New Character Concept: Part 2 Priest


Homebrew and House Rules


My second character. For those that didn't see my first 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). This is my GF's character, the group priest. Since he actually originated in D&D before being ported to WoW, he actually resembles the cleric much more closely than you'd expect. In particular, I can't decide if discard is the right cost for the first ability, so looking forward to hearing your thoughts.

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

Eluril (drow, male, priest)
Skill:
STR d8 []+1 []+2 []+3 Melee +1
DEX d4 []+1
CON d6 []+1
INT d6 []+1 []+2
WIS d10 []+1 []+2 []+3 []+4 Divine +2
CHA d8 []+1 []+2 []+3 []+4 Diplomacy +2

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

Powers: (Hand Size: 5)
[x]Weapons [x]Light Armor [] Heavy Armor
* Discard a card to reduce combat ([] or any other) damage dealt to another character by 1d4 []+1
* Instead of ([] or in addition to) moving this turn, you may move another character to your location

Brief description: Eluril is the group healer. He specializes in shields for damage prevention (see first ability). He is generally scared of the world, though he has started to grow out of it. His second ability represents a priest ability to pull other characters to you, though it is essentially very similar to the barbarian's move ability, just a bit backwards.

Let me know how it looks!

Scarab Sages

Well the first power closely resemble Valeros as I'd guess is part of the inspiration.
It might be a bit much to have the "any other" option unless you limit it to your location imo.
Or perhaps not if you make it unable to stack with armor?(though not sure how fun that would be for the characters using armor)

Perhaps stick with the build you made but specify the type of card which need to be discarded? So you won't have the character discard 3 cards get healed for 3 etc etc etc (Perhaps Blessings?)


I like the character as is pretty well, but that first power really should have "at your location" on it, in my opinion. Otherwise, my gut says it's too powerful. Also, I might say limit it to a card with the Divine trait, a la Kyra. Perhaps look forward to making that a ([] or recharge) as a role?

But yeah! I like the clericky feel. You know, except we're going to try to keep people from getting hurt instead of letting them get hurt and THEN fixing them.


Just wondering how useful the moving characters is, as it stands.

How about adding the "at your location" for the damage cancellation, and balancing that with "you may ignore any checks to move" when moving other people?

Even without the at your location, the fact that it's a discard to cancel damage probably stops it being too powerful - there's only a limited number of times you'll want to discard a card to cancel 1 damage - maybe when you get to role cards, you could add something like "succeed at a divine 10 check to recharge the card instead"


I originally had 'at your location' built into the first power, but I wanted to differentiate it more from the 'tanking' powers, like Seelah's and Valeros's roles, which is why I removed it. I actually took more inspiration from Harsk's power. I figured having to discard balanced out the fact that it could be played after the battle, and couldn't actually help you win (when you think about it, combat bonuses are essentially a kind of damage reduction, but with other perks).

For the 'any other damage' bonus, I felt like if I didn't add that, there would be a risk of that power just collecting dust early on, since so often combat is either complete overkill, or no chance and you just discard your hand anyway.

If I restrict it to divine cards, do you think that would limit it enough? Then it's comparable to Kyra's power, the difference being that it doesn't stop exploration and can be done at any time, but in exchange can only prevent damage, not attrition, and you have to spend a card for each packet, not just heal it all back later. I almost feel if I do that, I may want to add a baseline +1 to the shield amount, with power feat for +2.

I like the rider about ignoring movement effects on the second power, it did feel like there needed to be something more to the power as it stood. I'm also not married to that ability by any means. If there are any WoW players (or people who know clerics) here, I'd welcome other suggestions for a priest power that could be used there instead. I don't want to just copy either of Kyra's powers, since he's not big on undead-slaying, and the heal power is too close to the shields.


Actually, I just got some inspiration. See updated version below. What do you think, better? Worse? Same? (I only changed the powers, so you can focus on those)

Eluril (drow, male, priest)
Skill:
STR d8 []+1 []+2 []+3 Melee +1
DEX d4 []+1
CON d6 []+1
INT d6 []+1 []+2
WIS d10 []+1 []+2 []+3 []+4 Divine +2
CHA d8 []+1 []+2 []+3 []+4 Diplomacy +2

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

Powers: (Hand Size: 5)
[x]Weapons [x]Light Armor [] Heavy Armor
* Discard a card with the divine trait to reduce combat ([] or any other) damage dealt to another character by 1d4 []+1
* Whenever you defeat a monster, a character at your location may recharge a random card from their discard pile.

I added the divine restriction to the first power. If possible, I'd like to keep the ability to do it at range. For the second ability, I added an ability to heal characters by dealing damage, which is something he is frequently able to do in game. I feel one card and only recharging is fair.

Scarab Sages

THe thing you just want to avoid with the character is a character who spend all the game repeating itself.

4 player scenario:
Discard 3 cards to prevent a significant amount of damage to each other player and on his turn cast cure, repeat.
Ofcause there's times where the others won't be facing banes where the priest will have more cards availible.
STill considering myself a newbie to this game, but perhaps make it so that the you must use the ability before the other player draw?

Just making suggestions here, perhaps it'll help perhaps it's worthless.
THe reader shall decide ;)

Edit:

Like the new one better


I like this version more. I just would add a "Once per Check" to your shield power.
And the second power is essential the same power as the loot club (forgot the name), if i understood you correctly.

For a WoW priest, one obvious role would be the Shadow priest. Another could focus on buffing or mind-control.


Update for the priest. I don't think he needs a once-per-check restriction, for the same reason Harsk and Lem don't have one (I think, I should probably double-check). Only change was that I bumped up his spells in exchange for armor, since he's more divine-focused now. Since WoW priests usually wear cloth, I wasn't sure 2 armor was right to begin with.

Eluril (drow, male, priest)
Skill:
STR d8 []+1 []+2 []+3 Melee +1
DEX d4 []+1
CON d6 []+1
INT d6 []+1 []+2
WIS d10 []+1 []+2 []+3 []+4 Divine +2
CHA d8 []+1 []+2 []+3 []+4 Diplomacy +2

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

Powers: (Hand Size: 5)
[x]Weapons [x]Light Armor [] Heavy Armor
* Discard a card with the divine trait to reduce combat ([] or any other) damage dealt to another character by 1d4 []+1
* Whenever you defeat a monster, a character at your location may recharge a random card from their discard pile.


Draft of Roles is up. Also realized the last set of changes got him down to 3 power feats, so I added a hand size increase.

Eluril (drow, male, priest)
Skill:
STR d8 []+1 []+2 []+3 Melee +1
DEX d4 []+1
CON d6 []+1
INT d6 []+1 []+2
WIS d10 []+1 []+2 []+3 []+4 Divine +2
CHA d8 []+1 []+2 []+3 []+4 Diplomacy +2

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

Powers: (Hand Size: 5 []6)
[x]Weapons [x]Light Armor [] Heavy Armor
* Discard a card with the divine trait to reduce combat ([] or any other) damage dealt to another character by 1d4 []+1
* Whenever you defeat a monster, a character at your location may recharge 1 random card from their discard pile.

Discipline Priest: (Hand Size: 5 []6 []7)
[x]Weapons [x]Light Armor [] Heavy Armor
* Discard a card with the divine trait to reduce combat ([] or any other) damage dealt to another character by 1d4 []+1 []+2 ([] and recharge a random card from their discard pile)
* Whenever you defeat a monster, a character at your location may recharge 1 random card from their discard pile.
[] At the start ([]and end) of your turn, you may examine the top card of your location deck.
[] At the start of your turn, you may discard a divine card from your hand. If you do, a character at your location shuffles 1d4 []+1 random cards from their discard pile into their deck.
[] When you play a Blessing of Iomedae, you may recharge it instead of discarding it.

First Scale: (Hand Size: 5 []6)
[x]Weapons [x]Light Armor [] Heavy Armor
* Discard a card with the divine trait to reduce combat ([] or any other) damage dealt to ([] you or) another character by 1d4 []+1 []+2
* Whenever you defeat a monster, a character at your location may recharge 1 []2 random card(s) from their discard pile ([] and you may look at the top card of the location deck)
[] At the start of your turn, you may discard a divine card from your hand. If you do, a character at your location shuffles 1d4 []+1 random cards from their discard pile into their deck.
[] Add 2 to all combat checks using a weapon.
[] When you play a Blessing of Iomedae, you may recharge it instead of discarding it.


Final Draft!

Eluril (drow, male, priest)
Skill:
STR d8 []+1 []+2 []+3 Melee +1
DEX d4 []+1
CON d6 []+1
INT d6 []+1 []+2
WIS d10 []+1 []+2 []+3 []+4 Divine +2
CHA d8 []+1 []+2 []+3 []+4 Diplomacy +2

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

Powers: (Hand Size: 5 []6)
[x]Weapons [x]Light Armor
* Discard a card with the divine trait to reduce combat ([] or any other) damage dealt to another character by 1d4 []+1 []+2
* Whenever you defeat a monster, a character at your location may recharge 1 random card from their discard pile.

Discipline Priest: (Hand Size: 5 []6 []7)
[x]Weapons [x]Light Armor
* Discard a card with the divine trait to reduce combat ([] or any other) damage dealt to another character by 1d4 []+1 []+2 ([] and recharge a random card from their discard pile)
* Whenever you defeat a monster, a character at your location may recharge 1 random card from their discard pile.
[] At the start of your turn, you may examine the top card of your location deck.
[] At the start of your turn, you may discard a divine card from your hand. If you do, a character at your location shuffles 1d4 []+1 []+2 random cards from their discard pile into their deck.
[] When you play a Blessing of Iomedae, you may recharge it ([]or shuffle it into your deck) instead of discarding it.

First Scale: (Hand Size: 5 []6)
[x]Weapons [x]Light Armor [] Heavy Armor
* Discard a card with the divine trait to reduce combat ([] or any other) damage dealt to ([] you or) another character by 1d4 []+1 []+2
* Whenever you defeat a monster, a character at your location may recharge 1 []2 random card(s) from their discard pile ([] and you may look at the top card of the location deck)
[] At the start of your turn, you may discard a divine card from your hand. If you do, a character at your location shuffles 1d4 []+1 random cards from their discard pile into their deck.
[] Add 2 to all combat checks using a weapon.
[] When you play a Blessing of Iomedae, you may recharge it instead of discarding it.


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 Eluril are detailed below.

Eluril was one of two characters with no changes, but you can still click the link to see him in all his glory.

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


Fixed Link:
Characters Here


After completing Adventure 2, no new changes for Eluril.

Eluril has been the biggest revelation of the playtest. I thought I had an interesting design in the shields, and the smite healing was a last minute addition. In practice, he's been great. He actually makes us excited to go against monsters, but his fighting power is low enough that it never feels like we're just getting free heals. The power level of both abilities feels spot-on, and he has also been a blast to play (even if he did choke on the check to pick up a Major Cure last session :P)


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.

Eluril went with the First Scale role. The signature ability from that was the buff to his combat heal. That ability seems to completely change the way he approaches the game. While he doesn't have the stats to be a combat monster like Snow or Huntress, he seeks out fights more than anyone else, as the healing from that power probably added up into the double digits by the end of each scenario.

His shields ended up being somewhat overshadowed by Snowdragon by the end of the adventure, but the ability to throw shields from anywhere, and his uncannily good rolls whenever he did, save people several times.

Also, the ability to add 2 to weapon checks was vital to his ability to keep up late-game. If we review his card feats later, we may look to add another weapon upgrade as an option.

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