New Character Concept: Part 3 Mage


Homebrew and House Rules


My third 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 the group mage, aka wild fireball throwing crazy woman. She is essentially a Sorceror, but I tried to give her a different feel.

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

Bishie Huntress (draenei, female, mage)
Skill:
STR d6 []+1 []+2 []+3
DEX d8 []+1 []+2 Stealth +2
CON d4 []+1
INT d6 []+1 []+2 []+3
WIS d6 []+1 []+2 Perception +1
CHA d12 []+1 []+2 []+3 []+4 Arcane +2

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

Powers: (Hand Size: 6 []7)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 to the check
* When you would take damage, you may instead banish ([] or bury) a card from your hand to reduce that damage to 0. If you do, reset your hand and end your turn.

Brief description: Huntress is a straight-up damage dealing mage, who also likes to collect pretty men (don't ask). The three mage trees are Fire, Frost and Arcane, represented in the first ability, allowing increased damage for those types (Originally she just started with fire, but I added force so a basic spell could be used with it). The second ability represents Ice Block, which is a long-term damage shield, but also takes you out of the fight.

Let me know how it looks!

Scarab Sages

fair stats and skills

First ability sounds reasonable.
Second one you'd really need to play a bit to get a feel for(can't tell if OP,fair or weak)


I realized an issue with the second ability, where it doesn't really explain what happens if you use it in the middle of an encounter. I changed it to make it a bit more powerful, but hopefully not too much, while hopefully fixing any loopholes. I also realized if you ever took damage on someone else's turn, you could use it as a free reset, so I limited it to encounters on your turn. I really am liking the flavor of it, but I feel it looks a bit rules-patchy. Maybe I've just been looking at it too long, what do you guys think?

Bishie Huntress (draenei, female, mage)
Skill:
STR d6 []+1 []+2 []+3
DEX d8 []+1 []+2 Stealth +2
CON d4 []+1
INT d6 []+1 []+2 []+3
WIS d6 []+1 []+2 Perception +1
CHA d12 []+1 []+2 []+3 []+4 Arcane +2

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

Powers: (Hand Size: 6 []7)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 to the check
* At any time during your turn, you may banish ([] or bury) a card from your hand to end an encounter, treating it as though it were evaded, and reducing any damage to 0. If you do, reset your hand and end your turn.


Few questions about your newer version.
First of, is there a possibility to evade and still take damage? I can´t recall any.
And secondly, how does this power interact with Banes that can´t be evaded, because, thematicly, she is sitting in an Ice block, not really evading.


Fenris235 wrote:

Few questions about your newer version.

First of, is there a possibility to evade and still take damage? I can´t recall any.
And secondly, how does this power interact with Banes that can´t be evaded, because, thematicly, she is sitting in an Ice block, not really evading.

I feel that, since you are 'treating it as though it were evaded' is different than evading, so it would work on 'can't be evaded' creatures. I hadn't considered that before, though.


If you just change the "treating it as thought it were evaded" into "shuffle the encountered card back into the location deck it came from", you would have the same effect without any problems with cards that care about evading.


I liked your idea for the new ice block, so I ran with it. I'm actually pretty happy with how far it has come. I'll probably looks at the formatting for official cards and may tweak the working, but it actually does what it's supposed to, which is nice. Also, I realized I miscounted her starting deck, which was one card short, so now she starts with an item.

Bishie Huntress (draenei, female, mage)
Skill:
STR d6 []+1 []+2 []+3
DEX d8 []+1 []+2 Stealth +2
CON d4 []+1
INT d6 []+1 []+2 []+3
WIS d6 []+1 []+2 Perception +1
CHA d12 []+1 []+2 []+3 []+4 Arcane +2

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

Powers: (Hand Size: 6 []7)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 to the check
* At any time during your turn, you may banish ([] or bury) a card from your hand to end an encounter, shuffle the encountered card back into the location deck, and reduce any damage to 0. If you do, reset your hand and end your turn.


Added Roles

Bishie Huntress (draenei, female, mage)
Skill:
STR d6 []+1 []+2 []+3
DEX d8 []+1 []+2 Stealth +2
CON d4 []+1
INT d6 []+1 []+2 []+3
WIS d6 []+1 []+2 Perception +1
CHA d12 []+1 []+2 []+3 []+4 Arcane +2

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

Powers: (Hand Size: 6 []7)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 to the check
* At any time during your turn, you may banish ([] or bury) a card from your hand to end an encounter, shuffle the encountered card back into the location deck, and reduce any damage to 0. If you do, reset your hand and end your turn.

Pyromancer: (Hand Size: 6 []7 []8)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 []+2 []+3 []+4 to the check ([] and you may treat a spell with any one of those traits as though it had all of them).
* At any time during your turn, you may banish ([] or bury) a card from your hand to end an encounter, shuffle the encountered card back into the location deck, and reduce any damage to 0. If you do, reset your hand and end your turn.
[] Add 2 to checks to acquire a spell ([] or ally).
[] When you play a Blessing of Calistria, you may add a d12 instead of the normal die.

The Huntress: (Hand Size: 6 []7 []8)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 []+2 to the check.
* At any time during your turn, you may banish ([] or bury) a card from your hand to end an encounter, shuffle the encountered card back into the location deck, and reduce any damage to 0. If you do, ([] you may bury another card from your hand, otherwise) reset your hand and end your turn.
[]Add 2 []4 []6 to your checks to acquire an ally ([] or spell).
[] When you play a Blessing of Calistria, you may add a d12 instead of the normal die.


I just realised a question.
What happens when your Ice block power encounters a monster that would deal damage to anyone at your location (the normal way and/or as before the encounter effect)? Do others get hit, or are you blocking it for them.


Fenris235 wrote:

I just realised a question.

What happens when your Ice block power encounters a monster that would deal damage to anyone at your location (the normal way and/or as before the encounter effect)? Do others get hit, or are you blocking it for them.

Good point! Clarified below:

Bishie Huntress (draenei, female, mage)
Skill:
STR d6 []+1 []+2 []+3
DEX d8 []+1 []+2 Stealth +2
CON d4 []+1
INT d6 []+1 []+2 []+3
WIS d6 []+1 []+2 Perception +1
CHA d12 []+1 []+2 []+3 []+4 Arcane +2

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

Powers: (Hand Size: 6 []7)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 to the check
* At any time during your turn, you may banish ([] or bury) a card from your hand to end an encounter, shuffle the encountered card back into the location deck, and reduce any damage you would take to 0. If you do, reset your hand and end your turn.

Pyromancer: (Hand Size: 6 []7 []8)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 []+2 []+3 []+4 to the check ([] and you may treat a spell with any one of those traits as though it had all of them).
* At any time during your turn, you may banish ([] or bury) a card from your hand to end an encounter, shuffle the encountered card back into the location deck, and reduce any damage you would take to 0. If you do, reset your hand and end your turn.
[] Add 2 to checks to acquire a spell ([] or ally).
[] When you play a Blessing of Calistria, you may add a d12 instead of the normal die.

The Huntress: (Hand Size: 6 []7 []8)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 []+2 to the check.
* At any time during your turn, you may banish ([] or bury) a card from your hand to end an encounter, shuffle the encountered card back into the location deck, and reduce any damage you would take to 0. If you do, ([] you may bury another card from your hand, otherwise) reset your hand and end your turn.
[]Add 2 []4 []6 to your checks to acquire an ally ([] or spell).
[] When you play a Blessing of Calistria, you may add a d12 instead of the normal die.


Because of my own intervention, i still think your Ice-block power is to vague.

When exactly in the encounter steps would it trigger?
When encounterd.
Before "before encounter effects" which would be the normal evade timing.
Before the check(s) to defeat.
Could you still trigger it after the checks if you see you couldn´t defeat it?

And if it would be when encountered or anything else before the check. Would this power just put the card back, ignoring everthing else on the card (what i´m pretty sure is your intention), or would it finish everything in the encounter, counting your check as 0 and you just would ignore the damage?.

So my suggestion would be to say that you can only trigger it at the "evade" step in the encounter, that was your intention (i think) and would cut anything out that could result in further questions.

Or you just cut all the crap i said and change your power to.

"At any time during your turn, you may banish ([]bury) a card from your hand to evade your encounter even if it normally couldn´t be evaded. If you do, reset your hand and end your turn."


Fenris235 wrote:

Because of my own intervention, i still think your Ice-block power is to vague.

When exactly in the encounter steps would it trigger?
When encounterd.
Before "before encounter effects" which would be the normal evade timing.
Before the check(s) to defeat.
Could you still trigger it after the checks if you see you couldn´t defeat it?

And if it would be when encountered or anything else before the check. Would this power just put the card back, ignoring everthing else on the card (what i´m pretty sure is your intention), or would it finish everything in the encounter, counting your check as 0 and you just would ignore the damage?.

So my suggestion would be to say that you can only trigger it at the "evade" step in the encounter, that was your intention (i think) and would cut anything out that could result in further questions.

Or you just cut all the crap i said and change your power to.

"At any time during your turn, you may banish ([]bury) a card from your hand to evade your encounter even if it normally couldn´t be evaded. If you do, reset your hand and end your turn."

The idea is that you can use it at any time during an encounter, essentially to end it before things go royally bad (IE you just realized that lightning bolt rolled 4 1's and the ogre you thought you were going to destroy is now going to deal 5 damage to you. Ice block, and he can't touch you, and wanders off to fight another day.) If it was only going to be an evasion ability before the encounter, I wouldn't need have as many restrictions as I have.


So, if i understand you right, that is a power that royaly screws everyone over that happen to be at the same location as her. Because she can take the risks without consequences for herself, the rest, not so much. So no one wants to be at the same location as her.


Fenris235 wrote:
So, if i understand you right, that is a power that royaly screws everyone over that happen to be at the same location as her. Because she can take the risks without consequences for herself, the rest, not so much. So no one wants to be at the same location as her.

Hmmm... yeah, that sounds perfect for her.

Can you think of anything I can change to make that more clear?


Would explain why she has to hunt for men, if no one wants to stay.

I can, but only if that, what is in my mind, is the same you wanted for the power.
Point 1 It shouldn´t be an evade power, but just something that negates damage. Is that the core idea? If the answer is yes, here is my idea.

At any time during your turn, if you would take damage, you may banish ([]bury) a card from your hand to reduce the damage to 0. If you do, reset your hand and end your turn. If this happend in an encounter, treat it as undefeated/unaquired.

If the answer was a No, than i need more infos about the intention.


Just as I was worried I'd have to scrap the power, along comes adventure deck 6 with Sigil of Wrath, providing new wording that will be perfect for my Ice Block. It does change the functionality slightly (can't block out of pre-combat damage, but does save allies at least)

Bishie Huntress (draenei, female, mage)
Skill:
STR d6 []+1 []+2 []+3
DEX d8 []+1 []+2 Stealth +2
CON d4 []+1
INT d6 []+1 []+2 []+3
WIS d6 []+1 []+2 Perception +1
CHA d12 []+1 []+2 []+3 []+4 Arcane +2

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

Powers: (Hand Size: 6 []7)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 to the check
* If you fail a check to defeat a monster, you may banish ([] or bury) a card from your hand to evade that monster. If you do, reset your hand and end your turn.

Pyromancer: (Hand Size: 6 []7 []8)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 []+2 []+3 []+4 to the check ([] and you may treat a spell with any one of those traits as though it had all of them).
* If you fail a check to defeat a monster, you may banish ([] or bury) a card from your hand to evade that monster. If you do, reset your hand and end your turn.
[] Add 2 to checks to acquire a spell ([] or ally).
[] When you play a Blessing of Calistria, you may add a d12 instead of the normal die.

* The Huntress: (Hand Size: 6 []7 []8)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 []+2 to the check.
* If you fail a check to defeat a monster, you may banish ([] or bury) a card from your hand to evade that monster. If you do, ([] you may bury another card from your hand, otherwise) reset your hand and end your turn.
[]Add 2 []4 []6 to your checks to acquire an ally ([] or spell).
[] When you play a Blessing of Calistria, you may add a d12 instead of the normal die.


Just unveiled this to the GF, and so far, it's looking good! I do have a few changes to make after her feedback.

Thanks again, everyone who helped make these happen!

Bishie Huntress (draenei, female, mage)
Skill:
STR d6 []+1 []+2 []+3
DEX d8 []+1 []+2 Stealth +2 Disable +1
CON d4 []+1
INT d6 []+1 []+2 []+3
WIS d6 []+1 []+2
CHA d12 []+1 []+2 []+3 []+4 Arcane +2

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

Powers: (Hand Size: 6 []7)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 to the check
* If you fail a check to defeat a monster, you may banish ([] or bury) a card from your hand to evade that monster. If you do, reset your hand and end your turn.

Pyromancer: (Hand Size: 6 []7 []8)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 []+2 []+3 []+4 to the check ([] and you may treat a spell increased this way as though it had any combination of those traits).
* If you fail a check to defeat a monster, you may banish ([] or bury) a card from your hand to evade that monster. If you do, reset your hand and end your turn.
[] Add 2 to checks to acquire a spell ([] or ally).
[] When you play a Blessing of Calistria, you may add a d12 instead of the normal die.

* The Huntress: (Hand Size: 6 []7 []8)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 []+2 to the check.
* If you fail a check to defeat a monster, you may banish ([] or bury) a card from your hand to evade that monster. If you do, ([] you may bury another card from your hand, otherwise) reset your hand and end your turn.
[]Add 2 []4 []6 to your checks to acquire an ally ([] or spell).
[] When you play a Blessing of Calistria, you may add a d12 instead of the normal die.

Possible new ability, after being reminded of an aspect of her character. To know if it will work, I will have to check how Ranzak is worded when I get my grubby paws on him:
When building your deck, you can add any one ally from the box to your deck. This ally cannot have any abilities that do not require it to be banished.


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 Huntress are detailed below.

At this time, we didn't make any changes to Bishie Huntress. However, so far she's been the least interesting of the characters, so there will probably be some adjustment in the future. We just need a little more playtest time to figure out what isn't working.

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


Fixed Link:
Characters Here


Adventure 2 Complete. Huntress had a few updates.

1. She now only starts by granting a buff to force, and has to unlock both fire and cold.
2. She now naturally buries cards. I find she doesn't use the ability enough anyway, so a buff is not unwarranted. For the other power feat, she now can get a plus 2 to her magic power-up.


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.

Early in the AP, all of Huntress's abilities felt like they were either redundant or overkill. Later in the AP, as enemies scale faster than you do, those abilities became amazing.

Huntress took the Pyromancer role. This allowed her to really pump up her elemental buff. This also was multiplied when she started getting clouds with the right elements. The ability to change traits was especially critical, adding fire or removing cold made a huge difference. She was pretty consistently the finisher of the adventure, either by taking the Villain herself, or throwing multiple clouds (usually Incendiary Cloud + Blizzard) to add a handful of dice to each check.

Her role abilities that I added (levitate in Pyromancer, food in The Huntress) were a great addition that really gave her some good utility.

Of all the characters to have a quadratic growth rate, I did not expect Huntress to be one of them. However, her abilities are much more helpful in the late game. It may be worth considering trying to swap out some of her abilities to make her feel more interesting early.

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