Homebrew Character - Human Mystic Theurge


Homebrew and House Rules


This is a character I was designing back in December, before wandering off. I had tested it a few times in B/1, and I think I was happy with where I had left off. I have roles (Arcane Theurge and Divine Theurge) in progress, but want to nail down the base character first before moving any farther.

Feedback is welcome.

Althendir, Human Mystic Theurge
===============================================================

SKILLS
STRENGTH d4 []+1
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d10 []+1 []+2 []+3 []+4
KNOWLEDGE: INTELLIGENCE +2
ARCANE: INTELLIGENCE +2
WISDOM d10 []+1 []+2 []+3 []+4
DIVINE: WISDOM +2
CHARISMA d6 []+1 []+2

POWERS
HAND SIZE 6 [] 7 [] 8

When you reset your hand, you may recharge a spell or blessing.

You may treat your Arcane or Divine check to acquire ([] or play) a spell as either Arcane or Divine.

[] Add 1 to your checks to recharge spells.

CARDS LIST
WEAPON 1
SPELL 6 [] 7 [] 8 [] 9 [] 10
ARMOR
ITEM 2 [] 3 [] 4
ALLY 2 [] 3 [] 4
BLESSING 4 [] 5 [] 6
Favored Card Type: Spell

SUGGESTED CARD LIST
WEAPONS: Dart
SPELLS: Arcane Armor, Cure (x2), Detect Magic, Force Missile (x2)
ITEMS: Codex, Sage’s Journal
ALLIES: Sage, Troubadour
BLESSINGS: Blessing of the Gods (x4)


Thanks for posting! Definitely an interesting character. See below for some thoughts:

1. you have 4 card feats in spells. This is considered a don't according to the official rules, and card feats should max out at 3 plusses. (A major reason for this is card space.)
2. I'm not sure I understand your second power. You start off with exactly even Arcane and Divine, but right off the bat you seem to be indicating that they should only focus on one, at the expense of the other. Also, the power feat does not cover recharge checks. I'm trying to make sure all of this is intended. I have a homebrew character that also splits arcane and divine (focused more on arcane), and it's provided an interesting choice having to decide which to enhance each skill feat.
3. Having the 'add one to recharge' power by itself looks odd to me, though I can't place my finger on why. I'd consider dropping the hand size 8 feat to add a +2 option to the recharge power.

Finally, I'd like to complement you. Most people on these boards (myself included) tend to err on the side of too strong, rather than too weak. I feel you have done a good job of creating a character well within the power level shown by the existing characters.


isaic16 wrote:
1. you have 4 card feats in spells. This is considered a don't according to the official rules, and card feats should max out at 3 plusses. (A major reason for this is card space.)

Did I miss this? Where is this stated?

isaic16 wrote:
2. I'm not sure I understand your second power. You start off with exactly even Arcane and Divine, but right off the bat you seem to be indicating that they should only focus on one, at the expense of the other. Also, the power feat does not cover recharge checks. I'm trying to make sure all of this is intended. I have a homebrew character that also splits arcane and divine (focused more on arcane), and it's provided an interesting choice having to decide which to enhance each skill feat.

The concept here is flexibility without complete interchangeability. Yes, it is the same die and the same number of upgrades each, but depending on the situation, one might be better than the other (cards in hand, blessing, etc).

I purposely left out the recharge so there are consequences in changing Divine to Arcane or vice versa; if you are maxed on Int/Arcane and want to play a Divine spell, the consequence is possibly having difficulty recharging it. What I did not want is for someone to max out Arcane, then when they gain the "or recharge" they would also effectively be maxed in Divine for all aspects of casting.

It forces the decision to specialize in one or evenly advance both, as you pointed out.

isaic16 wrote:
3. Having the 'add one to recharge' power by itself looks odd to me, though I can't place my finger on why. I'd consider dropping the hand size 8 feat to add a +2 option to the recharge power.

This was a small consolation for the above power's lack of recharge help, but I wanted to keep it minimal so as not to undermine the decision in #2.

The plan is to have it upgrade in the roles, but I wanted to have something to start with.

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