
isaic16 |

My fourth 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 hunter, and overall really nice person. Hunters, for those that don't know, are essentially rangers, but with more focus put on their animals than in Pathfinder.
(No roles at this time, I'm making 6 characters, so that's a bridge I'm not ready for yet)
Fennish (draenei, male, hunter)
Skill:
STR d8 []+1 []+2
DEX d10 []+1 []+2 []+3 []+4 Ranged +3
CON d6 []+1 []+2
INT d4 []+1
WIS d8 []+1 []+2 []+3 Survival +2 Perception +2
CHA d6 []+1 []+2 []+3
Card: (Favored Card Type: Ally)
Weapon 4 []5 []6
Spell -
Armor 1 []2
Item 4 []5 []6
Ally 3 []4 []5 []6
Blessing 3 []4 []5
Powers: (Hand Size: 5)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location
Brief description: As I said above, Fen is the nicest person you will meet, and that extends to the way the character plays, always quick to set a trap to help out the priest, or sending the noble gooddog (a cat) or Catbeardog (Lion statue thing) to help tank when someone gets away. Because of that, I wanted his abilities to be focused on supporting the group. The first power is essentially setting a trap to make an opponent easier. It's loosely inspired by Harsk's ability, but since it's restricted to a type of card, I felt save bumping up the die. The second ability is Lini's, but only for allies. I considered restricting it to non-combat, so it doesn't overlap with the first ability, but I'm not sure if that's necessary.
Let me know how it looks!

Fenris235 |

How about something similar to your Shamans totem power?
You set up the trap at a location you are at when you set it up. It gives the bonus you mentioned, but is used up after the first use.
That would perfectly fit the theme, but perhaps i would add that you can choose not to spring the trap, if the first monster encountered would be something really weak.
Perhaps even add, that if you start your turn at a location with an unused trap, you can take the card back into your hand.

isaic16 |

I went back and forth on your suggestion. On one hand, there's a risk that there would be confusion between Fen's and Isaic's cards. On the other hand, the flavor is great, and also I was worried since I don't think there's a power that recharges a specific card type, probably since it's a pain to reveal then recharge. Discarding goes face up, so there's no issue.
I tried changing it to allow them to be placed, but I haven't found wording that I like. I can have Isaic place his totems face down, so that isn't an issue. However, I'm trying to figure out a way to manage the number of traps that can be out and/or played on a single check. For now, I'm leaving it as-is, since it does 80% of the work of the location-based power for 20% of the complexity. If you want to suggest new wording, I'm definitely willing to try it.
I'm pretty happy with the rest of his card, and didn't make any changes. Looking forward to hear if there is any other feedback.
Fennish (draenei, male, hunter)
Skill:
STR d8 []+1 []+2
DEX d10 []+1 []+2 []+3 []+4 Ranged +3
CON d6 []+1 []+2
INT d4 []+1
WIS d8 []+1 []+2 []+3 Survival +2 Perception +2
CHA d6 []+1 []+2 []+3
Card: (Favored Card Type: Ally)
Weapon 4 []5 []6
Spell -
Armor 1 []2
Item 4 []5 []6
Ally 3 []4 []5 []6
Blessing 3 []4 []5
Powers: (Hand Size: 5)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location

Fenris235 |

It´s a lot more wordier than the not so much flavor version.
But this would be my "official" wording of my suggested power.
You may place an Item card face up as a trap in front of your location. This trap stays at this location until it is activated or picked up again. A location can have a maximum of 1 trap at all times. Anyone at a location with a trap may activate it to reduce the difficulty of his combat check by 1d6 ([]+1)([]+2). An activated trap gets recharged into your deck. If you start your turn at a location with a trap, you may take the Item card back into your hand.

isaic16 |

Role cards added:
Fennish (draenei, male, hunter)
Skill:
STR d8 []+1 []+2
DEX d10 []+1 []+2 []+3 []+4 Ranged +3
CON d6 []+1 []+2
INT d4 []+1
WIS d8 []+1 []+2 []+3 Survival +2 Perception +2
CHA d6 []+1 []+2 []+3
Card: (Favored Card Type: Ally)
Weapon 4 []5 []6
Spell -
Armor 1 []2
Item 4 []5 []6
Ally 3 []4 []5 []6
Blessing 3 []4 []5
Powers: (Hand Size: 5)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2.
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location.
Beast Master: (Hand Size: 5 []6)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2.
* Reveal an Animal from your hand to add 1d4 []+1 []+2 []+3 to a check by ([] you or) another character at your location.
[] When you discard an animal, you may recharge it instead.
[] You may automatically recharge items with the Divine trait.
[] When you play a Blessing of Desna, you may recharge it ([] or shuffle it into your deck) instead of discarding it.
Trapper: (Hand Size: 5 []6 []7)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item ([] or weapon) from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2 []+3
* Reveal an Animal from your hand to add 1d4 []+1 []+2 to a check by another character at your location
[] You may automatically recharge items with the Divine ([] or Arcane) trait.
[] When you play a Blessing of Desna, you may recharge it instead of discarding it.

isaic16 |

Slight change to trapper, to make it seem a bit more like the trap expert.
Fennish (draenei, male, hunter)
Skill:
STR d8 []+1 []+2
DEX d10 []+1 []+2 []+3 []+4 Ranged +3
CON d6 []+1 []+2
INT d4 []+1
WIS d8 []+1 []+2 []+3 Survival +2 Perception +2
CHA d6 []+1 []+2 []+3
Card: (Favored Card Type: Ally)
Weapon 4 []5 []6
Spell -
Armor 1 []2
Item 4 []5 []6
Ally 3 []4 []5 []6
Blessing 3 []4 []5
Powers: (Hand Size: 5)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2.
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location.
Beast Master: (Hand Size: 5 []6)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2.
* Reveal an Animal from your hand to add 1d4 []+1 []+2 []+3 to a check by ([] you or) another character at your location.
[] When you discard an animal, you may recharge it instead.
[] You may automatically recharge items with the Divine trait.
[] When you play a Blessing of Desna, you may recharge it ([] or shuffle it into your deck) instead of discarding it.
Trapper: (Hand Size: 5 []6)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item ([] or weapon) from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2 []+3 []+4
* Reveal an Animal from your hand to add 1d4 []+1 []+2 to a check by another character at your location
[] You may automatically recharge items with the Divine ([] or Arcane) trait.
[] When you play a Blessing of Desna, you may recharge it instead of discarding it.

isaic16 |

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!
Fennish (draenei, male, hunter)
Skill:
STR d8 []+1 []+2
DEX d10 []+1 []+2 []+3 []+4 Ranged +2
CON d6 []+1 []+2
INT d4 []+1 Craft +2
WIS d8 []+1 []+2 []+3 Survival +2 Perception +2
CHA d6 []+1 []+2 []+3
Card: (Favored Card Type: Ally)
Weapon 4 []5 []6
Spell -
Armor 1 []2
Item 4 []5 []6
Ally 3 []4 []5 []6
Blessing 3 []4 []5
Powers: (Hand Size: 5)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2.
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location.
Beast Master: (Hand Size: 5 []6)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2.
* Reveal an Animal from your hand to add 1d4 []+1 []+2 []+3 to a check by ([] you or) another character at your location.
[] When you discard an animal, you may recharge it instead.
[] You may attempt a craft 6 check in place of the normal check to recharge items with the Arcane trait.
[] When you play a Blessing of Desna, you may recharge it ([] or shuffle it into your deck) instead of discarding it.
Trapper: (Hand Size: 5 []6)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item ([] or weapon) from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2 []+3 []+4
* Reveal an Animal from your hand to add 1d4 []+1 []+2 to a check by another character at your location
[] You may attempt a craft 6 check in place of the normal check to recharge items with the Arcane ([] or Magic) trait.
[] When you play a Blessing of Desna, you may recharge it instead of discarding it.

isaic16 |

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 Fennish are detailed below.
Fennish has very powerful abilities when there are people at his location. At this time, I think they are still fair, but we are monitoring closely and may have to change in a later draft. For now, the only change was to add a skill feat to int.
See below link for the cards and tokens.
https://docs.google.com/document/d/18mVZl3O6fI4KhewQiEM3HSp5uVfVZX0wGGvWcuS 42Jo/pub

KShell |

Congratulations on making six unique characters! This is no small feat, and I have to tip my hat to your dedication. I hope to see more updates for each character as you continue to progress through the adventure path.
Now, since you've been kind enough to really dive into my designs, I figured I would try to return the favor. I've spent a lot of time looking your team over (especially when I hit walls working on my own homebrew content) and there are extremely innovative ideas embedded in each design. All six characters look well-balanced, and each one seems to have a unique play-style. With that said, I've chosen to comment specifically on Fennish's page because I believe he is the most likely to fall out of balance (and judging from your comments you may have the same fears.)
For starters, we should look at his buff. It is essentially the same as Lem's token ability, but has a slightly modified cost. Although this cost seems in line with Lem's ability, I believe that it makes an already impressive power even better, as it allows the Hunter to have a full hand of cards even after aiding many checks. Consider that with only two other characters at Fennish's location, he can easily boost 5 or 6 checks (if those players are using cards for multiple explorations) per round at no cost. If Lem were to do the same, he would have no hand for his own turn.
Fennish's trapping ability has better balance. In my own designs, I've struggled with weighing the impact of decreasing check difficulty versus adding dice to a check. My conclusion has been that decreasing check difficulty is simply better, because it happens before other dice are rolled. This means that a good roll on your trap 1d6 can allow you to save that blessing for a later time. Comparing these traps with Valeros' ability to assist other players, Fennish has much more impact (decreasing difficulty is better than just adding dice, and a 1d6 is better than a 1d4), but at a larger cost (Fennish must recharge one of 3 items, whereas Valeros can use his ability with impunity). This is more or less in-line with the game's balance, but I'm inclined to think that it might still be a very small step in the too powerful direction.
Where Fennish becomes truly overpowered is when his abilities are combined, making combat checks for his allies a cakewalk, and nearly every other check that much easier throughout every single scenario. On a team of six, he would surely stand out as the single best character in the box...
My suggestion for better balance would be to tweak both abilities. The trap might become a 1d4 (since lowering difficulty is still better than adding dice) or possibly a discard rather than a recharge. The buff might have yet another limitation placed on it, such as a restriction to non-combat checks.
That's all I have for Fennish. Hopefully I've been of some help.
(P.S. While I'm here... some musings about your other characters that don't warrant full posts.
- How is Serpenttongue's charm spell working out? I love the idea of it, but it seems so involved. Has it been worth the word count?
- Isaic's totems are really well designed. I'm going to steal this concept for other characters and content down the line.
- Does Bishie Huntress get in trouble very often? There are very few barriers that she has to worry about with Stealth, Disable, and Arcane, and combined with her ability to evade monsters after-the-fact, her death seems quite unlikely.
- Eluril is great. I love the concept of a damage-prevention cleric instead of a healing cleric. His ability to heal a small amount when he defeats a monster is brilliant.
- Snowdragon is my absolute favorite design. Kudos to you for making a character that actually really benefits from a deck full of armors. I wouldn't be surprised at all to see some of her abilities copied verbatim in the Fighter Class Deck. Simply elegant.)

isaic16 |

Congratulations on making six unique characters! This is no small feat, and I have to tip my hat to your dedication. I hope to see more updates for each character as you continue to progress through the adventure path.
Now, since you've been kind enough to really dive into my designs, I figured I would try to return the favor. I've spent a lot of time looking your team over (especially when I hit walls working on my own homebrew content) and there are extremely innovative ideas embedded in each design. All six characters look well-balanced, and each one seems to have a unique play-style. With that said, I've chosen to comment specifically on Fennish's page because I believe he is the most likely to fall out of balance (and judging from your comments you may have the same fears.)
For starters, we should look at his buff. It is essentially the same as Lem's token ability, but has a slightly modified cost. Although this cost seems in line with Lem's ability, I believe that it makes an already impressive power even better, as it allows the Hunter to have a full hand of cards even after aiding many checks. Consider that with only two other characters at Fennish's location, he can easily boost 5 or 6 checks (if those players are using cards for multiple explorations) per round at no cost. If Lem were to do the same, he would have no hand for his own turn.
Fennish's trapping ability has better balance. In my own designs, I've struggled with weighing the impact of decreasing check difficulty versus adding dice to a check. My conclusion has been that decreasing check difficulty is simply better, because it happens before other dice are rolled. This means that a good roll on your trap 1d6 can allow you to save that blessing for a later time. Comparing these traps with Valeros' ability to assist other players, Fennish has much more impact (decreasing difficulty is better than just adding dice, and a 1d6 is better than a 1d4), but at a larger cost (Fennish must recharge one of 3 items, whereas Valeros can use his ability with impunity). This is more or less in-line with the game's balance, but I'm inclined to think that it might still be a very small step in the too powerful direction.
Where Fennish becomes truly overpowered is when his abilities are combined, making combat checks for his allies a cakewalk, and nearly every other check that much easier throughout every single scenario. On a team of six, he would surely stand out as the single best character in the box...
My suggestion for better balance would be to tweak both abilities. The trap might become a 1d4 (since lowering difficulty is still better than adding dice) or possibly a discard rather than a recharge. The buff might have yet another limitation placed on it, such as a restriction to non-combat checks.
That's all I have for Fennish. Hopefully I've been of some help.
Thank you for all your advice. I'd been meaning to do an update to Fen and the others that didn't get functional changes at the end of AP 2, but hadn't gotten around to it. Fennish was a major worry of mine early, and for a while my worst fears of his power were coming true. However, as time has gone on, I've been a bit alleviated, largely for a few reasons:
1. The obvious Fennish comparison is to Lem, but I feel that the comparison works better when you look at Valeros, instead. Look at both of their abilities to add a d4. It is only to other characters at their location. Val can only aid combat, but can always do it. Fen needs an animal in his hand, but if he does, he boosts all checks. I think Fen's ability is still stronger, but he also doesn't get nearly as many power feats to it, which I think helps. (That being said, I'm considering nixing his ability to self-buff in Beast Master.)
For his second ability, it can be somewhat comparable to Valeros's ability to recharge weapons. Normally, he recharges weapons to, effectively, add d6 or d8 to a combat check (rather than discarding it), which is not that far off from Fen's trap ability. Now as you've said, and as I've seen, reducing the difficulty is far more powerful than adding a die, so the d4 may be reasonable (though then both is abilities grant a d4, which I feel would be visually uninteresting, so I'd like to avoid it).
2. Resource management is a major challenge. The fact that he needs an animal, an item, and a weapon in his hand at pretty much all times if he wants to be effective means that he is incredibly constrained. Again comparing to Valeros, he just needs a Weapon and he can do anything he wants. I've seen Fen's player struggle with any kind of bad luck, trying to decide what cards they can afford to lose at any given time. And it's only going to get worse as the item quality improves.
3. His abilities have, surprisingly, not scaled as well with adventure difficulty as I was expecting. In the early adventures, having Fen at your location (especially if there was also a totem) meant that it was an easy win. even casters could punch things to death. However, in Adventure 3, I've found that, often as not, Fen's animals have not been enough to swing a check significantly. Either we had no change and it went to a small chance, or we were going to win anyway.
Overall, he's still my top monitoring project, but so far he's rated as easily the most fun character, so I've been holding off on changes as long as I can (also, I don't have any really good avenues to nerf him like I did with Isaic and Snow, otherwise I probably would have taken them). I actually hadn't considered requiring a discard on the traps, and that might be one reasonable avenue. I'd probably be more likely to restrict the animals to combat checks than non-combat (too similar to totems, otherwise), but then it's a weaker version of Val's ability, so I'm trying really hard to avoid that.
Thanks again for your advice. It's great to have such thorough and well-thought-out feedback I can work with. I'm looking forward to checking out more of your stuff.
- How is Serpenttongue's charm spell working out? I love the idea of it, but it seems so involved. Has it been worth the word count?
- Isaic's totems are really well designed. I'm going to steal this concept for other characters and content down the line.
- Does Bishie Huntress get in trouble very often? There are very few barriers that she has to worry about with Stealth, Disable, and Arcane, and combined with her ability to evade monsters after-the-fact, her death seems quite unlikely.
- Eluril is great. I love the concept of a damage-prevention cleric instead of a healing cleric. His ability to heal a small amount when he defeats a monster is brilliant.
- Snowdragon is my absolute favorite design. Kudos to you for making a character that actually really benefits from a deck full of armors. I wouldn't be surprised at all to see some of her abilities copied verbatim in the Fighter Class Deck. Simply elegant.)
The latest iteration of ST's diplomancy (it's specifically not a spell) has gone really well, actually. For those who haven't seen it (since I only put it in the link), here's roughly what it does:
For your combat check, you can roll your Diplomacy Die + 1d6 ([]+1) with the Mental trait. If you do and would defeat a monster, instead roll a d6. On a roll of 3 or less, evade it instead. If the monster had the animal trait, you may immediately explore again.At first it reads, essentially, like Seoni's Fireball without the discard, which would be absurd. However, the fact that 1. it has the mental trait, which a lot of things are immune to, and 2. you only actually defeat them half the time, makes the decision really interesting. I could see maybe requiring a recharge, but even as is it is used less than half of the time (and she doesn't pack attack spells either, so it's Icy Longspear+1 or bust). The risk of evasion is especially rough if there's been a recent augury or search. It's still a new ability, so I'm still waiting for it to break, but as of now, it's a fun decision tree, and any nerf may push it from interesting to usually undesireable. (Also, making the animal friendship bonus baseline turned out to be great for the power. It's not useful often enough to want to use a power feat on it, but baseline it makes it really exciting to run into an animal. We just completed here comes the flood, and some of the most fun we ever had was ST just talking to the same Asp over and over, as he would be continually impressed with her, but just WOULDN'T GO AWAY!)
Steal away. While my GF likes other abilities more, that design is what I am most proud of, and it would be remiss of me not to share it. Also, levitate becomes really fun with him. I think I once had three totems down at once.
She does not get in trouble much. That being said, she often has trouble really being a star. She's great in combat (when she has spells), and is usually one blessing away from having a good chance against most barriers. But she has trouble picking up a lot of boons, and will often either have attacks or exploration, when she really needs both to be effective. I hadn't really considered how hard she is to kill, since incremental plinks of damage are usually what get her, not the big pounding that ice block would save her from. In total, while I overall like a lot of what's there, she's probably the design I'm least happy with.
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)
I'm glad you like her! She's been very interesting to play with, and overall I'm really happy with how she's turned out. I will say, I don't think either myself or my GF are big fans of the fighter playstyle, so she's probably never going to be a favorite. If anything, I managed to make armor too valuable, since I become reluctant to cycle out armor, and that makes her deck molasses-slow. All that being said, her abilities work well, she's a solid fighter, and I feel confident she is neither too weak nor too strong.

isaic16 |

Don't you think a 1d6 reduction in difficulty is pretty powerful? As a base power, it certainly outclasses Wand of Enervation. In comparison, Wand of Enervation uses a 2d4 or 1d4+4 and can be used once before it's tucked back in your deck.
Since you've tested already, how has it been running?
So far, it has tested very powerful when used, but greatly limited by the number of times it can be used. The deck cycles poorly, and he starts with only 4 items and doesn't have it as a favored card, so he often will only use the power 1-2 times per game. Also, it's been very useful, but he's also had ridiculously good rolls (I swear he rolled 3 straight 6's on it during our Sunday marathon gaming session earlier this week), so sample bias is still an issue. One thought I've had is making one of his abilities a static bonus instead of a die roll. Another thing I just thought of, so I am literally creating it as I go: what if instead of power feats that gave plusses, he had power feats that added options (thus reducing the power level at higher adventures). Something like the following:
Recharge an item from your hand to do one of the following: reduce a combat check at your location by 1d6; ([] a character at your location can evade a monster); ([] add 1d4 to a combat check at another location).
That might evoke the feel of the different kind of traps better (Noxious Trap, Freezing Trap, Trap Launcher in these examples). It also might be a stupid idea. I'm not sure.

saltncheese |
I think a 1d6 reduction for just a recharge is too strong with regards to frequency and potency even at a later game especially when his second power increases the potency of a combat check cumulatively. In fact, I think both base powers are very much alike.
Might I suggest looking at barriers or probably even the caltrops for ideas. There is still a lot of design space to work with.

isaic16 |

New draft with a few modified powers. Tis isn't a formal update, but just a chance to get some feedback (I'm not sure if the new versions will fit on the card):
Fennish (draenei, male, hunter)
Skill:
STR d8 []+1 []+2
DEX d10 []+1 []+2 []+3 []+4 Ranged +2
CON d6 []+1 []+2
INT d4 []+1 Craft +2
WIS d8 []+1 []+2 []+3 Survival +2 Perception +2
CHA d6 []+1 []+2 []+3
Card: (Favored Card Type: Ally)
Weapon 4 []5 []6
Spell -
Armor 1 []2
Item 4 []5 []6
Ally 3 []4 []5 []6
Blessing 3 []4 []5
Powers: (Hand Size: 5)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to do one of the following: Reduce the difficulty of a combat check at your location by 1d6; ([] Add 1d4 with the fire trait to combat checks at your location this turn); ([] Each character at your location defeats a summoned monster).
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location.
Beast Master: (Hand Size: 5 []6)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to do one of the following: Reduce the difficulty of a combat check at your location by 1d6; ([] Add 1d4 with the fire trait to combat checks at your location this turn); ([] Each character at your location defeats a summoned monster).
* Reveal an Animal from your hand to add 1d4 []+1 []+2 []+3 to a check by another character at your location.
[] When you discard an animal, you may recharge it instead.
[] You may attempt a craft 6 check in place of the normal check to recharge items with the Arcane trait.
[] You may recharge any number of animals to add 1d4 ([]+1) to your combat check for each pet recharged.
[] When you play a Blessing of Desna, you may recharge it instead of discarding it.
Trapper: (Hand Size: 5 []6)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to do one of the following: Reduce the difficulty of a combat check at your location by 1d6; ([] Add 1d4 with the fire trait to combat checks at your location this turn); ([] Each character at your location defeats a summoned monster); ([] Shuffle an Animal from your discard pile into your deck); ([] Add 1d4 to a combat check at another location).
* Reveal an Animal from your hand to add 1d4 []+1 []+2 to a check by another character at your location
[] You may attempt a craft 6 check in place of the normal check to recharge items with the Arcane ([] or Magic) trait.
[] When you play a Blessing of Desna, you may recharge it instead of discarding it.
There are 2 changes to note. The first is that I'm trying the design I described above for the trap ability. Each one is inspired by one of the traps in the MMO. Most of these are very new abilities, so obviously a lot of work is still needed, if I even end up using them.
The second is a new beast master ability, which replaces the ability for the animal buff to help you, as I could tell that was going to be too strong. It's been replaced with a stampede effect, allowing you to throw animals at a combat check. These are both in the early stages, so I appreciate your feedback, as these will likely still need much polish.

saltncheese |
* Recharge an Item from your hand to do one of the following: Reduce the difficulty of a combat check at your location by 1d6; ([] Add 1d4 with the fire trait to combat checks at your location this turn); ([] Each character at your location defeats a summoned monster).
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location.
The first and second ability still overlap in check modifiers category. I don't really have a change suggestion right now either so... I've been trying to formulate some, but failed miserably each time. You could try not to put everything in there at basic.
[] When you discard an animal, you may recharge it instead.
[] You may recharge any number of animals to add 1d4 ([]+1) to your combat check for each pet recharged.
First one, was it intended to also buffer damage and other discard effects? We also discard for damage.
Second, pet is not a valid trait when following the official wording. I get what you're trying to do though.
isaic16 |

isaic16 wrote:The first and second ability still overlap in check modifiers category. I don't really have a change suggestion right now either so... I've been trying to formulate some, but failed miserably each time. You could try not to put everything in there at basic.* Recharge an Item from your hand to do one of the following: Reduce the difficulty of a combat check at your location by 1d6; ([] Add 1d4 with the fire trait to combat checks at your location this turn); ([] Each character at your location defeats a summoned monster).
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location.
That's a fair point. It hasn't been an issue yet, but we've done less than 1 adventure since making the change, so I'll see if I can think of a way to fix the wording to avoid overlap.
Quote:[] When you discard an animal, you may recharge it instead.
[] You may recharge any number of animals to add 1d4 ([]+1) to your combat check for each pet recharged.First one, was it intended to also buffer damage and other discard effects? We also discard for damage.
Second, pet is not a valid trait when following the official wording. I get what you're trying to do though.
For the first one, I believe it is worded the same as Lini and Harsk's ability (at least that is the intent). My understanding of their power is that it only works when you play an animal by discarding it.
For the second, yes that was a typo. It should be fixed on the actual card updates I have.Thanks for checking these!

saltncheese |
For the first one, I believe it is worded the same as Lini and Harsk's ability (at least that is the intent). My understanding of their power is that it only works when you play an animal by discarding it.
For the second, yes that was a typo. It should be fixed on the actual card updates I have.Thanks for checking these!
No problemo
If the first one is supposed to be similar to Harsk or Valeros, it should read like the following:
RotR Version: When you play an ally with the Animal trait, recharge it instead of discarding it.
SnS Version: When you discard an ally with the Animal trait for its power, recharge it instead.

isaic16 |

isaic16 wrote:For the first one, I believe it is worded the same as Lini and Harsk's ability (at least that is the intent). My understanding of their power is that it only works when you play an animal by discarding it.
For the second, yes that was a typo. It should be fixed on the actual card updates I have.Thanks for checking these!
No problemo
If the first one is supposed to be similar to Harsk or Valeros, it should read like the following:
RotR Version: When you play an ally with the Animal trait, recharge it instead of discarding it.
SnS Version: When you discard an ally with the Animal trait for its power, recharge it instead.
Thanks! I didn't realize there was an update, and just used the cards.

isaic16 |

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.
We ran the first game with Fennish taking the Beastmaster role. His animal ability did make him quite powerful. However, that ended up coming at the cost of making him one of our weaker characters when it was actually his turn (especially since the animal focus meant that he didn't have many items). I also feel better about the animal power after seeing Valeros's Class deck, which demonstrates the difference in power between revealing an ally or being free.
He is a very technical deck, and I think the change to his trap that I did worked well to make sure the power never got out of control. The most used non-role trap effect he had was actually the ability to destroy summoned monsters. I don't think it was too powerful, since summoned monsters are usually cannon fodder, but it was a ton of fun.
We also found that Fennish is missing a card feat on the back of his card. If you are playing with him, add another item feat.