New Character Concept: Part 6 Sorcerer


Homebrew and House Rules


My sixth (and final! for now!) 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). THose of you who know WoW are probably wondering why I have a Sorceror here, as there is no such thing in WoW. Well, this character was my GF's character in D&D before WoW ever existed, and was ported in to WoW later, since she was the mentor figure to the priest. While ST is a Sorcerer, she is also a strong spiritualist, and a summoner of ancient and forgotten deities, which is where I tried to put some focus.

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

Serpenttongue (human, female, sorceror)
Skill:
STR d6 []+1 []+2
DEX d6 []+1 []+2
CON d4 []+1
INT d8 []+1 []+2 []+3 Knowledge +2
WIS d8 []+1 []+2 []+3
CHA d10 []+1 []+2 []+3 []+4 Arcane +2 Diplomacy +3

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

Powers: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 to the check, in addition to its normal effect
* You may automatically recharge all spells ([] and items) with the arcane trait
* You may use diplomacy on all checks to defeat or acquire animals

Brief description: As I said above, her key character trait is her connection to the forgotten good gods of her world. This is displayed in that first power, as a way to, essentially, 'overcharge' blessings for additional effect. This ability feels very powerful, but I think the fact that you can only do it a number of times per game equal to your blessings (since you have to bury), means it shouldn't get too far out of hand.
For the second ability I grabbed the Standard Sorcerer Skill(tm), since I thought that would give her a stronger connection to the original class.
Finally, I felt like she needed another ability, since the first two abilities are just supplements to existing effects, rather than their own thing. Since she is known to be a 'friend to all living things,' I made it easy for her to get animals. I feel this is also a fairly weak effect, which I wanted since that first ability is likely very strong. If you think the first two abilities are creating enough of an identity for her, the third ability is certainly not necessary.

Let me know how it looks! THanks everyone for all your help with these guys!


And me again.^^
First of, a power feat to auto recharge items, when you don´t have any, or just can get 1 with a card feat, that doesn´t look useful at all to me.

I would suggest taking that out and slightly changing the last power. I´m thinking about your words, friend to all living things here.

"You may use diplomacy on all checks to defeat or aquire animals. An animal defeated this way gets put on top ([]bottom) of the location deck it came from." (this means if anything got summoned from the box, it goes back to the box.)

So my version is more of an evade, because you like living things, you don´t want to hurt them and persuade them to go away.


Fenris235 wrote:

And me again.^^

First of, a power feat to auto recharge items, when you don´t have any, or just can get 1 with a card feat, that doesn´t look useful at all to me.

I would suggest taking that out and slightly changing the last power. I´m thinking about your words, friend to all living things here.

"You may use diplomacy on all checks to defeat or aquire animals. An animal defeated this way gets put on top ([]bottom) of the location deck it came from." (this means if anything got summoned from the box, it goes back to the box.)

So my version is more of an evade, because you like living things, you don´t want to hurt them and persuade them to go away.

Good call on the items thing, I hadn't really thought about that. As I thought about it, I remembered that she is also a general diplomancer, not just with animals, so I'm thinking of changing it to something more like this:

When you encounter a monster, other than a henchman or villain, you may attempt a diplomacy check with the mental trait against the difficulty of the monster's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)

Now it's a general 'talk your way out of trouble' ability (that doesn't work on undead), and with a feat she can ask the animals to help her explore. I'm not sure if it's worth all the complexity I threw in there, but I like the general idea.


I like the new power, it´s like a downgraded version of a power i used for one of my chars.

But it is just an evade, that can even fail, and no option to place it where you want, so i wouldn´t exclude henchman and villain. If you can sweet talk yourself out of tight situations, it should work on them too.


I think you're probably right. Plus Villains/Henchman usually have the defense of being very high DC anyway. Also, looking at her card list, she is at risk of killing herself very fast, with 10 cards capable of exploring and a six card hand. That's actually perfect, since this character is infamous for spinning around the revolving door of life and death like it was a merry-go-round.

Serpenttongue (human, female, sorceror)
Skill:
STR d6 []+1 []+2
DEX d6 []+1 []+2
CON d4 []+1
INT d8 []+1 []+2 []+3 Knowledge +2
WIS d8 []+1 []+2 []+3
CHA d10 []+1 []+2 []+3 []+4 Arcane +2 Diplomacy +3

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

Powers: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the monster's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)


Now with role cards! Let me know how it looks!

Serpenttongue (human, female, sorceror)
Skill:
STR d6 []+1 []+2
DEX d6 []+1 []+2
CON d4 []+1
INT d8 []+1 []+2 []+3 Knowledge +2
WIS d8 []+1 []+2 []+3
CHA d10 []+1 []+2 []+3 []+4 Arcane +2 Diplomacy +3

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

Powers: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)

High Summoner: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 []+4 ([] with the magic trait) to the check, in addition to its normal effect. ([] Succeed at a Diplomacy 12 check to discard instead).
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)
[] You may use arcane in place of divine for checks to acquire blessings ([] or allies).
[] When you acquire a blessing, you may recharge it to immediately explore your location.
[] When you play a Blessing of Lamashtu, you may recharge it instead of discarding it.

Blazing Sun: (Hand Size: 6 []7 []8)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 ([]With the fire ([]and/or acid) trait) to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait ([] or did not have the human trait), you may immediately explore again)
[] After an encounter with a monster ([] or barrier) other than a henchman or villain, you may banish a card from hand to banish that card.
[] When you play a blessing of Lamashtu, you may add a d12 instead of the normal die.


Do you interact in any way with the burying power of the Blessing of Lamashtu? Seems kind of odd that you don´t.


Fenris235 wrote:
Do you interact in any way with the burying power of the Blessing of Lamashtu? Seems kind of odd that you don´t.

Well, the Blazing Sun role doesn't change the play type, so that isn't relevant. The High Summoner role has a feat that can change a Bury to a Discard if she uses her special power, which I think would allow there to be an interaction with the power.


Wouldn´t really work with the Blessing of Lamashtu, if you already played it for his 2 die power, you would have already buried it, so i think you can´t choose to bury it again. And as far as i read your power, you only can change the bury into a discard if you buried the card by using this power. (It doesn´t explicitly say that, but if thats not the case, nothing would argue against just discarding any card instead of burying it with a Diplomacy roll. And i´m pretty sure that´s not the intention.)

So Blessing of Lamashtu would only work when you just play it for a 1 die boost.


Changing role cards, as after discussions, they didn't fit flavor as well as I'd thought.

Serpenttongue (human, female, sorceror)
Skill:
STR d6 []+1 []+2
DEX d6 []+1 []+2
CON d4 []+1
INT d8 []+1 []+2 []+3 Knowledge +2
WIS d8 []+1 []+2 []+3
CHA d10 []+1 []+2 []+3 []+4 Arcane +2 Diplomacy +3

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

Powers: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)

High Summoner: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 []+4 ([] with the magic trait) to the check, in addition to its normal effect. ([] Succeed at a Diplomacy 12 check to discard instead).
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)
[] You may use arcane in place of divine for checks to acquire blessings ([] or allies).
[] When you acquire a blessing, you may recharge it to immediately explore your location.
[] When you play a Blessing of Shelyn, you may recharge it instead of discarding it.

Blazing Sun: (Hand Size: 6 []7 []8)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 ([]With the fire ([]and/or acid) trait) to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait ([] or did not have the human trait), you may immediately explore again)
[] After an encounter with a monster ([] or barrier) other than a henchman or villain, you may banish a card from hand to banish that card.
[] When you play a blessing of Shelyn, 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!

Serpenttongue (human, female, sorceror)
Skill:
STR d6 []+1 []+2
DEX d6 []+1 []+2
CON d4 []+1
INT d8 []+1 []+2 []+3 Knowledge +2
WIS d8 []+1 []+2 []+3
CHA d10 []+1 []+2 []+3 []+4 Arcane +2 Diplomacy +3

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

Powers: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)

High Summoner: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 []+4 ([] with the magic trait) to the check, in addition to its normal effect. ([] Succeed at a Diplomacy 12 check to discard instead).
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)
[] You may use arcane in place of divine for checks to acquire blessings.
[] When you acquire a blessing ([] or ally), you may recharge it to immediately explore your location.
[] When you play a Blessing of Shelyn, you may recharge it instead of discarding it.

Blazing Sun: (Hand Size: 6 []7 []8)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 ([]and you may add the fire trait) to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait ([] or did not have the human trait), you may immediately explore again)
[] After an encounter with a monster ([] or barrier) other than a henchman or villain, you may banish a card from hand to banish that card.
[] At the start of your turn, you may exchange a blessing in your hand with the top card of the blessings discard pile.
[] When you play a blessing of Shelyn, you may add a d12 instead of the normal die.


Minor tweak.

Serpenttongue (human, female, sorceror)
Skill:
STR d6 []+1 []+2
DEX d6 []+1 []+2
CON d4 []+1
INT d8 []+1 []+2 []+3 Knowledge +2
WIS d8 []+1 []+2 []+3
CHA d10 []+1 []+2 []+3 []+4 Arcane +2 Diplomacy +3

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

Powers: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)

High Summoner: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 []+4 ([] with the magic trait) to the check, in addition to its normal effect. ([] Succeed at a Diplomacy 12 check to discard instead).
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)
[] You may use arcane in place of divine for checks to acquire blessings.
[] When you acquire a blessing ([] or ally), you may recharge it to immediately explore your location.
[] When you play a Blessing of Shelyn, you may recharge it instead of discarding it.

Blazing Sun: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 ([]and you may add the fire trait) to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait ([] or did not have the human trait), you may immediately explore again)
[] After an encounter with a monster ([] or barrier) other than a henchman or villain, you may banish a card from hand to banish that card.
[] Reduce Non-Combat ([] or Combat) damage dealt to you by 1.
[] When you play a blessing of Shelyn, you may add a d12 instead of the normal die.


Final Draft:

Serpenttongue (human, female, sorceror)
Skill:
STR d6 []+1 []+2
DEX d6 []+1 []+2
CON d4 []+1
INT d8 []+1 []+2 []+3 Knowledge +2
WIS d8 []+1 []+2 []+3
CHA d10 []+1 []+2 []+3 []+4 Arcane +2 Diplomacy +3

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

Powers: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)

High Summoner: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 []+4 []+5 to the check, in addition to its normal effect. ([] Succeed at a Diplomacy 12 check to discard instead).
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait, you may immediately explore again)
[] You may use arcane in place of divine for checks to acquire blessings.
[] When you acquire a blessing ([] or ally), you may recharge it to immediately explore your location.
[] When you play a Blessing of Shelyn, you may recharge it instead of discarding it.

Blazing Sun: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 []+3 ([]and you may add the fire trait) to the check, in addition to its normal effect
* You may automatically recharge all spells with the arcane trait
* When you encounter a monster, you may attempt a diplomacy check with the mental trait against the difficulty of the card's first check to defeat. If you succeed, evade the monster. ([]If it had the animal trait ([] or did not have the human trait), you may immediately explore again)
[] After an encounter with a monster ([] or barrier) other than a henchman or villain, you may banish a card from hand to banish that card.
[] Reduce Non-Combat ([] or Combat) damage dealt to you by 1.
[] When you play a blessing of Shelyn, 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 a different location, it was a serious disaster). We've made a few changes, those for Serpenttongue are detailed below.

ST's diplomacy power was not working. The ability to have a chance to evade was not great, and considering the amount of text involved, it was not pulling its weight. We're going to be trying a new ability, listed here. Hopefully it works out better!

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


If the last link doesn't work, try this one:
https://docs.google.com/document/d/18mVZl3O6fI4KhewQiEM3HSp5uVfVZX0wGGvWcuS 42Jo/edit


Sorry for all the issues with the links, should be working now:
Characters Here


For completeness, here is her modified Diplomacy Power:

For your combat check, you may roll your Diplomacy die + 1d6 ([]+1) with the Mental trait. If you do and the monster would be defeated, roll a d6. On a result of 3 or less instead evade the monster. If it had the animal trait you may immediately explore again.

Overall, ST has been an interesting character. The supercharged blessings have been very good. they don't seem too powerful, but they are wonderful to have in a pinch. The diplomacy power, in its current iteration, seems to create dynamic gameplay. Despite not having a cost, it is far from an automatic choice, as a 50/50 chance to only evade can be unprofitable, and sometimes downright counter-productive. Adding the mental trait also serves to limit the targets notably, which makes it much more reasonable.

Also, I don't know if I've said this before, but if anyone wants to, feel free to try these characters yourselves! If you do, I hope you find them as fun as I have :)/


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.

Serpenttongue was interesting. She ended up using the High Summoner role, with a heavy emphasis on enhancing blessings. The blessing acquisition ability just wasn't useful enough in a group with Fennish and Isaic, but would probably be very desirable solo.

Her diplomacy power frequently toed the line between fun and frustrating. As with similar abilities, it starts to get overwhelmed by the end of the adventure, and after you've put a few blessings into a combat, the last thing you want is for it to end up as evading.

She also ended up being the buff/support character, a role she was able to fill very well. With her diplomacy ability and her one weapon, it wasn't a disaster that she didn't keep attack spells. And that's before even bringing up the blessing overcharge. The overcharge ability was definitely strong, but I don't think it ever felt gamebreaking. The diplomacy check was about the right frequency of success, though having Fennish and Isaic served to throw off that balance.

Finally, I have a conundrum. After the release of the class deck and S&S character PDFs, we now have 2 characters, Siwar and Feiya, with a d12/+3 skill. Since Serpenttongue is known for her legendary diplomacy more than anything, I'm considering whether I should upgrade her Cha to d12 (possibly at the cost of dex). I'm probably change the High Summoner blessing diplomacy check to DC 14 to compensate, but I'm not sure if that would unbalance anything else.

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