New Ally card... balanced or OP? The Alchemist


Homebrew and House Rules


I am not sure if this is balanced, since I am only partly through Adventure 3. I want to create a new ally, the Alchemist. Basically he has a bunch of potions you can use... up to a limit.

Ally - Alchemist (Adventure level 3)

Check to acquire: Charisma/Diplomacy 8

Powers:

Recharge this card to add 1d4 to your check.

Discard this card to reduce Poison, Acid or Fire damage by up to 2 points.

Banish this card to add 1d8 to your check.

Discard this card to explore your location.


Definitely overpowered. Far too many abilities compared to other allies.
Even if his only ability was "Recharge this card to add 1d4 to your check", I'd still use him!


I think I saw an Ally with a similar ability to "Recharge this card to add 1d4 to your check" in the Skull&Shackles preview video.

Some notes to balance :

- no more than 2 ability above exploration
- Universal 1d8 seems too much. We have a named ally who gives 1d6 with banish, and don't have an explore ability
- damage reduction is OK (you basically only prevent 1 damage, since it's a discard), but honestly, I don't like it. Damage prevention is not ally territory normally.

+ since it's an alchemist, it should have Craft somewhere, both as a check to acquire, and maybe both as an ability.


John Davis 2 wrote:

Definitely overpowered. Far too many abilities compared to other allies.

Even if his only ability was "Recharge this card to add 1d4 to your check", I'd still use him!

Its overpowered for AP3, but you could use Ayruzi (ally in deck 6) as a frame of reference. Ayruzi discards for one die, two die if its a divine check, to prevent four damage or to explore... charisma/diplomacy 13 to aquire... that's off the top of my head so it may not be exact.

Maybe something like this? It'd have to be deck 5 or 6 and would be one of the best allies available, but I kinda like the idea of having a bunch of potions available. It would need like a 15 check to acquire though.

Discard to cure 1d4
Discard to add 1d4 to a combat check
Discard to reduce fire, electricity or poison damage by 2
Discard to Explore


On second thought... maybe the cure should be: Bury to cure 1d4 a character your location to more closely align with Father Zantus.

Could probably go to a discard to add 1d4+1 to a combat check.

In this form, your alchemist would do the function of a few other cards, but not quite with the efficiency of the originals, but with additional flexibility.

Kind of like a mix of Father Zantus and Sheriff Hemlock with a damage reduction element.


JBiggs78 wrote:

On second thought... maybe the cure should be: Bury to cure 1d4 a character your location to more closely align with Father Zantus.

Could probably go to a discard to add 1d4+1 to a combat check.

In this form, your alchemist would do the function of a few other cards, but not quite with the efficiency of the originals, but with additional flexibility.

Kind of like a mix of Father Zantus and Sheriff Hemlock with a damage reduction element.

You're basically describing Poog of Zarongel. (he has bury to recharge 1d4 from discard, recharge to add 3 and fire to combat, or discard to explore). Poog is a promo, and probably one of the strongest allies you can get until you reach the late game.

Also, damage reduction has always been available to allies, see the basic guard. (I know damage reduction is on later allies as well, but I can't think of them now. Possibly the mountaineer?)

Dark Archive

It makes me think of allies in chapter 5 and 6 they get 3 to 4 abilities.

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