Fighter: Darnos


Homebrew and House Rules


This is a very preliminary idea I had for a fighter, who would also use spells but never be able to keep them (so scrolls basically). I haven't gotten as far as roles yet, I just wanted to see some feedback on the basics first.

Darnos

Male
Human
Fighter

Skills
Strength d10 []+1 []+2 []+3 []+4
Melee: Strength +2
Dexterity d6 []+1 []+2
Constitution d8 []+1 []+2 []+3
Fortitude: Constitution +2
Intelligence d6 []+1 []+2
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Diplomacy: Charisma +2

Powers
Hand Size: 5 [ ]6 [ ]7
Proficient With: [X]Weapons [X]Light Armor [ ] Heavy Armor
When you play a spell without the Attack trait, after you banish it, draw a random spell without the Attack trait from the box and recharge it ([ ]or shuffle it into your deck).
If you played a weapon on your check to defeat a monster, you may reveal another weapon to examine the top card of your location. If it is a monster, you may immediately encounter it.

Favored Card Type: Weapon
Cards List
Weapons 4 []5 []6 []7
Spells 2 []3
Armors 2 []3 []4
Items 2 []3
Allies 3 []4 []5
Blessings 2 []3


And again, my 2 cents in the homebrew forum.

The skills look rock solid. No suggestions here.
And about the powers, i really like the idea of throwing around random buffs. But here is the point, most of the non-attack spells are very situational, so there is the posibility of complete uselessness.
And even if you get a good spell, it will be stuck at the bottom of your deck without a real means to cycle the deck (before the power feat, and even than, it´s just more random).
My thoughts about the secound power addesses this a bit.
First of, a bonus explore without any costs may be to powerful for the base card. In a monster heavy location, you can almost clear it out for free in 1 turn.
My suggestion would be to reveal the weapon to examine and recharge it to encounter (a monster). Would take a bit of power out and would help with cycling the deck.
Lastly, i think i would take a card feat box away from the weapons and give it to the spells, for more options and potentialy random fun.

As always, i hope this helps.


It totally helps. I appreciate it.

The spell idea was so different that I wasn't sure how it felt. I didn't want it to be too powerful (hence the limit of how many). I do plan to have an upgrade on (probably both) role cards that he can draw two and choose one.

I limited his allies and blessings so his power will likely be his primary method of multiple explorations. Since the weapon he reveals has to be a different one then the one he defeated the first monster with, that will mean he'll need two weapons in hand. So there are two consequences to this: First, he'll have to have 2 weapons in his 5 hand size. It will limit his wanting to discard the weapons. Second, actually let him recharge the weapon will make it work more. If reveals weapon A for encounter 1's combat check, reveals and recharges weapon B for encounter 2, reveals weapon A for encounter 2's combat check, now all he has to do is wait for weapon B to come back up through the deck. But at the same time, I see now that if I don't make him do something with one of the weapons, he can keep using the same two weapons to encounter a "run" of monsters...

What if he revealed it to examine and encounter if a monster, then after the encounter had to discard the weapon? Maybe upgrade to recharge? That way he could play the second weapon for the combat check, and could even discard it for the extra dice, but if he still had it after the encounter he'd have to get rid of it.


That sounds good to me too. My idea with the recharge was partly to not have a easy "run" and partly to give him a little bit more of deck cycling.
So, yeah, i think either recharge after the encounter or discard ([] recharge) after the encounter is a really good way to go.


Fenris235 wrote:

That sounds good to me too. My idea with the recharge was partly to not have a easy "run" and partly to give him a little bit more of deck cycling.

So, yeah, i think either recharge after the encounter or discard ([] recharge) after the encounter is a really good way to go.

Yeah. Thanks for mentioning it. In my mind I wasn't thinking he could just repeatedly use two weapons and blow through 6 monsters. But if he isn't forced to get rid of one of the weapons, then he could. So I'm really glad you spotted that.


I like the discard ([] recharge), if for no other reason than to give a bit more variety to the power feats. As is, you would have to get at least one hand-size increase, and either another hand increase or heavy armor proficiency. This would give much more variety.

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