| Ozlok WanderingStar |
| 1 person marked this as a favorite. |
Hi All!
Long time lurker, first time poster.
I've fallen totally in love with PACG, and I'm also a big fan of TMNT. And, after the most recent Mazes and Mutants episode, I was inspired to create the DnD personas for our four Turtle brothers.
I tried to follow most PACG character conventions (+5 skill bonuses,4/15 power slots for class/role), and I think they are mostly fair. Let me know what you think!
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Leo the Knight
Male Mutant-Turtle Fighter
SKILLS
Strength d8 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Ranged: Dexterity +1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +2
POWERS Favored Card: Armor
Hand Size 4 [ ] 5 [ ] 6
Proficient with [x] Light Armor [x] Heavy Armor [x] Weapons
-Add 1d4 ([ ] +1 [ ] +2) to another character’s combat check at your location.
-When playing a weapon with the Sword trait, you may recharge it instead of discarding it.
CARDS
Weapon 4 [ ] 5 [ ] 6 [ ] 7
Spell -
Armor 3 [ ] 4 [ ] 5
Item 3 [ ] 4 [ ] 5
Ally 2 [ ] 3 [ ] 4
Blessing 3 [ ] 4 [ ] 5
ROLES
Champion
Hand Size 4 [ ] 5 [ ] 6
Proficient with [x] Light Armor [x] Heavy Armor [x] Weapons
-Add 1d4 ([ ] +1)([ ] +2) to another character’s combat check at your location.
-When playing a weapon with the Sword ([ ] or Bow) trait, you may recharge it instead of discarding it.
[ ] You may recharge an armor with the Shield trait to add 1d6 ([ ] +1)([ ] +2) to your combat check.
[ ] You may add 2 ([ ] 4) to any check to acquire armor.
[ ] Reduce combat damage to you by 1.
[ ] When you play a blessing to add to your Strength check, add d12 instead of the normal die.
Warlord
Hand Size 4 [ ] 5 [ ] 6 [ ] 7
Proficient with [x] Light Armor [x] Heavy Armor [x] Weapons
-Add 1d4 ([ ] +1)([ ] +2)([ ] +3) to another character’s combat check at your location.
-When playing a weapon with the Sword trait, you may recharge it instead of discarding it.
[ ] Any character at your location may use your Charisma ([ ] or Strength) die, instead of their own, when making a Charisma (or Strength) check.
[ ] You may add 2 ([ ] 4) to another character’s check at your location to acquire an item, ally, or blessing.
[ ] Reduce combat damage to another character at your location by 1.
[ ] You play a blessing to add to another character’s Charisma check, add d12 instead of the normal die.
Design notes - I wanted Leo to be the main line fighter and a high support/team player roles. I think it worked out nicely.
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Raph the Dwarf Barbarian
Male Mutant-Turtle Barbarian
SKILLS
Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d10 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d6 [ ]+1 [ ]+2
Survival: Wisdom +2
Charisma d4 [ ]+1 [ ]+2
POWERS Favored Card: Weapon
Hand Size 4 [ ] 5 [ ] 6
Proficient with [x] Light Armor [ ] Heavy Armor [x] Weapons
- If you are alone at a location, you may recharge a card to add 1d6 ([ ] +1) to a combat check, or you can bury a card to add 2d6.
- At the end of the turn, you may examine the top card of your location. If it is a monster, you must encounter it.
CARDS
Weapon 5 [ ] 6 [ ] 7 [ ] 8
Spell -
Armor 2 [ ] 3
Item 2 [ ] 3 [ ] 4
Ally 2 [ ] 3 [ ] 4
Blessing 4 [ ] 5 [ ] 6
ROLES
Nightwatcher
Hand Size 4 [ ] 5 [ ] 6 [ ] 7
Proficient with [x] Light Armor [ ] Heavy Armor [x] Weapons
- If you are alone at a location, you may recharge a card to add 1d6 ([ ] +1) to a combat check, or you can bury a card to add 2d6 ([ ] +1).
- At the end of the turn ([ ] or the start of your turn), you may examine the top card of your location. If it is a monster, you must ([ ] or may) immediately encounter it.
[ ] When you are dealt combat damage ([ ] any type of damage), reduce that damage by 1 ([ ] 2).
[ ] You may add 2 to any check to acquire a weapon.
[ ] When you play a blessing to add to your Constitution check, add d12 instead of the normal die.
‘Slash’er
Hand Size 4 [ ] 5 [ ] 6
Proficient with [x] Light Armor [ ] Heavy Armor [x] Weapons
- If you are alone at a location, you may recharge a card to add 1d6 ([ ] +1)([ ] +2) to a combat check ( [ ] or your Constitution/Fortitude check), or you may bury ([ ] or discard) a card to add 2d6 ([ ] +1)([ ] +2).
- At the end of the turn, you may examine the top card of your location. If it is a monster, you must encounter it.
[ ] When playing a Weapon with the Slashing trait, you may recharge instead of discarding it.
[ ] When playing a Weapon with the Two-Handed trait, use d10 for your Strength/Melee die.
[ ] You may add 2 to any check to acquire a weapon.
[ ] When you play a blessing to add to your Strength check, add d12 instead of the normal die.
Design notes - I wanted Raph to be a combo of Meriseil and Amiri, with the ability to solo and smash stuff. His roles represent his vigilante character and tribute to his pet Spike/Slash.
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Mikey the Elven Thief
Male Mutant-Turtle Rogue
SKILLS
Strength d6 [ ]+1 [ ]+2 [ ]+3
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +1
Stealth: Dexterity +1
Acrobatics: Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2
Diplomacy: Charisma +1
POWERS Favored Card: Item
Hand Size 5 [ ] 6 [ ] 7
Proficient with [x] Light Armor [ ] Weapons
-You may make a Stealth check to evade any encounter. The difficulty is the check to defeat the encounter plus 2 ([ ] plus 0).
-You may add +1 to any check once per turn.
CARDS
Weapon 2 [ ] 3 [ ] 4
Spell -
Armor 2 [ ] 3
Item 5 [ ] 6 [ ] 7 [ ] 8
Ally 3 [ ] 4 [ ] 5
Blessing 3 [ ] 4 [ ] 5
ROLES
Master of the +1 Ring of Awesome
Hand Size 5 [ ] 6 [ ] 7 [ ] 8
Proficient with [x] Light Armor [ ] Weapons
-You may make a Stealth check to evade any encounter. The difficulty is check to defeat the encounter plus 2([ ] plus 0).
-You may add +1 to any check once per turn ([ ] twice per turn)([ ] after a check is rolled).
[ ] You may bury ([ ] or discard) a card to add the Magic ([ ] and/or Fire)([ ] and/or Cold)([ ] and/or Electricity) to your check.
[ ] You may add 2 ([ ] 4) to any check to acquire an item.
[ ] When you play a blessing to add to your Charisma check, add d12 instead of the normal die.
Trickster
Hand Size 5 [ ] 6 [ ] 7 [ ] 8
Proficient with [x] Light Armor [ ] Weapons
- You may make a Stealth check to evade any encounter. The difficulty is the check to defeat the encounter plus 2 ([ ] plus 0)([ ] minus 2). If evaded, you may place the evaded card on the bottom ([ ] or top) of the deck.
- You may add +1 to any check once per turn.
[ ] You may choose to encounter any item ([ ] weapon, [ ] armor, [ ] ally) at any location, even on other players’ turns. You keep the boon if you acquire it.
[ ] You may add 2 ([ ] 4) to any check to acquire an item, ally, or blessing.
[ ] When you play a blessing to add to your Dexterity check, add d12 instead of the normal die.
Design notes - I wanted to really play with Mikey's +1 Ring of Awesome. I imagined the player playing Mikey the Elf to annoyingly suggest a +1 to nearly every role during a turn. So funny. I also thought an evade like Meriseil would be cool, but auto-evade seemed too powerful.
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Donnie the Wizard
Male Mutant-Turtle Wizard
SKILLS
Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Knowledge: Intelligence +1
Craft: Intelligence +2
Arcane: Intelligence +1
Divine: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2
POWERS Favored Card: Spell
Hand Size 6 [ ] 7 [ ] 8
- At the start of your turn, you may exchange one card in your hand for another of the same type in your discard pile.
-When playing a weapon with the Staff trait, you may use your Dexterity die instead of Strength or Melee.
CARDS
Weapon 1 [ ] 2 [ ] 3
Spell 5 [ ] 6 [ ] 7 [ ] 8 [ ] 9
Armor -
Item 4 [ ] 5 [ ] 6
Ally 3 [ ] 4
Blessing 2 [ ] 3
ROLES
Archmage
Hand Size 6 [ ] 7 [ ] 8 [ ] 9
- At the start of your turn, you may exchange one card in your hand for another of the same type in your discard pile ([ ] and draw a card).
-When playing a weapon with the Staff ([ ] or Spear) trait, you may use your Dexterity die instead of Strength or Melee.
[ ] Add 2 to your Arcane ([ ] or Divine) check when playing a spell with the Force ([ ] or Acid/Cold)([ ] or Fire/Electricity) trait.
[ ] You may add 1 ([ ] 2)([ ] 3)([ ] 4) to any check to recharge a spell.
[ ] You may add 2 ([ ] 4) to any check to acquire a spell.
Mad Alchemist
Hand Size 6 [ ] 7 [ ] 8 [ ] 9
- At the start of your turn ([ ] or end of your turn), you may exchange one card in your hand for another of the same type in your discard pile.
-When playing a weapon with the Staff trait, you may use your Dexterity die instead of Strength or Melee.
[ ] You may discard ([ ] recharge), instead of banishing, any item with the Liquid trait.
[ ] When you acquire an Item with the Liquid trait ([ ] or any item), you may immediately explore again.
[ ] You may add 2 ([ ] 4) to any check to acquire an item ([ ] or spell).
[ ] At the end of your turn ([ ] or start of your turn), you may bury ([ ] or discard) a card to draw a random Item with the Liquid trait from the box and shuffle it into your deck ([ ] or into your hand).
Design notes - Donnie was one of the hardest for me, but I thought I'd give him Arcane and Divine to reflect his Invent-Anything style, and the fact that no other character has spells.
| motrax |
Cowabunga DUDES!
My wife shares your love of the turtles... so I have a pretty good feeling when I show her your custom-characters here, they will be soon-thereafter getting a playtest run!
They look very nice and well thought out in respect to their fighting styles and personality!
I think the only potential for problems with them as a group is their relatively low total of allies and blessings... might make multiple explores difficult.
Now GET to work on making Shredder the Villain, and Bebob and Rocksteady henchmen!
Motrax
| Ozlok WanderingStar |
Thanks for the comments, motrax!
And, I'm way ahead of you...
I've basically completed it, but I'm working on formatting it right now but here's a taste...
Adventure Path: TMNT in PACG
Adventure: Mazes and Mutants
Scenarios
1 Ratslayers
2 Sir Shredder and the Order of the Foot
3 Krrrrrraaaang!!!
4 The Foot Kicks Back
5 The Quest for Princess April
Villain
The Rat King
Sir Shredder
Giant Kraang Zombie
Count Von Shredder
Sir Malachi
Henchman
Goblin Raiders (Monkey Goblins!)
Lord Bebop and Duke Rocksteady
Foot Soldiers (Bandits)
Lady Karai
Weapon
Katana; Katana +1; Double-bladed Katana +2; Sai; Sai +1; Iron Fists +2; Nunchaku; Nunchaku +1; Kusari-gama +2; Bo Staff; Bo Staff +1; Naginata +2
Item
Pizza*; Shuriken and Smoke Bombs; Ninja Grapnel Gun
*(Yay! A pizza item just for Mike Selinker!)
Ally
Splinter the Mystic
Princess April
Casey the Hood
Renet
Time Lord Simultaneous
Cerebus the Aardvark
Miyamoto Usagi
General Ironhead
Check back later this week for the scenarios... Yay!
| Ozlok WanderingStar |
BTW, motrax, regarding the Turtles strength and weaknesses:
I totally agree that a general lack of Allies and Blessings would hinder their exploration chances. In addition, they all generally will struggle with Wisdom checks. I'm actually going to address this in two ways: one, with scenario rules; and two, with a few additional allies specifically for this set.
I'll try to pass a long my Adventure Path soon if you and your wife are really planning on 'playtesting' the Turtles.
Happy gaming!
| Ozlok WanderingStar |
Hmm. Ah, I think I understand your confusion, lastknightleft.
In the TMNT episode, the turtles take on characters to live-action roleplay. So, the name Raph the Dwarf Barbarian is the character Raphael is playing. I think the Dwarf/Elf nod is to classic DnD where races were classes. I suppose you could see Donnie and Leo's race as Human.
Mutant-Turtle isn't a race in Pathfinder/DnD (well, maybe), but seeing as this is the homebrew section, I thought it was funny.
Does that answer your questions?
lastknightleft
|
Hmm. Ah, I think I understand your confusion, lastknightleft.
In the TMNT episode, the turtles take on characters to live-action roleplay. So, the name Raph the Dwarf Barbarian is the character Raphael is playing. I think the Dwarf/Elf nod is to classic DnD where races were classes. I suppose you could see Donnie and Leo's race as Human.
Mutant-Turtle isn't a race in Pathfinder/DnD (well, maybe), but seeing as this is the homebrew section, I thought it was funny.
Does that answer your questions? h
yeah I was just kinda curious don't get me wrong I loved it the second I saw them I just thought that was odd lol.
By the way, I'd have leo lose an item, donny loose two allys, and mikey lose an armor, and replace them with blessing respectively, that would allow the decks to explore or get some extra dice while still keeping the feel of the characters.
| Ozlok WanderingStar |
Adventure Path: TMNT in PACG
Adventure: Mazes and Mutants
Scenarios
1 The Ratslayers
2 Sir Shredder and the Order of the Foot
3 Krrrrrraaaang!!!
4 The Foot Kicks Back
5 The Quest for Princess April
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The Ratslayers
Like classic adventurers, our Four Turtle heroes must start where all fantasy adventures begin…clearing out rats in the cellar! After being mysteriously transported to this magical worlds, our heroes find work clearing out the rodents of the local town, only to find that the rodents are more dangerous, and more organized, than anyone imagined…
Villain: The Rat Prince
Henchmen: Rat Swarm (sub Goblin Dog as proxy)
Locations:
1 General Store
1 Village House
1 Farmhouse
2 Garrison
3 Apothecary
4 Temple
During this Scenario:
If you encounter a Rat Swarm, every character at your location summons and encounters a Rat Swarm.
If a Rat Swarm is not defeated by at least 6, shuffle it into a random open location; the Rat Swarm still counts as defeated.
If you defeat a Rat Swarm, you may attempt to close the location.
Reward:
Gain one Skill feat, one Power feat, and one Card feat
/////
The Rat Prince
Human
Druid
Animal
TYPE - Monster
CHECK TO DEFEAT - Combat 13
POWERS
Before the encounter, recharge one card of your choice.
If undefeated, every character at an open location must summon and defeat a Rat Swarm.
“Come to me, my children. Mankind shall suffer for your mistreatment. Rats of the world shall rise and take their rightful place!”
-The Rat Prince
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Sir Shredder and the Order of the Foot
Having gained their reputation as capable warriors, the town turns to our heroes to help solve a long standing problem… the cruel rule of Sir Shredder, the local Lord. Sir Shredder and his cronies have been bleeding the people dry for years, demanding outrageous tributes and taxes, and even first born daughters! Sir Shredder must be stopped and his villainy brought to an end.
Villain: Sir Shredder
Henchmen: Lord Bebop and Duke Rocksteady, Foot Soldiers (sub Bandit)
Locations:
1 City Gate
1 Waterfront
1 Woods
2 Wooden Bridge
3 Treacherous Cave
4 The Mountain Top
During this Scenario:
When making a Wisdom or Survival check, you may add 1d4 for every other character at your location.
Rewards:
Gain two Skills feats, one Power feat, and one Random boon other than Loot.
/////
Sir Shredder
Human
Fighter
TYPE - Monster
CHECK TO DEFEAT - Combat 10 then Combat 12
POWERS
For every weapon played on a check to defeat Sir Shredder, increase the difficulty by 4.
“Your fighing skills are pathetic. Here. Let me show you how to use that blade…”
- Sir Shredder
//////
Lord Bebop and Duke Rocksteady
Human
Fighter
Noble
TYPE - Monster
CHECK TO DEFEAT - Combat 12 OR Intelligence/Diplomacy 9 then Combat 13
POWERS
Subtract one from every die used to defeat Lord Bebop and Duke Rocksteady.
“Duh, ya, Duke Rocky is my best-est friend! And no, you can’t pay later! You pay now or we’s smashin’ stuff…”
-Lord Bepop to Duke Rocksteady
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Krrrrrraaaang!!!
After defeating Sir Shredder and his cronies, the heroes return to town victorious, but a sinister evil is spreading. Townspeople are getting sick, and no one knows the source of the infection. The strange groaning of a single word is moaned from those that are ill…”Kraaaang….”
Villain: Giant Kraang Zombie
Henchmen: Kraang Zombie (Sub Plague Zombie)
Locations:
1 The Rusty Dragon
1 Village House
1 Town Square
2 Academy
3 Farmhouse
4 Desecrated Vault
During this Scenario:
When making a check to acquire an ally, increase the difficulty by 2.
If you fail a check to acquire an ally, after banishing the ally, you must summon and encounter a Zombie.
Rewards:
Gain one Skill feat, two Power feats, one Card feat, and the Role card of your choice.
/////
Giant Kraang Zombie
Giant
Undead
TYPE - Monster
CHECK TO DEFEAT - Dexterity/Acrobatics 10 then Combat 13
POWERS
If undefeated, deal 1d4 Acid damage to every character at your location.
“Kraaaaaaaang!!!!!”
- Giant Kraang Zombie
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The Foot Kicks Back
With the Kraang Outbreak in check, our heroes discover that a disturbed young necromancer is responsible. To their horror, she has managed to revive Sir Shredder giving him the gift of vampiric immortality. Now called Count Von Shredder, the heroes must do everything they can to stop this demonic menace and return him to the grave.
Villain: Count Von Shredder
Henchmen: Lady Karai, Foot Thralls (sub Ancient Skeleton)
Locations:
1 Prison
1 Glassworks
1 Garrison
2 Guard Tower
3 Desecrated Vault
4 Throne Room
During this Scenario:
If a monster with the Undead trait is Defeated, roll 1d6. On a 1, the monster is Undefeated.
Rewards:
Gain two Skill feats, two Power feats, and one Card feat
////
Count Von Shredder
Vampire
Undead
Fighter
TYPE - Monster
CHECK TO DEFEAT - Combat 16 then Divine 10
POWERS
Count Von Shredder is immune to the Poison and Mental traits.
This encounter may not be evaded.
Before the encounter, Count Von Shredder deals 1d4-1 Fire damage to you.
A weapon must have the Magic trait to be played on a check to defeat Count Von Shredder.
All damage dealt by Count Von Shredder must be buried, not discarded.
“I vant to shred your guts. Spill vem on ze floor and paint with your blud.”
- Count Von Shredder
/////
Lady Karai
Human
Sorcerer
TYPE - Monster
CHECK TO DEFEAT - Charisma/Diplomacy 14 OR Combat 12
POWERS
Before the encounter, Karai deals 2 Fire Damage to you.
You may not use Spells or Weapons with the Fire, Ice, or Electricity traits in this encounter.
“The Count and his thralls will protect me! Die, fleshbags!”
- Lady Karai
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The Quest for Princess April
Finally, our brave heroes have tracked down their jailer, the all-powerful sparrow wizard Sir Malachi. After capturing the Princess April, he issues our heroes their final quest. Against the very fabric of reality itself, our heroes must confront and defeat their captor and escape their fantasy prison forever.
Villain: Sir Malachi
Henchmen: Leatherhead Dragon (sub Black Fang{sub Fire for Acid damage}), Monkey Goblins (sub Goblin Raiders)
Locations:
1 Junk Beach
1 Treacherous Cave
1 Warrens
2 Deeper Dungeons
3 Prison
4 Throne Room
During this Scenario:
You must succeed at a Wisdom 6 check before encountering a bane, or it's difficulty is increased by 4; this includes encounters with villains and henchmen.
Rewards:
Gain two Skill feats, two Power feats, and one Card feat.
/////
Sir Malachi
Animal
Wizard
TYPE - Monster
CHECK TO DEFEAT - Combat 18 then Wisdom 6
POWERS
Before the encounter, you must discard one card.
During the second check, every other character in the scenario must also succeed at a Wisdom 6 check or Sir Malachi is Undefeated.
“Live long and LARP.”
- Sir Malachi
/////
Design Notes
Difficulty and Card Availability - I intended this adventure path to use only the Base Set and Adventure Pack 1, as this is the default cards most people have. For more of a challenge, add in Adventure Packs 2, 3, 4, and 5, progressively, as the Turtles complete each scenario, giving a stronger Monster and Barrier selection, as well as Boon availability.
Rewards – The rewards for this adventure/scenario are intentionally very high. The hope was to give the Turtles a chance to advance their characters and explore their roles in the span of just 5 scenarios. Since this is the only Adventure Path/Adventure, I figured higher rewards might help, especially as the difficulty ramps up in Scenarios 2 and 4, and 5.
Unique Challenges for these Turtles – One other focus of these scenarios is Wisdom checks, often representing the disbelief in Sir Malachi’s illusion. Wisdom is not a strong stat for any of the Turtles, so suggestions of investing Skill feats in Wisdom checks early might be helpful. I really like the way Wisdom checks work out in the “Sir Shredder and the Order of the Foot” scenario as it’s the check needed to close half the locations. In addition, extra explorations and blessing could be an issue for the turtles, but the additional Ally cards I want to post later will help with this some.