| saltncheese |
Edit: Updated
Hi guys. I'm fairly new here; been around the moment I got my hands on Rise of the Rune Lords; mostly to check on FAQs and add-on content. I've decided to contribute some ideas to the community because I largely love brainstorming stuff.
In any case, I'd like to lay out my design philosophy on this character. After playing through Adventures 1 to 4, I've largely noticed that you can get through the whole/most of the adventure path by just adding skill feats to your primary combat feat. Secondary feats and constitution went largely ignored and the reason to branch out in building your character was somewhat of an illusion. I chose to give more meaning to secondary feats through synergy with power feats; akin to Sajan Drunken Master Fortitude check to recharge a boon with the Liquid trait.
NOTE: I have yet to actually play test the character. I will eventually. The largest concern I foresee with integrating skill checks on power feat is how much it would interrupt the flow of the game. I would greatly appreciate any comments or suggestions.
Without further ado:
Ist
Female Catfolk Monk
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SKILL FEATS
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Strength d6 []+1 []+1
---
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
---
Constitution d6 []+1 []+2
Fortitude: Constitution +2
---
Intelligence d6 []+1 []+2
---
Wisdom d6 []+1 []+2 []+3
Perception: Wisdom +1
Survival: Wisdom +2
---
Charisma d8 []+1 []+2
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POWER FEATS
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Handsize 4 []5
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To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die ([]and add the Magic trait).
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You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
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[]If you would fail a check by at most 1, you may bury a card to succeed.
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CARD FEATS
Favored card type: Blessing
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WEAPON - []1 []2
SPELL - []1 []2 []3
ARMOR -
ITEM 3 []4
ALLY 4 []5 []6
BLESSING 8 []9 []10
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ROLE: WEATHERED BUDOKA
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POWER FEATS
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Handsize 4 []5 []6
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To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die ([]and add the Magic trait). ([]You may recharge a spell with the Attack trait to add its power to the check.)
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You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
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[]If you would fail a check by at most 1 ([]2), you may bury a card to succeed.
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[]You may use Survival in place of any skill in checks caused by your location.
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[]Reduce any Noncombat damage dealt to you by 1 ([]2).
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[]After your first combat check in your encounter, you may succeed at a Fortitude 6 check to draw 1 ([]or 2) card(/s).
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ROLE: INTERVENER
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POWER FEATS
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Handsize 4 []5 []6 []7
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To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die ([]and add the Magic trait). ([]You may succeed at a Perception 6 check to reduce the difficulty of the check by 1.)
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You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
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[]If you would fail a check by at most 1, you may bury a card ([]or the top card of your deck) to succeed.
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[]You may use Survival in place of any skill in checks caused by your location ([]or checks before you act).
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[]Reduce any Noncombat damage dealt to you by 1.
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[]If another character at your location would fail a check to defeat a bane, he may ignore the result and have you make the check instead.
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| gavin kerr |
When we were putting together our Catfolk cleric we wanted to get a strong flavour of the race in the texts - a cat has nine lives, something mentioned in the ARG.
We decided on this power for her:
When you take at least 3 []2 damage, randomly recharge one of the cards discarded as damage.
Starting to playtest it now and looks pretty balanced so far.
| saltncheese |
Notes: v1.1
Reworded some of the text to make it easier to understand. Also reworked "unarmed combat" powers for both roles. Added a basic deck list.
Ist
Female Catfolk Monk
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SKILLS
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Strength d6 []+1 []+1
Dexterity d10 []+1 []+2 []+3 []+4
__Acrobatics: Dexterity +2
Constitution d6 []+1 []+2
__Fortitude: Constitution +2
Intelligence d6 []+1 []+2
Wisdom d6 []+1 []+2 []+3
__Perception: Wisdom +1
__Survival: Wisdom +2
Charisma d8 []+1 []+2
=============================================================
=============================================================
POWERS
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Handsize 4 []5 []6
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To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die.
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You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
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[]If you would fail a check by at most 1, you may bury a card to succeed.
=============================================================
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CARD FEATS
Favored card type: Blessing
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WEAPON_____- []1 []2
SPELL_______- []1 []2 []3
ARMOR______-
ITEM________3 []4
ALLY________4 []5 []6
BLESSING____8 []9 []10
=============================================================
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BASIC DECK
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1 Amulet of Mighty Fists
1 Holy Water
1 Thieve's Tools
1 Sage
1 Troubadour
1 Crow
8 Blessing of the Gods
=============================================================
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ROLE: WEATHERED BUDOKA
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POWERS
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Handsize 4 []5 []6 []7
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To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die; ([]you may recharge a spell with the Attack trait to add its dice and traits to the check).
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You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
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[]If you would fail a check by at most 1,([]2), you may bury a card ([]or the top card of your deck) to succeed.
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[]You may use Survival in place of any skill for "At this Location" checks.
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[]Reduce any Noncombat damage dealt to you by 1,([]2).
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[]After the first combat check in your encounter, you may succeed at a Fortitude 6 check to draw 1 card.
=============================================================
=============================================================
ROLE: INTERVENER
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POWERS
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Handsize 4 []5 []6 []7
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To begin your combat check, you may roll your Dexterity ([]or Acrobatics) die ([]and add the Magic trait); ([]succeed at a Perception 7 check to reduce the difficulty of the check by 2).
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You may play any number of blessings on your combat check; recharge them instead of discarding them for their power.
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[]If you would fail a check by at most 1, you may bury a card ([]or the top card of your deck) to succeed.
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[]You may use Survival in place of any skill for "Before you Act" checks.
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[]Reduce any Noncombat damage dealt to you by 1,([]2).
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[]If another character at your location would fail a check to defeat a bane, he may ignore the result and have you make the check instead.
=============================================================
| isaic16 |
Welcome to the forums! Glad you're enjoying the game. I'll try to be as helpful as I can. I apologize in advance if my feedback is harsh, I'm told that I can come across that way.
I think your skills are all fine. They are pretty similar to Sajan's, but hey, there's a reason they're both monks, right? Same with car feats, they are just fine, but maybe too similar to Sajan (also, you only have 3 allies in your recommended card list)
For powers, I don't understand the first one. What does 'to begin a combat check' mean? Are you saying for your combat check? Is this supposed to work with weapons? Is it considered a melee check? I'd recommend looking at Sajan's wording and mirroring that. You should still be able to add the acrobatics power to it with no trouble.
Also, I'd modify the third power to just be 'if you fail a check by 1'. It reads better, shouldn't have a functional difference, and the power feat later can just be 'if you fail a check by 1 ([] or 2)'.
For "Before you Act" checks, are those "Before the Encounter"? If so, I think that power works great, otherwise, can you clarify?
"You may recharge a spell to add its dice, etc, etc" reminds me of an ability another person was trying to put together for a Magus. I get what you're trying to do, but I'm really not sure how to word it so that it does what it's supposed to. As of right now, though, I'm not sure how it works, or if it even does.
Hope that helps!
| saltncheese |
For powers, I don't understand the first one. What does 'to begin a combat check' mean? Are you saying for your combat check? Is this supposed to work with weapons? Is it considered a melee check? I'd recommend looking at Sajan's wording and mirroring that. You should still be able to add the acrobatics power to it with no trouble.
For the Unarmed combat power, it should work exactly like Sajan's. I should have placed a note about why I worded the power with "To begin your" rather than "For your".
I find the keyword "For your" to be confusing, especially with the unwritten rule that you can only have a single card "start" a combat check. Using "To begin your combat check" covers this so I can simply put "You can begin a combat check with no more than one of the following, a weapon, a spell with the Attack trait, item, or a power" as a rule when explaining to anyone new to the game.
With that explanation, "To begin" covers the fact that I can no longer play a spell or weapon for the check if I use the power.
Of course, I can change it back to the official wording if it still confuses.
Also, I'd modify the third power to just be 'if you fail a check by 1'. It reads better, shouldn't have a functional difference, and the power feat later can just be 'if you fail a check by 1 ([] or 2)'.
I agree. I totally overlooked that. Thanks.
For "Before you Act" checks, are those "Before the Encounter"? If so, I think that power works great, otherwise, can you clarify?
I've already seen a new monster named the Blood Moon Pirate from Skulls and Shackles, it has the same power as the Werewolf in RotR except the wording uses "Before you act" rather than "Before the encounter".
This official change of wording clears a lot of timing issues that exist in RotR like evasion! :D
"You may recharge a spell to add its dice, etc, etc" reminds me of an ability another person was trying to put together for a Magus. I get what you're trying to do, but I'm really not sure how to word it so that it does what it's supposed to. As of right now, though, I'm not sure how it works, or if it even does.
I've also had trouble with this. I'm still trying to refine and make it as simple as possible.
You'll find (eventually?) that my wording follows some of Skulls and Shackles updated wording. I also agree with you that she plays almost like Sajan but builds up differently because there are more options in placing feats. She will become more distinct once you choose a role for her.
I'll be posting another update soon. Thanks for the reply, critiques and suggestions. I'm very glad my post has got you interested.
| saltncheese |
Update: v2.0
Ist
Female Catfolk Monk
=============================================================
SKILLS
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Strength d6 []+1 []+1
Dexterity d10 []+1 []+2 []+3 []+4
___Acrobatics: Dexterity +2
Constitution d6 []+1 []+2
___Fortitude: Constitution +2
Intelligence d6 []+1 []+2
Wisdom d6 []+1 []+2 []+3
___Perception: Wisdom +1
___Survival: Wisdom +2
Charisma d8 []+1 []+2
=============================================================
=============================================================
POWERS
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Handsize 4 []5 []6
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For your combat check, you may roll your Dexterity ([]Acrobatics) die; you may not play a weapon on the check; if you play a spell with the Attack trait on the check, recharge it instead of banishing it.
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If you would fail a combat check by 1,([]or 2), you may bury a card to succeed.
=============================================================
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CARDS
Favored card type: Spell
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WEAPON - []1 []2
SPELL 2 []3 []4
ARMOR -
ITEM 3 []4
ALLY 3 []4 []5
BLESSING 7 []8 []9 []10
=============================================================
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BASIC DECK
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2 Lightning Touch
1 Amulet of Mighty Fists
1 Holy Water
1 Thieve's Tools
1 Sage
1 Troubadour
1 Crow
7 Blessing of the Gods
=============================================================
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ROLE: WEATHERED BUDOKA
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POWERS
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Handsize 4 []5 []6 []7
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For your combat check, you may roll your Dexterity ([]Acrobatics) die; you may not play a weapon on the check; if you play a spell with the Attack trait on the check, recharge it ([]or put it on top of your deck) instead of banishing it.
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If you would fail a combat check by 1,([]or 2),([]or 3), you may bury a card to succeed.
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[]You may use Survival in place of any skill for checks caused by "At this location" effects.
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[]Reduce Cold, Fire or Electricity damage dealt to you by 1,([]2).
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[]After your first combat check in an encounter, you may succeed at a Fortitude 6 check to draw 1 card.
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[]You may play any number of blessings on your combat check; recharge them instead of discarding them.
=============================================================
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ROLE: INTERCEPTOR
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POWERS
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Handsize 4 []5 []6 []7
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For your combat check, you may roll your Dexterity ([]Acrobatics) die; you may not play a weapon on the check; if you play a spell with the Attack trait on the check, recharge it instead of banishing it.
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If you would fail a combat check by 1,([]or 2), you may bury a card ([]or the top card of your deck) to succeed.
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[]When you encounter a monster, succeed at a Perception 6 check to reduce the difficulty of the monster's checks by 2 for the rest of the encounter.
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[]You may use Survival in place of any skill for checks caused by "Before you Act" effects.
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[]Reduce Combat or Mental damage dealt to you by 1,([]2).
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[]If another character at your location would make a check to defeat a bane, he may have you make the check instead.
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[]You may play any number of blessings on your combat check; recharge them instead of discarding or burying them.
=============================================================
| saltncheese |
Updates v3.0
-Redesigned Intervener into Ascendant
-Many changes overall to base powers
Ist
Female Catfolk Monk
=============================================================
SKILLS
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Strength d6 []+1 []+1
Dexterity d10 []+1 []+2 []+3 []+4
___Acrobatics: Dexterity +2
Constitution d6 []+1 []+2
___Fortitude: Constitution +2
Intelligence d6 []+1 []+2
Wisdom d6 []+1 []+2 []+3
___Perception: Wisdom +2
___Survival: Wisdom +1
Charisma d8 []+1 []+2
=============================================================
=============================================================
POWERS
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Handsize 4 []5 []6
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You may use your Dexterity die in place of the Strength die ([]or Arcane die) on your combat check. ([]If a weapon played this way, recharge it instead of discarding it.)
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If you would fail a combat check by 2 or less, you may bury the top card of your deck to succeed. If the card is a blessing, recharge it instead of burying it.
=============================================================
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CARDS
Favored card type: Weapon or Item
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WEAPON 1 []2 []3
SPELL 2 []3
ARMOR -
ITEM 3 []4
ALLY 3 []4 []5
BLESSING 6 []7 []8 []9 []10
=============================================================
=============================================================
BASIC DECK
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1 Dagger
2 Lightning Touch
1 Amulet of Mighty Fists
1 Holy Water
1 Thieve's Tools
1 Sage
1 Troubadour
1 Crow
6 Blessing of the Gods
=============================================================
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ROLE: BUDOKA
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POWERS
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Handsize 4 []5 []6 []7
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You may use your Dexterity die in place of the Strength die ([]or Arcane die) on your combat check. ([]If a weapon played this way, recharge it instead of discarding it.) ([]If a spell played this way is banished, recharge it instead.)
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If you would fail a combat check by 2,([]3),([]4) or less, you may bury the top card of your deck to succeed. If the card was a blessing, recharge it instead.
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[]You may use Survival in place of any skill on checks caused by "At this location" effects.
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[]Reduce NonCombat damage dealt to you by 1,([]2).
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[]After your first combat check in an encounter, you may succeed at a Fortitude 6 check to draw 1 card.
=============================================================
=============================================================
ROLE: ASCENDANT
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POWERS
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Handsize 4 []5 []6 []7 []limitless
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You may use your Dexterity die in place of the Strength die ([]or Arcane die) on your combat check. ([]If a weapon played this way, recharge it instead of discarding it.)
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If you would fail a combat check ([]any check) by 2 or less, you may bury the top card of your deck to succeed. If the card was a blessing, recharge it instead.
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[]You may use Perception in place of any skill on checks caused by "Before you Act" effects.
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[]During another character's turn, reduce any damage dealt to you by 1,([]2).
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[]You may play any number of blessings on your combat check, recharge them instead of discarding them.
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[]After you advance the blessings deck on your turn, you may immediately end your turn to draw 3 cards.
=============================================================
| isaic16 |
Good work on this version. She's really starting to come into her own as a character. I think your base powers work. You may have to reduce the 2 to a one on the luckstone effect, but you can see how it works in play first. Restricting to combat is a good balancer, and probably is sufficient. Also, is it intended that she must banish spells after casting them, even after getting the arcane power feat? If so, then it's working great, but I wanted to make sure. I think you found a good method of really showcasing the spell use of the character (I might even consider making the arcane part baseline).
For cards, the standard card template is not designed to handle 4 plusses, like you have with your blessings, so you might want to adjust that. Otherwise, cards look good.
Oh, just started on your roles, and I see that the banish was intended. Nice power feat progression there. Your luckstone effect gets huge in Budoka, but I suppose that might be needed to keep up with combat, as he doesn't have a power multiplier in the same way Sajan has. the rest of the Budoka role looks good. You may want to buff the Survival power, since there aren't many at this locations that require a check, and several of them are already survival.
You're going to have to explain limitless to me. Does that mean he has to draw his whole deck? Can he choose what his hand size is? Can it be less than 7? If so, he is going to be darn near immortal with a staff of minor healing (damage would have to be dealt to deck to kill him). It's an interesting idea, but it needs a secondary rules insert. The luckstone bonus makes it much better than Seoni's Celestial Sorceror power, but since it's one of his signature abilities, that's probably fine. I really like the perception and survival powers the two roles have, and they create a nice mirror. The damage on other turns is a creative twist on evasion, as well.
Overall, this is easily the best version of the character. You've put a lot of effort in and it really shows. Great work, and I look forward to seeing where you take it next!
| saltncheese |
For cards, the standard card template is not designed to handle 4 plusses, like you have with your blessings, so you might want to adjust that. Otherwise, cards look good.
I'll be redistributing the card feats, especially now that the powers have been changed drastically.
Oh, just started on your roles, and I see that the banish was intended. Nice power feat progression there. Your luckstone effect gets huge in Budoka, but I suppose that might be needed to keep up with combat, as he doesn't have a power multiplier in the same way Sajan has. the rest of the Budoka role looks good. You may want to buff the Survival power, since there aren't many at this locations that require a check, and several of them are already survival.
I will look into this.
You're going to have to explain limitless to me. Does that mean he has to draw his whole deck? Can he choose what his hand size is? Can it be less than 7? If so, he is going to be darn near immortal with a staff of minor healing (damage would have to be dealt to deck to kill him). It's an interesting idea, but it needs a secondary rules insert. The luckstone bonus makes it much better than Seoni's Celestial Sorceror power, but since it's one of his signature abilities, that's probably fine. I really like the perception and survival powers the two roles have, and they create a nice mirror. The damage on other turns is a creative twist on evasion, as well.
Limitless was a mistake on my part. I completely forgot about drawing up back to your handsize on a reset. It should be a different power feat where you do not discard down to your handsize when you reset. I'll rework this somehow so that it synergizes with the other Ascendant power feats.
Overall, this is easily the best version of the character. You've put a lot of effort in and it really shows. Great work, and I look...
Thanks!