| Mnemos |
Hello all;
I am making a character I played through the tabletop version. She was a rather ditzy cross-blooded Brass Dragon Draconic/Celestial Sorceress. In the early levels she used her Heavenly Fire special ability from Celestial to heal party members, so I have tried to emulate that ability.
She worshiped Arshea (Empyreal Lord of Freedom, Physical Beauty and Sexuality). During a portion of her career, she multi-classed into Paladin. You are all welcome to read the Celestial Obedience of Arshea to get an idea of how I played her with this.
Wrath was rather challenging with me not really being up-to-snuff with arcane casting, so she re-trained out of Paladin. My role cards below follow along both possible paths for her.
Here is what I have.
Celestara
Female Aasimar Sorcerer
SKILLS
Strength d4 □+1
Dexterity d6 □+1 □+2 □+3
Constitution d6 □+1 □+2
Intelligence d8 □+1 □+2 □+3
Knowledge: Intelligence +2
Wisdom d6 □+1 □+2
Charisma d12 □+1 □+2 □+3 □+4
Arcane: Charisma +2
Diplomacy: Charisma +2
POWERS
Hand Size 6 □ 7
For your combat check, you may discard a card to use your Arcane skill + 1d6 (□+1) and add the Attack, Fire and Magic. This counts as playing a spell.
You may reveal a spell to choose a character at your location. Shuffle 1d4-1 (□-0) (minimum 1) random cards from her discard pile into her deck, then discard (□ recharge) the spell you revealed.
You automatically succeed at your check to recharge a spell with the Arcane ad Attack trait.
CARD LIST FAVORED CARD TYPE: SPELL
Weapon 1
Spell 3 □ 4 □ 5 □ 6
Armor 1 □ 2
Item 2 □ 3 □ 4
Ally 4 □ 5 □ 6
Blessing 4 □ 5 □ 6
Celestara (Celestial Dragon Initiate)
POWERS
Hand Size 6 □ 7
For your combat check, you may discard a card to use your Arcane skill + 1d6 (□+1) (□+2) (□+5) (□+8) and add the Attack, Fire (□ or Force), and Magic traits. This counts as playing a spell.
You may reveal a spell to choose a character at your location. Shuffle 1d4-1 (□-0) (minimum 1) random cards from her discard pile into her deck, then discard (□ recharge) the spell you revealed.
You automatically succeed at your check to recharge a spell with the Arcane and Attack trait.
□ Add 2 (□ 4) to your check to acquire a boon that has the Magic trait.
□ Reduce Combat damage (□ or all damage) dealt to you by 1.
Celestara (Sorcerous Crusader)
POWERS
Hand Size 6 □ 7 □ Weapons □ Light Armor
For your combat check, you may discard a card to use your Arcane skill + 1d6 (□+1) and add the Attack, Fire (□ or Force), and Magic traits. This counts as playing a spell.
You may reveal a spell to choose a character at your location. Shuffle 1d4-1 (□-0) (□+1) (□+2) (minimum 1) random cards from her discard pile into her deck, then discard (□ recharge) the spell you revealed.
You automatically succeed at your check to recharge a spell with the Arcane and Attack trait.
□ When you play Blessing of Shelyn, or you play any blessing on any check to acquire an ally (□ add a d12 instead of the normal die), you may recharge it instead of discarding it.
□ When you attempt a check before you act, you may use your Charisma skill instead of any listed skill.
| isaic16 |
You've got a good start here. It's a solid design, and connects the flavor quite well. Before I dig in, though, there's one big issue I have to address: This character is almost strictly better than RotR Seoni at the start of the game. And the comparison is obvious enough that it makes your character look too strong, even though it isn't too much stronger. I'll get into it in the details.
Skills:
Your skills are almost identical to the aforementioned Seoni, except that you traded dex and int and added the skill knowledge. While doing that in and of itself isn't terrible, I might consider dropping something a bit to balance it out. My recommendation would be dropping Diplomacy to only a +1.
Your card list looks fine. I admit it's quite odd to see a Sorceror with armor (particularly one with as poor physical stats as Celestara). However, the fact that Cloth armors now exist means it's probably fine. She is going to be very vulnerable in large groups due to an excess of exploration cards and large hand size, but that's generally the flavor of sorcerers in the PACG, so I wouldn't change that. I'm wondering if the spell count is too low, though, and thinking you might consider swapping an ally to a spell.
In the Powers section, we once again see the direct comparison to RotR Seoni, and where issues occur. Before we consider power feats, you have the exact same abilities she does, except you added a third power for free. Even with as weak as you tried to make that additional power, there's just too much here. I'd actually consider buffing that power and weakening one of the others to balance it out. Here's my suggestion:
For your combat check, you may discard a card to use your Arcane skill + 1d6 (□+1) (□+2) (□+5) (□+8) and add the Attack, Fire (□ or Force), and Magic traits. This counts as playing a spell.
You may reveal a spell to choose a character at your location. Shuffle 1d4 random cards from her discard pile into her deck, then discard (□ recharge) the spell you revealed.
□ You automatically succeed at your check to recharge a spell with the Arcane and Attack trait.
Essentially, I started her with the 1d4-level of healing, which is still weaker than actual dedicated healers. With your limited number of spells that also means you can't rely on it either. The lack of an auto-recharge also weakens the Seoni comparison, so there's less appearance of 'strictly better.'
Looking at the roles, I first have to say it's nice how clear they delineate themselves from each other. My favorite role cards are the ones when it feels lie there's a major shift in character going on (RotR Seoni is the perfect example of how NOT to do that, btw, so good job here).
Taking Celestial Dragon Initiate (quick note, that name may not fit on the card), the first point I see is that you're using the Dragon Mage advancement template. That's proven to be printable in the past, and it works well at differentiating this from the Crusader, so I think I'd stick with it. It definitely will help in the late game to keep her combat up despite her low spell count.
By the time you're able to get the acquire power, just about any worthwhile Weapon, Armor, and Item will have the magic trait, so adding 2 then 4 to your check to acquire 4/6 boon types may be too strong. 1->3 or 2->3 may prove to be the right progression, but it's probably testable as it is at least.
The final power I am a bit worried about. The major balancing point of a Sorcerer is that they are very vulnerable, and a hand-wipe can put them at death's door. While you are still left vulnerable to being plinked to death with this power, it may prove too good. I'd almost consider reversing it (reduce non-combat damage to 1, then allow combat damage, making it harder to get the bad-luck resistance inherent in the combat damage reduction).
Sorcerous Crusader serves a good contrast. The fact that it buffs your healing but not your blast really differentiates the two.
I noticed that the Crusader also gets proficiencies added. Sadly, those feel wasted currently, especially weapons, since you can only ever have 1, and your d4/d6 combo means you will almost never want to use a weapon over just discarding it to blast. I'd strongly consider removing one or both proficiencies to instead give a feat that really boosts her weapon combat (Something like □Add 3 to your combat checks when using a weapon. This also serves the nice mirror of being the same increase that the blast gets in Dragon role).
The Charisma to before you act is going to be quite strong, since you're using a d12, instead of the d8 or d10 (I can't remember) that WotR Seelah used on the same check. And, since your primary skill is Cha, you're going to already have skill feats there, too. All that being said, this is a power on a role card, which means it can be stronger, so I think this is actually fine (you'll need to test, of course).
Finally, your blessing boost. The major note here is that you can get both of the major Blessing boosts (recharge and power up). That feels very strong for me, and I'm not sure someone who only dipped in the divine should be the one getting it. I don't think it's inherently overpowered necessarily, but I'm not sure the flavor is right. I think it might be worth considering moving the power feat here somewhere else, and just going with one or the other.
On the whole, the Crusader feels a lot weaker to me than Dragon Initiate. Every feat that the Dragon has I want, and there's several dead feats in Crusader (proficiencies being the most egregious). I wonder if the damage reduction power wouldn't make more sense in the Crusader role (since that's your Paladin after all, which should be able to take damage better).
Well, those are my thoughts. Hope that helps!
| Mnemos |
Thanks for the responses. I like the variation with Role Cards too, since that really doubles the number of character options you end up with. I have incorporated a lot of what you mention. There was an obvious line drawn between Seoni and her, since the Dragon Initiate Role Card was already out there. I have adjusted the heal ability as you suggested and made the auto-recharge a power feat. I traded cards between spell and Ally, but that also came from Seoni. I adjusted the acquire magic and damage reduction.
Finally, for the crusader card, I removed the Armor proficiency (she was an Archmage so never wore armor) and added another power up to the heal.
You may reveal a spell to choose a character at your location. Shuffle 1d4 (□+1) (□+2) random cards from her discard pile into her deck, then discard (□ recharge) (□ shuffle into your deck) the spell you revealed.
I also added the □ Add 3 to your combat checks when using a weapon you mentioned and modified the blessing ability. □ When you play Blessing of Shelyn, or you play any blessing on any check to acquire an ally, you may recharge it instead of discarding it.
Thanks for the insight. As all of us do, I tried to walk the line between being feasible and thematic and not over-powered. I will post the card my friend made as well to get input on it.