
Liberated |
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So following the guidelines that was given I decided to create a new character. I looked at similar dice, and powers in an attempt not to make the character op. I tried to keep the powers in line with what an Half-Orc Shaman might actually use. I welcome any feedback as this is my first attempt at creating a character.
Background: Need to write one but it will be based off the following: - LONER, was driven out therefore has low charisma and almost no allies.
Within orc tribes, half-orcs find themselves constantly striving to prove their worth in battle and with feats of strength. Half-orcs raised within orc tribes are more likely to file their tusks and cover themselves in tribal tattoos. Tribal leaders quietly recognize that half-orcs are often more clever than their orc cousins and often apprentice them to the tribe's shaman, where their cunning might eventually strengthen the tribe. Apprenticeship to a shaman is a brutal and often short-lived distinction, however, and those half-orcs who survive it either become influential in the tribe or are eventually driven to leave.
Okay so now for the part I really want feed back on.
SKILLS
Strength- d10 [+1] [+2] [+3] [+4]
Melee: Strength +2
Dexterity- d6 [+1] [+2]
Constitution- d6 [+1] [+2] [+3]
Intelligence- d6 [+1] [+2]
Wisdom- d10 [+1] [+2] [+3] [+4]
Divine: Wisdom +2
Perception: Wisdom +1
Charisma- D4
Rules Followed:
15 check boxes for skills
No more then 1D4 or D12 (I considered adding another D4 for dexterity or intelligence, and if deemed to powerful it is what I will probably do. (There is precedent for multiple d4's [sheelah d4 dex and int])
No more then 5 skill bonuses (2)
Own Guideline I made:
Looking through the characters I noticed there total dice numbers with powers equal ranged from about 46-52. This one is a 46 so on the low end.
POWERS
Hand Size 5 [6]
Proficient with [] Light Armor (*) Weapons
At the start of your turn you may recharge a card to draw 1 random card from your ([] and every other pc at your location) discard pile and put it into your/their hand.
You may discard a card to add 1d4 ([]+1) to any check once a turn
Concept:
Try to not make it overpowered, but wanted to include some type of heal as a shaman is kinda of a healer in most stories but generally effects large groups and not really the best for 1 on 1 healing. Im thinking the first power is like a healing totem type deal. Was also thinking of adding the text (instead of your first exploration for this first power but I feel that make it a bit to weak.)
Cards List
Weapon 2 [][]
Spell 5 [][][]
Armor 0 [][]
Item 3
Ally 0 []
Blessing 5 [][]
(Favorite Card type is Weapon or Your Choice not sure yet, Orcs love weapons)
Rules followed:
15 Cards
10 Card feat checkboxes
Role Card:
I have yet to make distinguished role cards for this person as I am awaiting feedback before I proceed further.
EDITED LIST:
Fixed Card Feat Checkboxes
Removed 1 item Added 1 Weapon
Change first power wording (I hate shuffling as do many and the way it previously was would cause a lot of shuffling) Replaced the word Shuffle with Draw.
Lowered Str d12 to a d10
Raised Wisdom from a d8 to a d10
Added Perception: Wisdom +1

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Looks good. I have not read the rule for making new characters so I may be wrong, but I did notice a couple of things that stood out.
First: You have 15 boxes for additional cards. Shouldn't that only be 10, as below you say the rules call for 10 card feat checkboxes?
Second: I think you have the strength too high. Yes he is a half-orc, but he falls into the mystic side of the curve. I would lower his strength to a d8 or d10 and raise his wisdom to a d10.

Liberated |
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Thanks for the feedback. I fixed the Additional cards, Must of got lost in my notes or miscounted or something. Also added another weapon and took away an item.
I am considering what you suggested lowering str to a d10 and raising wisdom to a d10.
I have a few problems though so far in doing so. I have found lots of precedent for d12 and d8 pairings but not a single one for 2 d10s. If I would go with a d8 and a d10 he would be overall to weak. I like to follow precedents as a guideline not to make something to powerful or to well rounded.
But after saying all that.. When I think about it having what like only 11 characters to judge off of for precedents really isn't that much. And I could definitely see future cards that look similar to this that include 2d10s on powers so I will make the change and perhaps add another bonus somewhere.