Custom Character: Araxue, Female Half-Elf Monk


Homebrew and House Rules


ARAXUE
FEMALE HALF-ELF MONK

SKILLS
STRENGTH d10 □+1 □+2 □+3 □+4
DEXTERITY d8 □+1 □+2 □+3
.....ACROBATICS +3
.....STEALTH +1
CONSTITUTION d6 □+1 □+2
INTELLIGENCE d6 □+1 □+2
WISDOM d6 □+1 □+2
.....PERCEPTION +2
CHARISMA d4 □+1 □+2

POWERS
HAND SIZE 4 □5 □6
PROFICIENT WITH □ Weapons
*You may play any number of blessings on your combat check; recharge them instead of discarding them.
*If you fail to defeat a monster, other than a villain, by 4 or less, you may place that monster on top (□ or the bottom) of the location deck instead of shuffling it back in.

CARD LIST
FAVORED CARD TYPE: BLESSING
WEAPON 2 □3 □4 □5
SPELL 0 □1
ARMOR 0
ITEM 2 □3 □4
ALLY 3 □4 □5
BLESSING 8 □9 □10

WEAPON MASTER
HAND SIZE 4 □5 □6
PROFICIENT WITH □ Weapons
*You may play any number of blessings on your combat check; recharge them instead of discarding them.
*If you fail to defeat a monster, other than a villain, by 4 or less, you may place that monster on top (□ or the bottom) of the location deck instead of shuffling it back in.
*□ When you fail a combat check with a weapon, you may bury a card to reroll.
*□ When you take damage other than combat damage, reduce that damage by 1 (□ 2) (□ 3)
*□ Add 1 to your Strength (□ or Dexterity) (□ or Wisdom) checks.
*□ When playing a Blessing of Gorum to add to a combat check, add 1d12 instead of the normal die.

MASTER OF THE FOUR WINDS
HAND SIZE 4 □5 □6
PROFICIENT WITH □ Weapons
*You may play any number of blessings on your combat check; recharge them instead of discarding them.
*If you fail to defeat a monster, other than a villain, by 4 or less, you may place that monster on top (□ or the bottom) of the location deck instead of shuffling it back in.
*□ When attacking without a weapon or spell with the attack trait you may bury a card to add 1d6 with the fire (□ or acid) (□ or cold) (□ or electricity) trait to the check.
*□ You may bury a card to explore your current location.
*□ If you would die, instead shuffle your discard pile into your deck, then deselect this power feat. It may be chosen again normally when a power feat is awarded.
*□ When playing a blessing to add to another character's check, that character may move at the end of their current turn.


Pathfinder Card Game Subscriber

I like the creativity with a lot of abilities here. Just a few comments:

1. Your skills seem a bit weak overall, you might consider upping one die.

2. As I said with your oracle, a straight bonus to skills on a power feat looks strange, since you already have skill feats that do the exact same thing. You might want to find some way to differentiate between the two.

3. Deselecting a power feat is a very interesting concept. However, I think that might open up a can of worms that is hard to close. I'm not saying don't do it, but I am saying think about if you really should.

4. The Master of Four Winds only has 11 power feats. That may have been intentional given the previously mentioned power, but worth mentioning.

Hope this helps!

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