New Character Concept: Part 1 Shaman


Homebrew and House Rules


Here is my first pass at a new character. I am trying to create a full group loosely based on our characters from WoW (and their various re-incarnations in various tabletop games). First is my character, a Shaman from the game. This probably has one of the weirder powers, so I'm curious if you guys think it'll work okay.

(No roles at this time, I'm making 6 characters, so that's a bridge I'm not ready for yet)

Isaic (draenei, male, shaman)
Skill:
STR d4 []+1
DEX d6 []+1 []+2
CON d6 []+1 []+2
INT d12 []+1 []+2 []+3 []+4 Arcane +2 Knowledge +2
WIS d8 []+1 []+2 []+3 []+4 Divine +1
CHA d4 []+1 []+2

Card: (Favored Card Type: Spell)
Weapon 1 []2
Spell 6 []7 []8 []9
Armor 1 []2
Item 1 []2
Ally 2 []3 []4
Blessing 4 []5 []6

Powers: (Hand Size: 6 []7)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you successfully recharge a spell, you may shuffle your deck

Brief description: Isaic is the know-it-all of the group. He is generally the one who tells everyone about fights and makes suggestions on how to improve their game. He is Elemental, hence the heavy spell focus. As Shamans have healing, I gave him divine, but much weaker than his arcane. His first power is my attempt to replicate totems, which are things you set on the ground to give a buff to everyone in the area. The second is to reflect his ability to sometimes be able to duplicate his spells, in this case represented by his ability to push them towards the top of his deck.

Let me know how it looks!

Scarab Sages

Looks nice, going fully your own path or taking inspiration from the PF rpg Shaman class?
I assume you're going your own path, given the higher Arcane than Divine casting power.
Somehow I'd expected to see either a higher Con or fortitude on a Shaman.

Like the powers

Perhaps for one of the Role powers you should focus on spirits

for instance:

[] Gain +2([]+4) to your checks against cards with the incorporeal trait


This is one of the best homebrew characters I've seen. I think the add a card to a location to add a d4 to non-combat checks is innovative, yet not overpowered.

Have you considered just taking the weapon out altogether and adding another item?


I really do enjoy the 1d4 help to all non-combat checks at that location. I'm going to agree that it sounds fun and innovative. I'm not sure where the balance is on party size, though. I wonder, though, just how usable it really will be? In a small party, it may not be terribly strong. In a large party, that is a lot of locations to cover and only 1 or 2 potentially using it. I'm not sure what I would recommend in it's place or if I would recommend at all. I would certainly be anxious to here how it works out, though!

I'm a little concerned that he might just be a bit like Lem, but potentially less powerful?

Your skill dice add up to 40. Most characters add up to 42. I'd bump up one of your dice.


neonodie wrote:

I really do enjoy the 1d4 help to all non-combat checks at that location. I'm going to agree that it sounds fun and innovative. I'm not sure where the balance is on party size, though. I wonder, though, just how usable it really will be? In a small party, it may not be terribly strong. In a large party, that is a lot of locations to cover and only 1 or 2 potentially using it. I'm not sure what I would recommend in it's place or if I would recommend at all. I would certainly be anxious to here how it works out, though!

I'm a little concerned that he might just be a bit like Lem, but potentially less powerful?

Your skill dice add up to 40. Most characters add up to 42. I'd bump up one of your dice.

using only 40 was a deliberate choice, since Lem, the only other character with both arcane and divine, also only had 40. I don't know if that was deliberate, but I figured that was a safe starting point.

I am a bit worried that he'll be too much of a Lem clone, but I think the increased emphasis on spells, and the fact that he is int/wis based rather than cha will be enough to change the feel.

Also, thanks for all the positive feedback! It makes me feel a lot better about these.


New set of drafts for all my characters. Based on feedback, it sounds like I don't need to change too much here. I felt comfortable bumping his skills up, increasing str to d6. I thought about dropping the weapon, but I think I prefer him having 1, since there are shamen who are more weapon focused, so it didn't feel right to drop it completely.

He probably does have lower con than most Shamen, but that's because he has a remarkable history of dropping dead at inconvenient times, so I couldn't justify it. Coincidentally, that's the same reason the mage has a d4.

Isaic (draenei, male, shaman)
Skill:
STR d6 []+1
DEX d6 []+1 []+2
CON d6 []+1 []+2
INT d12 []+1 []+2 []+3 []+4 Arcane +2 Knowledge +2
WIS d8 []+1 []+2 []+3 []+4 Divine +1
CHA d4 []+1 []+2

Card: (Favored Card Type: Spell)
Weapon 1 []2
Spell 6 []7 []8 []9
Armor 1 []2
Item 1 []2
Ally 2 []3 []4
Blessing 4 []5 []6

Powers: (Hand Size: 6 []7)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you successfully recharge a spell, you may shuffle your deck


isaic16 wrote:

* When you successfully recharge a spell, you may shuffle your deck

Sort of a rules question here: does this apply any time you recharge a spell card, or is it only when you play a spell and succeed at the recharge check? For instance, what if you choose a spell to recharge for the Bandit henchman's power?

I'm asking about your intention, and also because I'm not sure what the ruling would be for the power as worded.


Nefrubyr wrote:
isaic16 wrote:

* When you successfully recharge a spell, you may shuffle your deck

Sort of a rules question here: does this apply any time you recharge a spell card, or is it only when you play a spell and succeed at the recharge check? For instance, what if you choose a spell to recharge for the Bandit henchman's power?

I'm asking about your intention, and also because I'm not sure what the ruling would be for the power as worded.

The intention is that it happens only when you use the recharge ability on the card. That was why I used successfully. Perhaps the below wording would be better:

"When you succeed at a check to recharge a spell, you may shuffle it into your deck"

What do you think? Better? Worse? Did the original wording even work?


isaic16 wrote:

The intention is that it happens only when you use the recharge ability on the card. That was why I used successfully. Perhaps the below wording would be better:

"When you succeed at a check to recharge a spell, you may shuffle it into your deck"

What do you think? Better? Worse? Did the original wording even work?

I think that second version is clearer. In the first one, "successfully recharge" doesn't seem meaningfully different from "recharge", which led to my question. I think "successfully" was too subtle a hint but the new version works fine.

For ultimate clarity you could follow with "instead of recharging it" but it's probably not necessary.

Your shaman has d4 charisma and is the know-it-all of the group - he reminds me of me!


Okay, starting to put together role cards now. I think these are a bit less polished, so I'm looking forward to whatever feedback I can get!

Isaic (draenei, male, shaman)
Skill:
STR d6 []+1
DEX d6 []+1 []+2
CON d6 []+1 []+2
INT d12 []+1 []+2 []+3 []+4 Arcane +2 Knowledge +2
WIS d8 []+1 []+2 []+3 []+4 Divine +1
CHA d4 []+1 []+2

Card: (Favored Card Type: Spell)
Weapon 1 []2
Spell 6 []7 []8 []9
Armor 1 []2
Item 1 []2
Ally 2 []3 []4
Blessing 4 []5 []6

Powers: (Hand Size: 6 []7)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you succeed at a check to recharge a spell, you may shuffle it into your deck

Elementalist: (Hand Size: 6 []7 []8)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 []+2 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you succeed at a check to recharge a spell, you may shuffle it into your deck.
[] Add 2 []3 to your checks with the electricity ([] or fire or cold) trait(s).
[] When you defeat a monster, draw a card.
[] When you play a Blessing of Irori, you may recharge it ([]or shuffle it into your deck) instead of discarding it.

Luna's Disciple: (Hand Size: 6 []7)
[]Weapons [x]Light Armor []Heavy Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 []+2 []+3 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way ([]and one character at that location recharges a random card from their discard pile).
* When you succeed at a check to recharge a spell, you may shuffle it into your deck.
[] At the start of your turn, you may recharge a card to draw a card.
[] At the end of your turn, you may move to a new location ([] and/or move another character to your location).
[] When you play a Blessing or Irori, you may recharge it instead of discarding it.

Thank you again for your help!


You might want to make your Elementalist drawing power optional.

[] When you defeat a monster, you may draw a card.

Or you could kill yourself by winning.


Fenris235 wrote:

You might want to make your Elementalist drawing power optional.

[] When you defeat a monster, you may draw a card.

Or you could kill yourself by winning.

I went back and forth on whether it should be optional (compare to Sajan, who has a power that requires drawing, and Harsk, with a power that gives you the option of drawing.) I think you're probably right, though, that there being a requirement is probably less ideal in this case, so I'll change it.

Isaic (draenei, male, shaman)
Skill:
STR d6 []+1
DEX d6 []+1 []+2
CON d6 []+1 []+2
INT d12 []+1 []+2 []+3 []+4 Arcane +2 Knowledge +2
WIS d8 []+1 []+2 []+3 []+4 Divine +1
CHA d4 []+1 []+2

Card: (Favored Card Type: Spell)
Weapon 1 []2
Spell 6 []7 []8 []9
Armor 1 []2
Item 1 []2
Ally 2 []3 []4
Blessing 4 []5 []6

Powers: (Hand Size: 6 []7)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you succeed at a check to recharge a spell, you may shuffle it into your deck

Elementalist: (Hand Size: 6 []7 []8)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 []+2 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you succeed at a check to recharge a spell, you may shuffle it into your deck.
[] Add 2 []3 to your checks with the electricity ([] or fire or cold) trait(s).
[] When you defeat a monster, you may draw a card.
[] When you play a Blessing of Irori, you may recharge it ([]or shuffle it into your deck) instead of discarding it.

Luna's Disciple: (Hand Size: 6 []7)
[]Weapons [x]Light Armor []Heavy Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 []+2 []+3 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way ([]and one character at that location recharges a random card from their discard pile).
* When you succeed at a check to recharge a spell, you may shuffle it into your deck.
[] At the start of your turn, you may recharge a card to draw a card.
[] At the end of your turn, you may move to a new location ([] and/or move another character to your location).
[] When you play a Blessing or Irori, you may recharge it instead of discarding it.


Final Draft! After discussing with GF, this is what I'm probably going forward with:

Isaic (draenei, male, shaman)
Skill:
STR d6 []+1 []+2
DEX d4 []+1
CON d6 []+1 []+2
INT d12 []+1 []+2 []+3 []+4 Arcane +2 Knowledge +2
WIS d8 []+1 []+2 []+3 []+4 Divine +1
CHA d6 []+1 []+2

Card: (Favored Card Type: Spell)
Weapon 1 []2
Spell 6 []7 []8 []9
Armor 1 []2
Item 1 []2
Ally 2 []3 []4
Blessing 4 []5 []6

Powers: (Hand Size: 6 []7)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you succeed at a check to recharge a spell, you may shuffle it into your deck
* You may attempt a Knowledge 10 check to reduce the difficulty to defeat a monster at your location by 2.

Elementalist: (Hand Size: 6 []7 []8)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 []+2 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you succeed at a check to recharge a spell, you may shuffle it into your deck.
* You may attempt a Knowledge 10 check to reduce the difficulty to defeat a monster at your location by 2 []3.
[] Add 2 []3 to your checks with the electricity ([] or fire or cold) trait(s).
[] When you defeat a monster, you may draw a card.
[] When you play a Blessing of Irori, you may add a d12 instead of the normal die.

Luna's Disciple: (Hand Size: 6 []7)
[]Weapons [x]Light Armor []Heavy Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 []+2 []+3 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way ([]and one character at that location recharges a random card from their discard pile).
* When you succeed at a check to recharge a spell, you may shuffle it into your deck.
* You may attempt a Knowledge 10 []8 check to reduce the difficulty to defeat a monster at your location by 2.
[] At the end of your turn, you may move to a new location ([] and another character may move to the location you left).
[] When you play a Blessing or Irori, you may add a d12 instead of the normal die.


We've now run this group through the basic set and adventure 1. Overall, this is a quite strong group, especially when they're together. It's hard to say if that's because these guys are so good together, or they are too strong, but we've been doing some tests on that regard (when we kept everyone at different locations, it was a serious disaster). We've made a few changes, those for Isaic are detailed below.

Isaic had the Knowledge check for combat increased from a dc 10 to a dc 12. Also, his totems will always be buried prior to his role card, with no option to discard.

See below link for the cards and tokens.
https://docs.google.com/document/d/18mVZl3O6fI4KhewQiEM3HSp5uVfVZX0wGGvWcuS 42Jo/pub


Fixed Link:
Characters Here


Hi again. First of all, I'd like to thank you for checking out my homebrew character. I'll be posting more soon. I hope you'll check them out again.

Now on with the opinions; I hope they do not offend you or come off as excessive or harsh.

Quote:
Place a card from your hand next to your location. Characters at that location add 1d4 []+1 to non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.

I am assuming it works like the Strength spell in terms of when you can use it and how you should use it. Does the effect become stronger with more characters in a totem'd location? or does the additional die only affect individual checks, in which case it should be "their noncombat checks" or even more specific "their individual noncombat checks".


saltncheese wrote:

Hi again. First of all, I'd like to thank you for checking out my homebrew character. I'll be posting more soon. I hope you'll check them out again.

Now on with the opinions; I hope they do not offend you or come off as excessive or harsh.

Quote:
Place a card from your hand next to your location. Characters at that location add 1d4 []+1 to non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
I am assuming it works like the Strength spell in terms of when you can use it and how you should use it. Does the effect become stronger with more characters in a totem'd location? or does the additional die only affect individual checks, in which case it should be "their noncombat checks" or even more specific "their individual noncombat checks".

That's a good point. I'll have to check the final version of the card. The intent is that someone would only add a single d4 to their check if they were at the location, but adding 'their' might make it more clear. Individual I think would be a bit redundant.

Thinking on it, the fact that a power can only be used once per check probably solves the problem, but that doesn't mean it isn't a bad idea to clear up the text. I am a bit concerned about word count, since his abilities already barely fit.


Adventure two is finished, and Isaic has a new update (you can follow the link for latest version)

His totem is back to only a +1 on the regular character card (I was never comfortable with him able to reach +2 before roles). For his power feat, I've turned his ability to shuffle on recharge into a feat-required ability.

What do you guys think?


Runelords has been completed with this group! After a break to play another group, we'll be going back to do the other roles, starting at Adventure 4.

Isaic took the Luna's Disciple role. This allowed his totems to provide an incidental heal, which was a nice little treat, but never made it feel like I wasn't paying a big price for the totem. By the end of the game, the totem buff became more powerful, as non-combat checks become a lot more important (all of the before combat checks, and the painful close checks).

He actually didn't have the feats available to him in order to take the ability to get an extra move, which just shows how tight feats were for him. Also, the ability to shuffle spells on recharge is fantastic, though it can be frustrating when you NEVER draw a particular card because it keeps getting shuffled down.

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Homebrew and House Rules / New Character Concept: Part 1 Shaman All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules