saltncheese's page
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isaic16 wrote: For the first one, I believe it is worded the same as Lini and Harsk's ability (at least that is the intent). My understanding of their power is that it only works when you play an animal by discarding it.
For the second, yes that was a typo. It should be fixed on the actual card updates I have.
Thanks for checking these!
No problemo
If the first one is supposed to be similar to Harsk or Valeros, it should read like the following:
RotR Version: When you play an ally with the Animal trait, recharge it instead of discarding it.
SnS Version: When you discard an ally with the Animal trait for its power, recharge it instead.

isaic16 wrote: * Recharge an Item from your hand to do one of the following: Reduce the difficulty of a combat check at your location by 1d6; ([] Add 1d4 with the fire trait to combat checks at your location this turn); ([] Each character at your location defeats a summoned monster).
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location.
The first and second ability still overlap in check modifiers category. I don't really have a change suggestion right now either so... I've been trying to formulate some, but failed miserably each time. You could try not to put everything in there at basic.
Quote: [] When you discard an animal, you may recharge it instead.
[] You may recharge any number of animals to add 1d4 ([]+1) to your combat check for each pet recharged.
First one, was it intended to also buffer damage and other discard effects? We also discard for damage.
Second, pet is not a valid trait when following the official wording. I get what you're trying to do though.

v1.2
-Slight changes. I think he's ready for an adventure run. I want to know how potent the tutor power of the thaumaturge is in a game.
Magnus
Human Wizard
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SKILLS
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Strength d6 []+1 []+2 []+3
Dexterity d6 []+1 []+2
___Disable: Dexterity +2
Constitution d6 []+1 []+2
Intelligence d12 []+1 []+2 []+3 []+4
___Arcane: Intelligence +1
___Knowledge: Intelligence +2
Wisdom d8 []+1 []+2 []+3
Charisma d4 []+1
=============================================================
=============================================================
POWERS
-------------------------------------------------------------
Handsize 6 []7
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Proficiency []Light Armor
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Examine the top card of your deck at any time; if it's a spell, you may play it as though it were in your hand.
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When you acquire a card with the Magic trait, you may immediately explore again.
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[]When you succeed your check to recharge a card by 4 or more, you may shuffle the card into your deck ([]or put the card underneath the top card of your deck) instead.
=============================================================
=============================================================
CARDS
Favored card type: Item
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WEAPON 1 []2 []3
SPELL 6 []7 []8
ARMOR 1 []2
ITEM 5 []6 []7 []8
ALLY - []1
BLESSING 2 []3
=============================================================
=============================================================
BASIC DECK
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1 Quarterstaff
2 Strength
2 Arcane Armor
1 Force Missile
1 Invisibility
1 Leather Armor
1 Codex
1 Potion of Vision
1 Holy Water
2 Blast Stone
2 Blessing of the Gods
=============================================================
=============================================================
ROLE: THAUMATURGE
=============================================================
POWERS
-------------------------------------------------------------
Handsize 6 []7 []8 []9
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Proficiency []Light Armor
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Examine the top card of your deck at any time; if it's a spell ([]boon with the Magic trait), you may play it as though it were in your hand.
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When you acquire a card with the Magic ([]or Divine) trait, you may immediately explore again.
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[]When you succeed your check to recharge a card by 4 or more, you may shuffle the card into your deck ([]or put the card underneath the top card of your deck) instead.
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[]You gain the skill Divine: Wisdom +1
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[]Add 2 your checks to acquire ([]or recharge) a boon with the Magic trait.
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[]At the start of your turn, you may banish a card to search your deck for a card and put it into your hand; shuffle your deck.
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ROLE: FORCE MAGE
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POWERS
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Handsize 6 []7 []8
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Proficiency []Light Armor
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Examine the top card of your deck at any time; if it's a spell, you may play it as though it were in your hand.
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When you acquire a card with the Magic trait, you may immediately explore again.
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[]When you succeed your check to recharge a card by 4([]3) or more, you may shuffle the card into your deck ([]or put the card underneath the top card of your deck) instead.
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[]You may discard a spell to ([]have a character at your location) roll a d10([]+2) instead of your(/their) Strength or Constituion die on any check.
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[]When you fail a combat check, reduce any damage dealt to you by 1([]2).
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[]You may recharge a blessing to recharge 1 random card from your discard pile.
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Fenris235 wrote: I think you did formulate the last power of your roles the wrong way around.
As it is now, it changes the top card of your discard into the top card of the blessing discard (which is useless), and not changing the top cards of the blessing discard into the top card of your discard (what i think was intended).
I see it. Thanks for pointing it out.
Quote: And was it intentional that you can boost Dex and Consti, but not Strength, seems kind of odd to me. (+6 on barriers and +1d12 on combat might be to high, but that can only be figured out by play-testing.) He could boost Melee, but I've made changes so it's back to Strength. 1d12 Poison isn't really potent in RotR.
Quote: On last minor thing, i would add "random" to the 1 card you can recharge with a Survival 6 check. That´s more in line with anything else that can heal. Noted.
Quote: And you might want to think about giving him the option for Weapon Profiency, there aren´t a lot of weapons in the game later on that don´t need it. Nah, this guy is as dumb as bricks that he'd never be proficient with anything. That's who the character is.
isaic16 wrote: 2. That is a great variant of the full moon effect. In fact, it might be good enough that you don't need weapons as a default, since adding a d8 is the same as a non-discarded longsword. The one mental damage penalty is good flavor, and I think balances it out without making the power useless. You should be proud of this design. It's a really flavorful design. Initially started out with Poison damage to represent rabies but I eventually chose Mental for...the character's lack of mental health.
Quote: 3. By no means is this a necessity, but you may consider dropping his dex to a d10, and pumping another stat (Wisdom?). He can go either ranged or melee, but he'll never be proficient with weapons. I originally wanted him to acquire weapons instantly but banish them if unused, it was really difficult to template. I don't want to make the dex d10 due to the Catfolk monk already taking that spot.
Quote: 4. The number bonuses on the full moon effect probably need to be tweaked. The original values were high because he couldn't carry weapons. They will be rescaled.
Quote: 5. It isn't a bad power by any means, but I don't get the flavor of the charisma sharing ability. Could you explain that? By choosing Lunatic, the character loses a chunk of his sanity and becomes feral. Other characters can try to tame him and use his ferociousness to deter foes, but if they fail the check they end up being bitten.
Quote: 6. Finally, not a problem, but just a bit of a surprise that I just realized. You have a lycanthrope that has no damage reduction ability. Pillager was built to have no mitigation but have tremendous acquiring power. He was designed to be a pack member, and isn't really good for solo.
Lunatic is a lone wolf. He has a modified damage mitigation ability which is very powerful.
Quote: 7. It might be worthwhile to have only the pillager get the perception bonus option, and the lunatic only get the survival bonus Good point.
Thanks for the replies.

v2.0
-Modified the basic powers heavily and finally allowed Lucian to carry weapons, much to my dislike. This in turn modifies the scavenging power.
-Modified Full Moon power. It can now be used to support other characters.
Lucian
Male Lycanthrope Outcast
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SKILLS
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Strength d8 []+1 []+2 []+3
___Melee: Strength +2
Dexterity d12 []+1 []+2 []+3 []+4
Constitution d6 []+1 []+2
Intelligence d4 []+1
Wisdom d6 []+1 []+2 []+3
___Perception: Wisdom +2
___Survival: Wisdom +1
Charisma d6 []+1 []+2
=============================================================
=============================================================
POWERS
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Handsize 4 []5 []6
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You may add 1d8([]+1)([]with the Magic trait) to your Melee, Dexterity or Constitution check; unless the top card of the blessings discard pile is a Blessing of the Gods, you are dealt 1 Mental damage that can't be reduced.
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After your first exploration, you may immediately move to another location.
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CARDS
Favored card type: Item
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WEAPON 2 []3 []4
SPELL -
ARMOR - []1 []2
ITEM 6 []7 []8 []9
ALLY 1 []2
BLESSING 6 []7 []8
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=============================================================
BASIC DECK
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2 random weapons
6 random items
1 Dog
6 Blessing of the Gods
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ROLE: PILLAGER
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POWERS
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Handsize 4 []5 []6
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You may add 1d8([]+1)([]+2)([]with the Magic trait) to your Melee, Dexterity or Constitution check; unless the top card of the blessings discard pile is a Blessing of the Gods, you are dealt 1 Mental damage that can't be reduced. ([]Add 6 to the check if it's to defeat a barrier.) ([]Add 4 to the check if it's to acquire an item, armor or weapon.)
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After your first exploration, you may immediately move to another location ([]or succeed at a Perception 7 check to immediately explore again)([]or succeed at a Survival 6 check to recharge 1 card from your discard pile).
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[]When you close a location, shuffle the remaining items and weapons into the location deck and place them under the location ([]and automatically acquire the top card).
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[]At the start of any turn, you may discard a blessing to treat the top card of your discard pile as if it were the top card of the blessings discard pile this turn.
=============================================================
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ROLE: LUNATIC
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POWERS
-------------------------------------------------------------
Handsize 4 []5 []6
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You may add 1d8([]+1)([]+2)([]with the Magic trait) to your Melee, Dexterity or Constitution check; unless the top card of the blessings discard pile is a Blessing of the Gods, you are dealt 1 Mental damage that can't be reduced. ([]You may add 1d12 and the Poison trait to the check if it's a combat check.)
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After your first exploration, you may immediately move to another location ([]or succeed at a Survival 6 check to recharge 1 card from your discard pile).
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[]You may add your Charisma die to another character's noncombat Charisma check at your location. If they fail the check, they are dealt 1 combat damage.
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[]You may bury a card to add 1d10([]+2) to your Strength or Charisma check.
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[]When you reset your hand at the end of your turn, you must recharge all cards in your hand instead. At the start of your turn, draw up to your handsize.
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[]At the start of any turn, you may discard a blessing to treat the top card of your discard pile as if it were the top card of the blessings discard pile this turn.
=============================================================

gallinule has a very very good point. I seem to have forgotten how this guy handles combat checks. Will be reworking on this gaping flaw.
Quote: And even if, here is my suggestion for you i used on my Werewolf.
First of, widen the Full Moon Bonus to everything physical, so ever Strength, Dexterity and Constitution check. Makes it a lot better than just combat. And secondly, add a power feat to display a BotG at the start of your turn to get your effect. With that, you don´t have to fanaticly try to keep every BotG in the Blessing deck. And you can buff yourself with a cost, even when the Blessing deck isn´t going your way.
(And of course discarding the displayed BotG at the end of your turn.)
To get to the perception power. I´m with isaic here. Like it is now, it´s to powerful. I wouldn´t throw it out of the window, but i would let it scale with the AP, to simulate that every check to get stuff gets harder in later APs. Something like Perception 4+AP-Number. Than you start at 8 and go up to 10.
Many valid points with regards to the Full Moon bonus. I actually formulated a similar power but for the roles, I'll try to integrate the power and make it weaker so that it can work on base.
As for the Looter power, I'm removing spells and blessings from the pool because it isn't flavorful for him especially when he has weak intelligence. Plus, he's a borderline insane werewolf that's why he can go lunatic and it also justifies his randomness.
The character will under go a big overhaul to facilitate the changes of the base.

isaic16 wrote: Your cards look fine. I assume from your basic deck that you are supposed to have 5 items? you only list 4 in the card feats, but I assume that was an oversight. Definitely an oversight.
Quote: For the lycanthrope power, I feel there... Originally the full moon worked on all checks and that reduced the actual number of power feats I could actually give him by a lot. I agree that it is sort of weak now that it just works on combat. I'll have to look into this.
I think the power in itself encompasses flavor, creates pre and post scenario group decisions and interaction, as well as blessing deck building.
First, note that your werewolf is a Outcast, a loner. And by choosing to play this character, you must be prepared to role play as such. You will still have powers to assist your teammates but most of your abilities will be for helping yourself first and foremost. You will have to make conflicting decisions with your teammates, though not convenient at times, it plays into the essence of the character. You will need to know when to balance your needs with the team.
Quote: Discarding a card to shuffle the blessings discard feels too weak to me. Indeed, the random discard abilities feel weak. I do not know how much impact it creates in manipulating the location deck or even the blessings discard pile with the Lunatic. These are powers i am looking to change eventually, if i find something more suiting.
Quote: The perception ability... Yes I've read what you've written with Magnus, and I'll be honest that I didn't like how you started it with a resounding "NO".
The ability is in itself an option that overlaps with the ability to recharge your BotG. This is the dilemma I see with all checks to acquire in all characters when they have a power feat that allows them to recharge a blessing or a character in the party can cast cure. Example: "What if another character encountered a boon I want but he doesn't have the skill to acquire it? I have a Perception 8 check feat and he doesn't. I should've taken that feat to recharge blessings instead as it would both benefit me and an character." Again, it is an option and I believe that more options in terms of power feats make for better, more diverse builds. There is so much you have to invest in this power feat that I believe it isn't as unbalanced as you think. If you wanted to pick up both the BotG Recharge and the Perception check, how will that affect you in encounters with banes now since you just pick up stuff mostly?
I'll admit that this power feat is largely questionable when it comes to solo play, but if you're an outcast that would totally make sense.
Quote: Having Blessings of the Gods as your signature blessing actually conflicts with your lycanthrope power, since it reduces the number of full moons that will be available in the blessing deck. I actually might consider having the lycanthrope ability activate on a BotG on top of your deck or in your hand, in which case this power works just fine. This power feat is actually somewhere close to broken in my mind right now because of how BotG is anything from the top of the discard pile. I'll have to check on this. I really have no plans on changing the interaction with the blessings discard pile as of now as it is what makes this character so unique and challenging to play.

Lucian
Male Lycanthrope Outcast
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SKILLS
-------------------------------------------------------------
Strength d8 []+1 []+2 []+3 []+4
___Melee: Strength +2
Dexterity d12 []+1 []+2 []+3
___Stealth: Dexterity +1
Constitution d6 []+1 []+2
Intelligence d4 []+1
Wisdom d6 []+1 []+2 []+3
___Perception: Wisdom +3
Charisma d6 []+1 []+2
=============================================================
=============================================================
POWERS
-------------------------------------------------------------
Handsize 4 []5 []6
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If the top card of the blessings discard pile is a Blessing of the Gods, add 1([]2)([]3) to your combat check.
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After your first exploration, examine the top card of your location deck; you may immediately move to another location.
=============================================================
=============================================================
CARDS
Favored card type: Random
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WEAPON - []1
SPELL -
ARMOR - []1 []2
ITEM 4 []5 []6 []7
ALLY 4 []5 []6 []7
BLESSING 6 []7
=============================================================
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BASIC DECK
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1 Thieve's Tools
4 random items with the Liquid trait
4 random allies with the Animal trait
6 Blessing of the Gods
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ROLE: PILLAGER
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POWERS
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Handsize 4 []5 []6
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If the top card of the blessings discard pile is a Blessing of the Gods, add 1([]2)([]3) to your combat check ([]or check against a barrier with the Lock or Obstacle trait).
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After your first exploration, examine the top card of your location deck; you may immediately move to another location ([]or succeed at a Stealth 8 check to immediately explore again).
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[]You may discard ([]recharge) a random card to shuffle your location deck.
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[]When you encounter a boon, you may succeed at a Perception 8 check to automatically acquire it. If you fail the check, banish the boon.
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[]When you discard a Blessing of the Gods for its power, recharge it instead.
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[]When you close a location, shuffle the remaining boons into the location deck and place them under the location ([]and automatically acquire the top card).
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ROLE: LUNATIC
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POWERS
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Handsize 4 []5 []6
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If the top card ([]or card underneath the top card) of the blessings discard pile is a Blessing of the Gods, add 1([]2)([]3) to your combat check.
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After your first exploration, examine the top card of your location deck; you may immediately move to another location.
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[]You may discard a random card to shuffle the blessings discard pile. ([]If the discarded card is a Blessing of the Gods, recharge it instead.)
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[]You may bury a card to add d10([]+1)([]+2) to your Strength, Dexterity, or Constitution check.
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[]When you discard Blessing of the Gods for its power, recharge it instead.
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[]When you reset your hand at the end of your turn, you must recharge all cards in your hand instead. At the start of your turn, draw up to your handsize.
=============================================================
I think a 1d6 reduction for just a recharge is too strong with regards to frequency and potency even at a later game especially when his second power increases the potency of a combat check cumulatively. In fact, I think both base powers are very much alike.
Might I suggest looking at barriers or probably even the caltrops for ideas. There is still a lot of design space to work with.

isaic16 wrote: For cards, the standard card template is not designed to handle 4 plusses, like you have with your blessings, so you might want to adjust that. Otherwise, cards look good. I'll be redistributing the card feats, especially now that the powers have been changed drastically.
Quote: Oh, just started on your roles, and I see that the banish was intended. Nice power feat progression there. Your luckstone effect gets huge in Budoka, but I suppose that might be needed to keep up with combat, as he doesn't have a power multiplier in the same way Sajan has. the rest of the Budoka role looks good. You may want to buff the Survival power, since there aren't many at this locations that require a check, and several of them are already survival. I will look into this.
Quote: You're going to have to explain limitless to me. Does that mean he has to draw his whole deck? Can he choose what his hand size is? Can it be less than 7? If so, he is going to be darn near immortal with a staff of minor healing (damage would have to be dealt to deck to kill him). It's an interesting idea, but it needs a secondary rules insert. The luckstone bonus makes it much better than Seoni's Celestial Sorceror power, but since it's one of his signature abilities, that's probably fine. I really like the perception and survival powers the two roles have, and they create a nice mirror. The damage on other turns is a creative twist on evasion, as well. Limitless was a mistake on my part. I completely forgot about drawing up back to your handsize on a reset. It should be a different power feat where you do not discard down to your handsize when you reset. I'll rework this somehow so that it synergizes with the other Ascendant power feats.
Quote: Overall, this is easily the best version of the character. You've put a lot of effort in and it really shows. Great work, and I look... Thanks!

Updates v3.0
-Redesigned Intervener into Ascendant
-Many changes overall to base powers
Ist
Female Catfolk Monk
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SKILLS
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Strength d6 []+1 []+1
Dexterity d10 []+1 []+2 []+3 []+4
___Acrobatics: Dexterity +2
Constitution d6 []+1 []+2
___Fortitude: Constitution +2
Intelligence d6 []+1 []+2
Wisdom d6 []+1 []+2 []+3
___Perception: Wisdom +2
___Survival: Wisdom +1
Charisma d8 []+1 []+2
=============================================================
=============================================================
POWERS
-------------------------------------------------------------
Handsize 4 []5 []6
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You may use your Dexterity die in place of the Strength die ([]or Arcane die) on your combat check. ([]If a weapon played this way, recharge it instead of discarding it.)
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If you would fail a combat check by 2 or less, you may bury the top card of your deck to succeed. If the card is a blessing, recharge it instead of burying it.
=============================================================
=============================================================
CARDS
Favored card type: Weapon or Item
-------------------------------------------------------------
WEAPON 1 []2 []3
SPELL 2 []3
ARMOR -
ITEM 3 []4
ALLY 3 []4 []5
BLESSING 6 []7 []8 []9 []10
=============================================================
=============================================================
BASIC DECK
-------------------------------------------------------------
1 Dagger
2 Lightning Touch
1 Amulet of Mighty Fists
1 Holy Water
1 Thieve's Tools
1 Sage
1 Troubadour
1 Crow
6 Blessing of the Gods
=============================================================
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ROLE: BUDOKA
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POWERS
-------------------------------------------------------------
Handsize 4 []5 []6 []7
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You may use your Dexterity die in place of the Strength die ([]or Arcane die) on your combat check. ([]If a weapon played this way, recharge it instead of discarding it.) ([]If a spell played this way is banished, recharge it instead.)
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If you would fail a combat check by 2,([]3),([]4) or less, you may bury the top card of your deck to succeed. If the card was a blessing, recharge it instead.
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[]You may use Survival in place of any skill on checks caused by "At this location" effects.
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[]Reduce NonCombat damage dealt to you by 1,([]2).
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[]After your first combat check in an encounter, you may succeed at a Fortitude 6 check to draw 1 card.
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ROLE: ASCENDANT
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POWERS
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Handsize 4 []5 []6 []7 []limitless
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You may use your Dexterity die in place of the Strength die ([]or Arcane die) on your combat check. ([]If a weapon played this way, recharge it instead of discarding it.)
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If you would fail a combat check ([]any check) by 2 or less, you may bury the top card of your deck to succeed. If the card was a blessing, recharge it instead.
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[]You may use Perception in place of any skill on checks caused by "Before you Act" effects.
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[]During another character's turn, reduce any damage dealt to you by 1,([]2).
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[]You may play any number of blessings on your combat check, recharge them instead of discarding them.
-------------------------------------------------------------
[]After you advance the blessings deck on your turn, you may immediately end your turn to draw 3 cards.
=============================================================
Don't you think a 1d6 reduction in difficulty is pretty powerful? As a base power, it certainly outclasses Wand of Enervation. In comparison, Wand of Enervation uses a 2d4 or 1d4+4 and can be used once before it's tucked back in your deck.
Since you've tested already, how has it been running?

isaic16 wrote: 1. I'd consider putting light armor option on the base card, instead of a hand size increase, for the reason I mentioned before. I don't think it's a big difference either way, since they're probably both going to be your least-wanted pre-role power feat. Light armor proficiency is not necessary for you to use any armor. That's why I feel there is no need to have it during early adventures. I do understand that adding it in later adventures seems kind of weak, but the option is there if ever a player might want to take it. Regardless, I'll consider this.
Quote: 2. I'd add 'or' to the put card underneath power feat, since I can see a situation where you'd rather shuffle it in than put it second from top, and it's good to make clear that there is an option. Makes sense
Quote: 3. I noticed you didn't try either of my suggestions for the Thaumaturge's first two power feat changes. I'd go ahead and test them as they are, but keep an eye out for how strong it gets in the late game, and be prepared to scale it back if you find it to never be a downside. Firstly, I don't think it's all that powerful to be able to play almost everything from the top of your deck. It isn't as game breaking as you
imagine it to be.
Secondly, when you look at location decks statistically, how often would you find something divine? Not a lot, that's why I find the power feat not as overpowered as you think. This is the same reasoning I used when it comes to Sajan's power feat to pick up Liquid boons. Unless he plays alone, how often do you think he'll come across a Liguid boon, an actually relevant Liguid boon? Wouldn't you rather play a blessing instead to try and acquire it? In fact if you have a blessing instead, you can also use it on other characters who encounter a Liquid boon.
Quote: 4. I don't think you technically need the 'you may not play this during an encounter' rider on the blessing heal. Since it's not affecting the check, it technically already cannot be used during an encounter, and the wording may serve to imply that other abilities that can't be used during an encounter can. (I know there are some wording choices in the main game that the creators regret for that reason) This is noted. I completely forgot about that.
Quote: 5. Your card feats look a bit flat (you have 2 types with 3 pluses, and the other 4 all have 1). You might consider moving a card feat to blessings to vary it a bit more (I'd recommend taking from spells, items, or allies). Nope. I don't want too many minor healing. I may look into moving some into armor/allies but I take consideration the card feats when constructing power feats as with skill feats as I've written with my catfolk monk.
Quote: Obviously, take these with as many grains of salt as you'd like. Hope you have fun! Thanks! Any suggestion is always a big help.

Hi guys, thanks for your input.
Updated v1.1
Changes
-Recharge Mod: Removed the bonus to recharge completely and placed Greyhawke's suggestion. Can become more potent with Force Mage role.
-Added Light Armor proficiency as filler power feat for both roles.
-Removed Knowledge feats from Thaumaturge. Replaced with new feat.
-Combat Hardiness: Changed Force Mage power feat slightly to reduce any type of damage only during a failed combat check.
As for the "miracle" power feat of the Thaumaturge, I don't know how powerful a search effect is in the game yet. I haven't tested it yet but as of now, it appears situational but can be really potent. It can hand you a card you desperately need. It has to be tested first before I can think of upping its power.
Magnus
Human Wizard
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SKILLS
-------------------------------------------------------------
Strength d6 []+1 []+2 []+3
Dexterity d6 []+1 []+2
___Disable: Dexterity +2
Constitution d6 []+1 []+2
Intelligence d12 []+1 []+2 []+3 []+4
___Arcane: Intelligence +1
___Knowledge: Intelligence +2
Wisdom d8 []+1 []+2 []+3
Charisma d4 []+1
=============================================================
=============================================================
POWERS
-------------------------------------------------------------
Handsize 6 []7 []8
-------------------------------------------------------------
Examine the top card of your deck at any time; if it's a spell, you may play it as though it were in your hand.
-------------------------------------------------------------
When you acquire a card with the Magic trait, you may immediately explore again.
-------------------------------------------------------------
[]When you succeed your check to recharge a card by 4 or more, you may shuffle the card into your deck ([]put the card underneath the top card of your deck) instead.
=============================================================
=============================================================
CARDS
Favored card type: Item
-------------------------------------------------------------
WEAPON 1 []2
SPELL 6 []7 []8 []9
ARMOR 1 []2
ITEM 5 []6 []7 []8
ALLY - []1
BLESSING 2 []3
=============================================================
=============================================================
BASIC DECK
-------------------------------------------------------------
1 Quarterstaff
2 Strength
2 Arcane Armor
1 Force Missile
1 Invisibility
1 Leather Armor
1 Codex
1 Potion of Vision
1 Holy Water
2 Blast Stone
2 Blessing of the Gods
=============================================================
=============================================================
ROLE: THAUMATURGE
=============================================================
POWERS
-------------------------------------------------------------
Handsize 6 []7 []8 []9
-------------------------------------------------------------
Proficiency []Light Armor
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Examine the top card of your deck at any time; if it's a spell ([]boon with the Magic trait), you may play it as though it were in your hand.
-------------------------------------------------------------
When you acquire a card with the Magic ([]or Divine) trait, you may immediately explore again.
-------------------------------------------------------------
[]When you succeed your check to recharge a card by 4 or more, you may shuffle the card into your deck ([]put the card underneath the top card of your deck) instead.
-------------------------------------------------------------
[]You gain the skill Divine: Wisdom +1
-------------------------------------------------------------
[]Add 2 your checks to acquire ([]or recharge) a boon with the Magic trait.
-------------------------------------------------------------
[]At the start of your turn, you may banish a card to search your deck for a card and put it into your hand; shuffle your deck.
=============================================================
=============================================================
ROLE: FORCE MAGE
=============================================================
POWERS
-------------------------------------------------------------
Handsize 6 []7 []8
-------------------------------------------------------------
Proficiency []Light Armor
-------------------------------------------------------------
Examine the top card of your deck at any time; if it's a spell, you may play it as though it were in your hand.
-------------------------------------------------------------
When you acquire a card with the Magic trait, you may immediately explore again.
-------------------------------------------------------------
[]When you succeed your check to recharge a card by 4,([]3) or more, you may shuffle the card into your deck ([]put the card underneath the top card of your deck) instead.
-------------------------------------------------------------
[]You may discard a spell to ([]have a character at your location) roll a d10([]+2) instead of your(/their) Strength or Constitution die on any check.
-------------------------------------------------------------
[]When you fail a combat check, reduce any damage dealt to you by 1 ([]2).
-------------------------------------------------------------
[]You may recharge a blessing to recharge a random card from your discard pile; you may not play this power during an encounter.
=============================================================
feylund wrote: maybe require him to discard the card for his first power if its not a spell. add a little bit of risk to it isntead of basically giving him an extra card in hand. also may need to tone down the recharge power with some feat boxes because as is he seems strictly better than ezren. love the role carss though a bit unsure as to the flavor of adding his knowledge die when he is using items. I do not think the first power is strictly better than Ezren's spell cycling power. They essentially function the same but with this power you have to play the top card of the deck to keep digging.
For the recharge power, I'm thinking of doing away with the recharge part to make it completely different from Ezren's.
As for the Knowledge die, I'll be also changing it a bit. It really doesn't have the flavor as you stated.
Thanks!

My second Hombrew character, Magnus the Nomadic Wizard. He's practically a hermit.
Magnus
Human Wizard
=============================================================
SKILLS
-------------------------------------------------------------
Strength d6 []+1 []+2 []+3
Dexterity d6 []+1 []+2
Constitution d6 []+1 []+2
Intelligence d12 []+1 []+2 []+3 []+4
___Arcane: Intelligence +1
___Knowledge: Intelligence +3
Wisdom d8 []+1 []+2 []+3
Charisma d4 []+1
=============================================================
=============================================================
POWERS
-------------------------------------------------------------
Handsize 6 []7 []8
-------------------------------------------------------------
Examine the top card of your deck at any time; if it's a spell, you may play it for its power as if it were in your hand.
-------------------------------------------------------------
When you acquire a card with the Magic trait, you may immediately explore again.
-------------------------------------------------------------
Add 1,([]2) to your check to recharge a card; ([]if you succeed the check by at least 4, you may put the card underneath the top card of your deck instead.)
=============================================================
=============================================================
CARDS
Favored card type: Item
-------------------------------------------------------------
WEAPON 1 []2
SPELL 6 []7 []8 []9
ARMOR 1 []2
ITEM 5 []6 []7 []8
ALLY - []1
BLESSING 2 []3
=============================================================
=============================================================
BASIC DECK
-------------------------------------------------------------
1 Quarterstaff
2 Strength
2 Arcane Armor
1 Force Missile
1 Invisibility
1 Leather Armor
1 Codex
1 Potion of Vision
1 Holy Water
2 Blast Stone
2 Blessing of the Gods
=============================================================
=============================================================
ROLE: THAUMATURGE
=============================================================
POWERS
-------------------------------------------------------------
Handsize 6 []7 []8 []9
-------------------------------------------------------------
Examine the top card of your deck at any time; if it's a spell ([]boon with the Magic trait), you may play it for its power as if it were in your hand.
-------------------------------------------------------------
When you acquire a card with the Magic ([]or Divine) trait, you may immediately explore again.
-------------------------------------------------------------
Add 1,([]2) to your check to recharge a card; ([]if you succeed the check by at least 4, you may put the card underneath the top card of your deck instead.)
-------------------------------------------------------------
[]When you play an item for your combat check, add your Knowledge die to the check.
-------------------------------------------------------------
[]You gain the skill Divine: Wisdom +1
-------------------------------------------------------------
[]You may use Knowledge in place of any skill to acquire a boon with the Magic trait.
-------------------------------------------------------------
[]At the start of your turn, you may banish a card to search your deck for a card and put it into your hand.
=============================================================
=============================================================
ROLE: FORCE MAGE
=============================================================
POWERS
-------------------------------------------------------------
Handsize 6 []7 []8
-------------------------------------------------------------
Examine the top card of your deck at any time; if it's a spell, you may play it for its power as if it were in your hand.
-------------------------------------------------------------
If you acquire a card with the Magic trait, you may immediately explore again.
-------------------------------------------------------------
Add 1,([]2),([]4) to your check to recharge a card; ([]if you succeed the check by at least 4, you may put the card underneath the top card of your deck instead.)
-------------------------------------------------------------
[]You may discard a spell to ([]have a character at your location) roll a d10([]+2) instead of your(/their) Strength or Constituion die on any check.
-------------------------------------------------------------
[]During your encounter, reduce any damage dealt to you by 1,([]2).
-------------------------------------------------------------
[]You may recharge a blessing to recharge a random card from your discard pile; you may not play this power during an encounter.
=============================================================

Update: v2.0
Ist
Female Catfolk Monk
=============================================================
SKILLS
-------------------------------------------------------------
Strength d6 []+1 []+1
Dexterity d10 []+1 []+2 []+3 []+4
___Acrobatics: Dexterity +2
Constitution d6 []+1 []+2
___Fortitude: Constitution +2
Intelligence d6 []+1 []+2
Wisdom d6 []+1 []+2 []+3
___Perception: Wisdom +1
___Survival: Wisdom +2
Charisma d8 []+1 []+2
=============================================================
=============================================================
POWERS
-------------------------------------------------------------
Handsize 4 []5 []6
-------------------------------------------------------------
For your combat check, you may roll your Dexterity ([]Acrobatics) die; you may not play a weapon on the check; if you play a spell with the Attack trait on the check, recharge it instead of banishing it.
-------------------------------------------------------------
If you would fail a combat check by 1,([]or 2), you may bury a card to succeed.
=============================================================
=============================================================
CARDS
Favored card type: Spell
-------------------------------------------------------------
WEAPON - []1 []2
SPELL 2 []3 []4
ARMOR -
ITEM 3 []4
ALLY 3 []4 []5
BLESSING 7 []8 []9 []10
=============================================================
=============================================================
BASIC DECK
-------------------------------------------------------------
2 Lightning Touch
1 Amulet of Mighty Fists
1 Holy Water
1 Thieve's Tools
1 Sage
1 Troubadour
1 Crow
7 Blessing of the Gods
=============================================================
=============================================================
ROLE: WEATHERED BUDOKA
=============================================================
POWERS
-------------------------------------------------------------
Handsize 4 []5 []6 []7
-------------------------------------------------------------
For your combat check, you may roll your Dexterity ([]Acrobatics) die; you may not play a weapon on the check; if you play a spell with the Attack trait on the check, recharge it ([]or put it on top of your deck) instead of banishing it.
-------------------------------------------------------------
If you would fail a combat check by 1,([]or 2),([]or 3), you may bury a card to succeed.
-------------------------------------------------------------
[]You may use Survival in place of any skill for checks caused by "At this location" effects.
-------------------------------------------------------------
[]Reduce Cold, Fire or Electricity damage dealt to you by 1,([]2).
-------------------------------------------------------------
[]After your first combat check in an encounter, you may succeed at a Fortitude 6 check to draw 1 card.
-------------------------------------------------------------
[]You may play any number of blessings on your combat check; recharge them instead of discarding them.
=============================================================
=============================================================
ROLE: INTERCEPTOR
=============================================================
POWERS
-------------------------------------------------------------
Handsize 4 []5 []6 []7
-------------------------------------------------------------
For your combat check, you may roll your Dexterity ([]Acrobatics) die; you may not play a weapon on the check; if you play a spell with the Attack trait on the check, recharge it instead of banishing it.
-------------------------------------------------------------
If you would fail a combat check by 1,([]or 2), you may bury a card ([]or the top card of your deck) to succeed.
-------------------------------------------------------------
[]When you encounter a monster, succeed at a Perception 6 check to reduce the difficulty of the monster's checks by 2 for the rest of the encounter.
-------------------------------------------------------------
[]You may use Survival in place of any skill for checks caused by "Before you Act" effects.
-------------------------------------------------------------
[]Reduce Combat or Mental damage dealt to you by 1,([]2).
-------------------------------------------------------------
[]If another character at your location would make a check to defeat a bane, he may have you make the check instead.
-------------------------------------------------------------
[]You may play any number of blessings on your combat check; recharge them instead of discarding or burying them.
=============================================================
Hi again. First of all, I'd like to thank you for checking out my homebrew character. I'll be posting more soon. I hope you'll check them out again.
Now on with the opinions; I hope they do not offend you or come off as excessive or harsh.
Quote: Place a card from your hand next to your location. Characters at that location add 1d4 []+1 to non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way. I am assuming it works like the Strength spell in terms of when you can use it and how you should use it. Does the effect become stronger with more characters in a totem'd location? or does the additional die only affect individual checks, in which case it should be "their noncombat checks" or even more specific "their individual noncombat checks".

isaic16 wrote: For powers, I don't understand the first one. What does 'to begin a combat check' mean? Are you saying for your combat check? Is this supposed to work with weapons? Is it considered a melee check? I'd recommend looking at Sajan's wording and mirroring that. You should still be able to add the acrobatics power to it with no trouble. For the Unarmed combat power, it should work exactly like Sajan's. I should have placed a note about why I worded the power with "To begin your" rather than "For your".
I find the keyword "For your" to be confusing, especially with the unwritten rule that you can only have a single card "start" a combat check. Using "To begin your combat check" covers this so I can simply put "You can begin a combat check with no more than one of the following, a weapon, a spell with the Attack trait, item, or a power" as a rule when explaining to anyone new to the game.
With that explanation, "To begin" covers the fact that I can no longer play a spell or weapon for the check if I use the power.
Of course, I can change it back to the official wording if it still confuses.
Quote: Also, I'd modify the third power to just be 'if you fail a check by 1'. It reads better, shouldn't have a functional difference, and the power feat later can just be 'if you fail a check by 1 ([] or 2)'. I agree. I totally overlooked that. Thanks.
Quote: For "Before you Act" checks, are those "Before the Encounter"? If so, I think that power works great, otherwise, can you clarify? I've already seen a new monster named the Blood Moon Pirate from Skulls and Shackles, it has the same power as the Werewolf in RotR except the wording uses "Before you act" rather than "Before the encounter".
This official change of wording clears a lot of timing issues that exist in RotR like evasion! :D
Quote: "You may recharge a spell to add its dice, etc, etc" reminds me of an ability another person was trying to put together for a Magus. I get what you're trying to do, but I'm really not sure how to word it so that it does what it's supposed to. As of right now, though, I'm not sure how it works, or if it even does. I've also had trouble with this. I'm still trying to refine and make it as simple as possible.
You'll find (eventually?) that my wording follows some of Skulls and Shackles updated wording. I also agree with you that she plays almost like Sajan but builds up differently because there are more options in placing feats. She will become more distinct once you choose a role for her.
I'll be posting another update soon. Thanks for the reply, critiques and suggestions. I'm very glad my post has got you interested.

Notes: v1.1
Reworded some of the text to make it easier to understand. Also reworked "unarmed combat" powers for both roles. Added a basic deck list.
Ist
Female Catfolk Monk
=============================================================
SKILLS
-------------------------------------------------------------
Strength d6 []+1 []+1
Dexterity d10 []+1 []+2 []+3 []+4
__Acrobatics: Dexterity +2
Constitution d6 []+1 []+2
__Fortitude: Constitution +2
Intelligence d6 []+1 []+2
Wisdom d6 []+1 []+2 []+3
__Perception: Wisdom +1
__Survival: Wisdom +2
Charisma d8 []+1 []+2
=============================================================
=============================================================
POWERS
-------------------------------------------------------------
Handsize 4 []5 []6
-------------------------------------------------------------
To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die.
-------------------------------------------------------------
You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
-------------------------------------------------------------
[]If you would fail a check by at most 1, you may bury a card to succeed.
=============================================================
=============================================================
CARD FEATS
Favored card type: Blessing
-------------------------------------------------------------
WEAPON_____- []1 []2
SPELL_______- []1 []2 []3
ARMOR______-
ITEM________3 []4
ALLY________4 []5 []6
BLESSING____8 []9 []10
=============================================================
=============================================================
BASIC DECK
-------------------------------------------------------------
1 Amulet of Mighty Fists
1 Holy Water
1 Thieve's Tools
1 Sage
1 Troubadour
1 Crow
8 Blessing of the Gods
=============================================================
=============================================================
ROLE: WEATHERED BUDOKA
=============================================================
POWERS
-------------------------------------------------------------
Handsize 4 []5 []6 []7
-------------------------------------------------------------
To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die; ([]you may recharge a spell with the Attack trait to add its dice and traits to the check).
-------------------------------------------------------------
You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
-------------------------------------------------------------
[]If you would fail a check by at most 1,([]2), you may bury a card ([]or the top card of your deck) to succeed.
-------------------------------------------------------------
[]You may use Survival in place of any skill for "At this Location" checks.
-------------------------------------------------------------
[]Reduce any Noncombat damage dealt to you by 1,([]2).
-------------------------------------------------------------
[]After the first combat check in your encounter, you may succeed at a Fortitude 6 check to draw 1 card.
=============================================================
=============================================================
ROLE: INTERVENER
=============================================================
POWERS
-------------------------------------------------------------
Handsize 4 []5 []6 []7
-------------------------------------------------------------
To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die ([]and add the Magic trait); ([]succeed at a Perception 7 check to reduce the difficulty of the check by 2).
-------------------------------------------------------------
You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
-------------------------------------------------------------
[]If you would fail a check by at most 1, you may bury a card ([]or the top card of your deck) to succeed.
-------------------------------------------------------------
[]You may use Survival in place of any skill for "Before you Act" checks.
-------------------------------------------------------------
[]Reduce any Noncombat damage dealt to you by 1,([]2).
-------------------------------------------------------------
[]If another character at your location would fail a check to defeat a bane, he may ignore the result and have you make the check instead.
=============================================================

Edit: Updated
Hi guys. I'm fairly new here; been around the moment I got my hands on Rise of the Rune Lords; mostly to check on FAQs and add-on content. I've decided to contribute some ideas to the community because I largely love brainstorming stuff.
In any case, I'd like to lay out my design philosophy on this character. After playing through Adventures 1 to 4, I've largely noticed that you can get through the whole/most of the adventure path by just adding skill feats to your primary combat feat. Secondary feats and constitution went largely ignored and the reason to branch out in building your character was somewhat of an illusion. I chose to give more meaning to secondary feats through synergy with power feats; akin to Sajan Drunken Master Fortitude check to recharge a boon with the Liquid trait.
NOTE: I have yet to actually play test the character. I will eventually. The largest concern I foresee with integrating skill checks on power feat is how much it would interrupt the flow of the game. I would greatly appreciate any comments or suggestions.
Without further ado:
Ist
Female Catfolk Monk
-------------------------------------------------------------
SKILL FEATS
-------------------------------------------------------------
Strength d6 []+1 []+1
---
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
---
Constitution d6 []+1 []+2
Fortitude: Constitution +2
---
Intelligence d6 []+1 []+2
---
Wisdom d6 []+1 []+2 []+3
Perception: Wisdom +1
Survival: Wisdom +2
---
Charisma d8 []+1 []+2
-------------------------------------------------------------
POWER FEATS
-------------------------------------------------------------
Handsize 4 []5
-------------------------------------------------------------
To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die ([]and add the Magic trait).
-------------------------------------------------------------
You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
-------------------------------------------------------------
[]If you would fail a check by at most 1, you may bury a card to succeed.
-------------------------------------------------------------
-------------------------------------------------------------
CARD FEATS
Favored card type: Blessing
-------------------------------------------------------------
WEAPON - []1 []2
SPELL - []1 []2 []3
ARMOR -
ITEM 3 []4
ALLY 4 []5 []6
BLESSING 8 []9 []10
-------------------------------------------------------------
-------------------------------------------------------------
ROLE: WEATHERED BUDOKA
-------------------------------------------------------------
POWER FEATS
-------------------------------------------------------------
Handsize 4 []5 []6
-------------------------------------------------------------
To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die ([]and add the Magic trait). ([]You may recharge a spell with the Attack trait to add its power to the check.)
-------------------------------------------------------------
You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
-------------------------------------------------------------
[]If you would fail a check by at most 1 ([]2), you may bury a card to succeed.
-------------------------------------------------------------
[]You may use Survival in place of any skill in checks caused by your location.
-------------------------------------------------------------
[]Reduce any Noncombat damage dealt to you by 1 ([]2).
-------------------------------------------------------------
[]After your first combat check in your encounter, you may succeed at a Fortitude 6 check to draw 1 ([]or 2) card(/s).
-------------------------------------------------------------
-------------------------------------------------------------
ROLE: INTERVENER
-------------------------------------------------------------
POWER FEATS
-------------------------------------------------------------
Handsize 4 []5 []6 []7
-------------------------------------------------------------
To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die ([]and add the Magic trait). ([]You may succeed at a Perception 6 check to reduce the difficulty of the check by 1.)
-------------------------------------------------------------
You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
-------------------------------------------------------------
[]If you would fail a check by at most 1, you may bury a card ([]or the top card of your deck) to succeed.
-------------------------------------------------------------
[]You may use Survival in place of any skill in checks caused by your location ([]or checks before you act).
-------------------------------------------------------------
[]Reduce any Noncombat damage dealt to you by 1.
-------------------------------------------------------------
[]If another character at your location would fail a check to defeat a bane, he may ignore the result and have you make the check instead.
-------------------------------------------------------------
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