lessen the penalty and have it only apply against demons, undead, devil's, and fiends), Life Bond, and his attack ability which I don't think should be TOO much. This should make filling out the rest of the role cards a lot easier if this is acceptable.


cartmanbeck wrote:

Here's my opinion of the "glass cannon" argument... as soon as you put Kyra in the party, you've completely mitigated the issue. Basically, characters that discard a lot of cards can be too easily rescued by healers, and so a lot of people (trust me, you're not the only one) think that lots of discarding for powers is a big weakness, but it's too easily mitigated. Burying cards, on the other hand, is definitely more of a problem, so I think you've got a good mix of both. :)

I love the idea of stopping multiple enemies from being summoned, almost as an anti-summoner type power. How about this:
"When a power would cause more than one character at your location to summon and encounter the same monster, bury a spell to choose a character at your location to summon and encounter that monster instead."
This way you're paying a relatively high cost (one of your spells) to save potentially multiple characters from summons.

I'll try to do some more looking at the role cards later today. I'm happy to help out as I can, though. :)

This sounds great! Maybe use a power feat box to change the "at your location" part to "at any location" and add language that lets you redirect it for the rest of the horde encounter without having to bury multiple spells. So for example if you drew demonic horde you'd just have to bury 1 spell to redirect enemies for the rest of the turn. I was looking more at something akin to dispelling monsters from a horde though, so maybe:

"Bury a spell. If a bane would cause a character at your location ([]at any location) to encounter the same monster multiple times, encounter one of that monster instead." This would encourage you to keep your spellcasters together in case they flip a horde, and it wouldn't cut something like Demonic Horde by more than 50% of its total encounters. It also wouldn't affect cards like cockroaches at all. I don't know if this would be too WotR specific though since I'm not sure how often horde/ambush banes show up in general. I'd want the power to be box neutral.

Also I was looking into maybe dropping Perception and maybe Craft and adding Ranged+3 and changing the stats and cards to something like this:

Enoch Arlon:
Str: 1d4 []1
Dex: 1d6 []1 []2 []3
Dexterity:Ranged +3
Con: 1d4 []1
Int: 1d8 []1 []2 []3
Intelligence:Craft +1
Wis: 1d8 []1 []2 []3
Cha: 1d10 []1 []2 []3 []4
Arcane:Charisma +1, Divine:Charisma +1, Diplomacy +2

Favored Card Type: Blessing
Weapons:0 []1
Armor: ---
Spells: 3 []4 []5 []6
Items: 1 []2
Allies:5 []6 7[]
Blessings: 6 []7 []8 []9

Give or take Craft or a Diplomacy point. This would let him use any ranged weapons he picks up fairly effectively (but without proficiency) and conserve his spells and blessings against minor monsters, and he could use spells, a staff, or Zed as needed against tougher foes. Itd also give the player the agency to add a ranged weapon of some sort to the deck at the cost of a card feat for more consistency in spell/blessing conservation and would fit Celestial Commander. Even with a heavy crossbow, keeping Dexterity at a d6 would be a 19 max damage, and Alain can do 28 in a turn with a lance and Donahan (reveal Donahan to power up lance and then put Donahan on the deck), so I don't think this should be too powerful even with a staff since that'd still require a spell discard.

Lemme know which stat/card spread you like better :). The stats don't add up to 42 with this spread, but having three d8s seems a bit much, and he probably makes up for the two die points with his powers and Zed.

P.S. I've been plugging in the powers and stats to the drivethrucard generator to get an idea of how it'll look, and I'm having problems fitting the three powers on the card. I've noticed some official characters lack a proficiency bar altogether (Kasmir is one of them) to give space for more text but I can't find an option for that. I've tweaked the text as much as I can to make it fit, but it's difficult to get it to fit without losing necessary language (especially for Maker's Call). Do you have any ideas? Thanks again! Can't wait to see what you do with those roles! ^.^


I love this version of Maker's Call! And I'll definitely craft some custom Angels based on the ones in the tabletop RPG to go along with the Archon in the summoner's deck. I like this language for Call, so I'll definitely be keeping this.

I was wondering how you feel about Life bond being something like "Recharge a number of cards from your([ ] or an ally at your location's) discard pile equal to the adventure deck number plus the number of monsters you choose to bury from your hand."

I was also thinking maybe instead of d6 constitution, I could use a d4 Constitution and drop Diplomacy to +1 and have a d10 charisma die with +1 Arcane and Divine and then have a d8 Dexterity die with +3 ranged. If I do this I may change one of the feat card boxes over to a weapon so that you could use either a staff (like the grounding staff) or a crossbow or something for consistent damage without having to dump blessings, but you'd be unlikely to draw into it which would keep Zedekiel in play as a distinct option (he'd be optimal against evil creatures anyway though). Or I could keep a d6 Dexterity and add +3 ranged and maybe a +2 Diplomacy. Something to play around with at any rate. Lemme know your thoughts on it :).

As for the character being too strong, I've been playing through WotR and he's been struggling a bit to stay afloat. Very much a glass canon and he burns out quickly since he loses blessings fast. I know that WotR is just a harder set than the other though. I was wondering if you would care to give me your thoughts on how the role cards should be set up now that we have an idea of how the base powers should work? :) Again, I really appreciate the feedback and I'm having a lot of fun brewing with you! Hopefully once I get some feedback from you about the role cards and final stat adjustments done I can get this guy off to print :P.

P.S. feel free to let me know what needs needing! I definitely want to have the character be strong but balanced. Also, for the role cards I was thinking of having a power that allows you to pay some sort of cost to prevent multiple enemies from being summoned. Maybe prevent more than one enemy from being summoned at your location and with a feat extend it to all locations. This could help tame horde barriers which can be a bit out of control at times. Maybe it could be at the cost of a banish or bury. I thought about letting this be planar binding, but it really doesn't fit at all with the Pathfinder RPG spell mechanic. At any rate, I'll wait to see your ideas for role cards before I invest too much into that idea :P.


Hey, thanks for the awesome suggestions! The language you used is a lot cleaner, especially for the Eidolon abilities. I like the new language for atonement too, but I'd like to work in a clause that lowers banishment to bury and bury to discard with a later role feat allowing for discard to become recharge.

I was wanting to use some sort of mechanic that uses monster cards in hand similar to Balthazar but with a different ability. It feels like banishing/burying a blessing sets you back a lot even if it does give you a counter damage free potential instant kill, but I guess that's what the arcane feat is for. Does this ability allow for a regular combat roll or a spellcast if the monster fails, and how would you fix the problem I'm running into with there being too few different outsider trait monsters per scenario number?

Also,can you think of any way to add the monsters to hand and use them on a failure, perhaps to power up life bond? Maybe use the adventure deck number and add 1 to the heal for each monster card you reveal so it interacts with monster allies as well? This could let the power scale with the adventure and reward extra resources in hand in an emergency and keeps it from being too weak in the base set where life bond would heal..,nothing or one? Was never clear on how base sets worked with adventure deck numbers.

As far as the statblocks go, they look great! The d6 constitution is kind of disappointing since it's an average constitution and I wanted the character to have low strength and constitution to fit a frail but powerful mage archetype, but I'll take it if it allows for better balance. In play I have a lot of issues with the character needing a lot of healing since he burns his hand fast, but that's how I want him to play ultimately as long as he gets enough power in return for it.

I also wanted to ask since I was unclear on how the rules would interact with Zedekiel. If you use him to attack instead and use the Divine skill, can he also use any weapons you happen to pick up on this roll, and against creatures such as Wights which list a lower difficulty for divine checks do you take the combat or divine difficulty? I'm looking forward to seeing your suggestions on the role cards! I'm really grateful for your help. :D

P.S. I'd love to hear your opinion of the general character's playstyle, strategy, and flavor. I checked out your profile and I'm kind of honored to have someone so experienced with the genre helping me with my homebrew :P. Again, I really appreciate the help on this, and any general guidelines you could give as far as powers go for future brews would be great too, if you don't care to share your insights.


cartmanbeck wrote:

I'm going to read through this in much more detail tonight for you, but the first thing that needs adjusting is the "pay a penalty" language in the first power. That language isn't defined in the game and would be way too confusing for players because of that. Instead, you should have the power work with something like " if you would bury, discard instead" and "if you would discard, recharge instead."

Secondly, the powers are WAAAY too long and would never fit on a character card. Try to reduce the caveats needed to deal with specific situations.

I'll work on some detailed feedback tonight.

Thanks! I'm looking forward to it. I knew the powers were way too long after looking more at the role cards of official characters, but I'm having trouble making them more concise since cards have to say exactly what they mean and there are a lot of situations that could be kinda sketchy in some of these powers. Maker's Call is the worst one since it gives you a pseudo-summon monster and is nearly a spell in power form, so I wanted to make it unique and caveat it so it wasn't too strong. I really appreciate the feedback! I apologize again for how long it was. :)

P.S. Do you think that having both Arcane and Divine on his Charisma d12 is too strong? I was wondering if I gave him too many skills or put too many on his strongest die. I read that you should have no more than 9 sub-skill points and no more than a +2 skill with a d12, but I noticed that most characters have 2-3 sub-skills instead of five and get nowhere near 9 sub-skill points total. I was just wondering if this was okay or not since he does have d4s in both Strength and Constitution. He's felt on par with Kasmir, Imrijka, and Alain in terms of damage output so far, but I was just wondering what your thoughts were. Thanks again!


Hey, guys. This is my first time posting on these boards and I was hoping to get some help in balancing this character for the Adventure Card game. But first, a little backstory:

I only got into Pathfinder somewhat recently when a friend of mine introduced it to me about a year ago. He originally GMed two person games for me (him as GM and me as a PC), but he didn't have time to play as much as I wanted, so I began GMing. I've GMed small groups (2 to 3 people including myself with a GMPC, but GMing is a lot of work and now that I am in a new semester of college, I just don't have as much time as I did over the summer. So the long and short of it is that I decided to try the ACG, fell in love with how it streamlines the best parts of Pathfinder and bought WotR almost immediately after trying the mobile app.

The only thing I dislike about the game is the lack of definition in the rules to create custom characters which is my favorite part of Pathfinder. I read around and learned as much as I could about balancing, and I have attempted to translate my very first character over for the ACG. I think I have the stats pretty tightly balanced, but powers are harder to quantify and I'm pretty inexperienced with the system having played only about a week.

I did consult KShell's excellent 22 rule post and got around a 25 last I checked with this metric and used Siygess' similarly awesome stat post to keep my stats in line. so I need some feedback. I have playtested the character and so far his base roles feel pretty close to the official characters I've played, though Lifebond may need some tweaking; I'm not sure if it heals too much or not. I have not tested the role cards yet since I'm still in the base adventure, but I'm going for offense/tanking vs. healing and utility.

For context, I'm currently playing WotR with a single player, four character party of my Aasimar, Alain, Kasmir from the Witch class deck, and Imrijka, but I want this character to be playable in any set. Also, apologies in advance for the long post and any inconsistent language in the rules (I've tweaked the text extensively).

Enoch Arlon:
1d4 STR [ ] 1
1d6 DEX [ ]1 [ ]2
1d4 CON [ ] 1 [ ] 2
1d8 INT [ ]1 [ ]2 [ ]3
Craft: INT+1
1d8 WIS [ ] 1 [ ] 2 [ ] 3
Perception: WIS+2
1d12 CHA [ ] 1 [ ] 2 [ ] 3 [ ] 4
Arcane:CHA+2 Divine: CHA+2 Diplomacy: CHA+2
Cards: Favored-Blessing/Hand Size: 6 7 [ ]
0 Weapon
0 Armor
1 Items 2[ ] 3[ ]
3 Spells 4[ ] 5[ ] 6[ ]
5 Allies 6[ ] 7[ ]
6 Blessings 7[ ] 8[ ] 9[ ]

Powers:
Atonement: Once per turn (Always [ ]), if you would pay a penalty involving a blessing in your hand to activate a power or cohort ability, you may reduce the penalty by up to one step. This power may only be used once per each instance of a card.

Maker's Call: Before you make a combat check to defeat a bane, banish a blessing or discard a spell with the arcane trait to draw a random monster card with the outsider trait from the box with a number equal to the adventure deck ([ ] +1). Use the acquire check you are most suited to meet to determine if it has a higher acquire check than the bane, and if so, the bane is automatically defeated and you banish the drawn card. If it is not, add the card you drew to your hand and make your roll as normal. Any monsters gained this way are banished when played, can be kept between games as an ally, and add any of their abilities to add or reduce damage to their acquire check during a combat encounter. You cannot add to a monster check unless it is part of the monster's ability or you are using a power that states otherwise.

Life Bond: As long as Zedekiel is displayed, you may banish a blessing or ally to recharge a number of cards from your discard pile into your deck equal to the acquire check you are best suited for. If the card has no check to acquire, roll 1d4. You may not explore through any means for the rest of the turn after using this ability. [ ] You may instead apply this ability to another character at your location.

Cohort: Zedekiel- Display this card. While displayed, you may bury any number of blessings. If you do so, roll 1d6 for each blessing you discarded. You automatically negate that much damage for each instance of damage you receive for the rest of the turn. If the damage mitigated this way is at least half the difficulty of an enemy bane, automatically defeat that bane. Additionally, you may discard a blessing or a spell with the divine trait to use your Divine skill in place of your Strength or Ranged dice on a combat roll and add the Magic and Divine traits. If you would fail this roll against an enemy with the Demon, Devil, Fiend or Undead traits, you may reroll your Divine die and take the new result.

Roles:
Celestial Commander:

Blessed by the Celestial Gods to fight the forces of evil, the celestial commander has been granted many abilities that allow him to effectively command the forces of good. Can call upon hosts of allies to aid in the fight, bind even the evillest of adversaries to his will, and master the tactics required to direct his Eidolon so that none of his allies may come to harm. Especially effective against threats that are foreign to this world.

Atonement/Retribution: Once per turn (Always [ ]), if you would pay a penalty involving a blessing in your hand to activate a power or cohort ability, you may reduce the penalty by up to one step. This power may only be used once per each instance of a card. [ ] You may gain a mythic charge anytime you at least bury a blessing if you are playing a campaign with mythic paths. Otherwise, you may accrue up to five retributions and add 1 to any check for each retribution you choose to use.

Maker's Call: Before you make a combat check to defeat a bane, banish a blessing or discard a spell with the arcane trait to draw a random monster card with the outsider trait from the box with a number equal to the adventure deck ([ ] +1, [ ] +2 and apply your mythic path/retribution bonus to the check if you are at the highest adventure number). Use the acquire check you are most suited to meet to determine if it has a higher acquire check than the bane, and if so, the bane is automatically defeated and you banish the drawn card. If it is not, add the card you drew to your hand and make your roll as normal. Any monsters gained this way are banished when played, can be kept between games as an ally, and add any of their abilities to add or reduce damage to their acquire check during a combat encounter.

Summoner's Gate/Planar Binding: [ ] You may bury two of any combination of blessings, spells, or monsters. Reveal three random monster cards from the box equal to the adventure deck number. Make checks as if you were defeating each of them in turn, except you take no damage if you don't defeat them. For each bane you overcome, add that card to your hand. You can play it as an ally against banes using it’s acquire difficulty in place of a roll. [ ] You may instead discard your hand and draw a new one to immediately search your location deck for a henchman (but not a villain) and attempt to defeat it. If you do, add it to your hand. If all other locations are closed, you may not use this ability. If you fail, bury all cards that you discarded to use this ability. Any cards gained this way are banished automatically after being played.

Shield Ally/Greater Shield Ally: [ ] You may skip your next exploration phase to allow an ally at your location (adjacent to your location [ ]) to make use of Zedekiel's damage reduction. Blessings may be discarded from either hand, but only Enoch may reduce penalties on cards in his hand. Whenever Zedekiel reduces damage for anyone, increase his reduction die to 1d8.

Life Bond/Angelic Blood: As long as Zedekiel is displayed, you may banish a blessing or ally to recharge a number of cards from your discard pile into your deck equal to the acquire check you are best suited for. If the card has no check to acquire, roll 1d4. You may not explore through any means for the rest of the turn after using this ability. [ ] You may instead apply this ability to another character at your location. [ ] Damage can no longer force you to completely empty your hand. Effects that ask you to discard may still empty your hand below 1.

Planar Lore: [ ] Reduce the difficulty to defeat any bane with the outsider type by 1d4.

Angelkin:

Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take. Has uncanny restorative abilities, can change form at will to fit any situation, fly upon the wings of an angel to avoid dire threats, and even see through the eyes of the Gods themselves.
Particularly effective against necromancy and other forces that violate the sanctity of life.

Atonement/Deliverance: Once per turn (Always [ ]), if you would pay a penalty involving a blessing in your hand to activate a power or cohort ability, you may reduce the penalty by up to one step ([ ] two steps). This power may only be used once per each instance of a card.

Maker's Call/Alter Self: Before you make a combat check to defeat a bane, banish a blessing or discard a spell with the arcane trait to draw a random monster card with the outsider trait from the box with a number equal to the adventure deck ([ ] +1). Use the acquire check you are most suited to meet to determine if it has a higher acquire check than the bane, and if so, the bane is automatically defeated and you banish the drawn card. If it is not, add the card you drew to your hand and make your roll as normal. Any monsters gained this way are banished when played, can be kept between games as an ally, and add any of their abilities to add or reduce damage to their acquire check during a combat encounter. [ ] Once per turn, you may gain the die based ability of any ally card in your hand. This is activated like any other power. You add your own die for that skill to the chosen ability. You may not explore for the rest of the turn after activating your copied power. If the power is not used by the end of turn, it is wasted.

Life Bond/Shared Spell: As long as Zedekiel is displayed, you may banish a blessing or ally to recharge a number of cards from your discard pile into your deck equal to the acquire check you are best suited for. If the card has no check to acquire, roll 1d4. You may not explore through any means for the rest of the turn after using this ability. [ ] You may instead apply this ability to another character at your location. [ ] When assisting an ally with a blessing or a divine spell, you may roll 1d4 and recharge one card at random from their discard pile into their deck if you make a low roll (1-2) or two cards if you roll high (3-4). If you cast a divine spell on an ally at your location, all allies benefit from the spell for it’s duration until the end of their next turn.

Planetar's Visions: [ ] Once per turn, bury a blessing to choose a card type and search the top three cards from your location deck. Place any number of those cards on the top or bottom of the deck in any order. [ ] You may instead bury an ally before a combat roll to prevent a bane from prohibiting you from using cards or increasing its difficulty check by any means.
Angel Wings: [ ] You may automatically succeed your Acrobatics check to defeat an obstacle (and/or [ ]evade a monster type bane and explore again once per turn.)

Religion Lore: [ ] Automatically reduce the difficulty to defeat any bane with the Undead type by 1d4.

If anyone who is highly familiar with the mechanics of the ACG could give me some tips I would REALLY appreciate it! Thanks!