Wrath Comes: Homebrew WotR Character 1: Djaya


Homebrew and House Rules


Wrath of the Righteous is my GF and my favorite Adventure Path. PACG is our favorite card game. And so, with these two elements coming together, we had to try to make our party from that Adventure as PACG cards. There are 6 total, so I'm going to get started on them. Please let me know what you think! I encourage all feedback.
(Note: the Blessings listed here are our homebrew world's gods. We generally translate the Golarion Deities over to our own when we play the card game. However, since we don't know what blessings are in Wrath, we couldn't determine those at this point, so we've left them with their original names)

Djaya:
Djaya is a Lightning Sorceror from Jaren's Gate. This is the home of the children of the Lightning Jarilith, Jaren, a deity of that world and the god of redeemed demons. Now, a lightning sorceror going agains demons seems like a terrible idea, and we had to work around it to make it work (Jaren being lightning themed is older than Demons having electricity immunity). In the Card game, that adaptation is represented by her not adding the electricity trait against outsiders. She also spent time under the wing of Whitehowl, god of the hunt, hence the ranger abilities that appear on her card. Obviously there's a lot more going on than this, but I wanted to give some background. Hope you like it!

Djaya:
Female Tiefling Sorceror
Strength: d4 []+1
Dexterity: d8 []+1 []+2 []+3
-Ranged: Dexterity+1
Constitution: d6 []+1 []+2 []+3
Intelligence: d6 []+1 []+2
Wisdom: d6 []+1 []+2
-Suvival: Wisdom+2
Charisma: d12 []+1 []+2 []+3 []+4
-Arcane: Charisma+3

Favored Card Type: Spell
Weapon: 1
Spell: 5 []6 []7 []8 []9
Armor: -
Item: 4 []5 []6
Ally: 1 []2 []3
Blessing: 4 []5 []6

Hand Size: 6 []7
For your combat check, discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 to the check. Otherwise, add the electricity trait.
You may automatically recharge items with the arcane trait.
Recharge a card to add 1d4 ([]+1) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.

Shard of Whitehowl:
Hand Size: 6 []7 []8
For your combat check, discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) ([]+3) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 to the check. Otherwise, add the electricity trait.
You may automatically recharge items with the arcane trait.
Recharge a card to add 1d4 ([]+1) ([]+2) ([]+3) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.
[] If a monster at your location would be shuffled into the location deck, you may instead put it on top of the deck. ([] If it is your turn, you may immediately encounter it).
[] You may add 1d8 to checks against banes with the Outsider trait.
[] When you play a Blessing of Whitehowl, you may add a d12 instead of the normal die.

Stormborn:
Hand Size: 6 []7 []8
For your combat check, discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) ([]+4) ([]+6) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 ([]+4) to the check. Otherwise, add the electricity trait.
You may automatically recharge items ([] or spells) with the arcane trait.
Recharge a card to add 1d4 ([]+1) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.
[] Bury a Spell with Adventure Deck number greater than or equal to the Adventure Deck number of a Barrier to defeat it.
[] Instead of your first exploration, you may examine the top 3 cards of your location deck. Set aside any monsters. You immediately encounter them and they cannot be evaded. You may not play cards on checks to defeat these monsters. Shuffle the remaining cards into the deck.
[] When you play a Blessing of Whitehowl or Jaren, you may add d12 instead of the normal die.


You've got a lot of really cool ideas in these characters. I like the Lightning abilities of this one but I worry a bit about the balance. Compared to Seoni, maybe the power is several steps more. She gets the useful Ranged skill, a +3 on Arcane (going against a general rule for d12), and get's Harsk's power to help combat checks. Seoni is only better for having a Diplomacy bonus.

I think the roles are interesting and not overpowered. So maybe just start her a little less powerful.


jones314 wrote:

You've got a lot of really cool ideas in these characters. I like the Lightning abilities of this one but I worry a bit about the balance. Compared to Seoni, maybe the power is several steps more. She gets the useful Ranged skill, a +3 on Arcane (going against a general rule for d12), and get's Harsk's power to help combat checks. Seoni is only better for having a Diplomacy bonus.

I think the roles are interesting and not overpowered. So maybe just start her a little less powerful.

You're probably not wrong, but I will point out another difference. Djaya does not have the ability to automatically recharge spells, which I feel is a very strong ability. I'm not sure if that's enough as you point out, though. I may want to push the skills down a bit, and try to cut a few pieces out. I'd rather not remove any abilities wholesale, though.


Ah, you're right, I somehow read that as auto recharge spells then items. Okay, so after a power feat I would still say Djaya in almost all ways is stronger than Seoni.

Since she has 5 spells, you could maybe weaken the Lightning attack to make it a bury or a d4 bonus? It would still be strong against Outsiders. Plus starting with a weapon in her deck and Ranged means she can use a crossbow effectively, so even less resort to the lightning attack.


jones314 wrote:

Ah, you're right, I somehow read that as auto recharge spells then items. Okay, so after a power feat I would still say Djaya in almost all ways is stronger than Seoni.

Since she has 5 spells, you could maybe weaken the Lightning attack to make it a bury or a d4 bonus? It would still be strong against Outsiders. Plus starting with a weapon in her deck and Ranged means she can use a crossbow effectively, so even less resort to the lightning attack.

She doesn't get spells until role cards, and even then in only 1 role. That being said, I think I want to: 1. remove ranged, 2. potentially reduce arcane to +2 (She is probably the strongest caster we've had in a game, which is why I went with the +3, but I'm not sure it's necessary). 3. I could potentially reduce item recharge to a power feat, but I'd rather not if possible.


First up a disclaimer - I don't play the RPG, so I know virtually nothing about WotR. Equally, i don't know the powers/abilities etc of your homebrew deities. That said...

Character looks good- a few thoughts:

I agree with the comments above- D12 +3 is VERY powerful- even without auto-recharge of spells, she’s going to make most checks

Having ranged gives a solid back-up combat when trying to avoid burning cards/dealing with monsters who have immunity, so I could certainly see a case for dropping that, although she only has 3 skills, so it’s probably not necessary.

Given that power level on her own combat AND in supporting others, I might consider dropping hand-size by 1, just to restrict the Harsk-power slightly. Overall, though, given the non-combat powers, she seems fairly balanced.


I think I would like to keep the d12+3 arcane if possible (It's not unprecedented, see Feiya), though I agree with concerns given it aids her spontaneous casting ability. I'm definitely dropping range, as it really doesn't do anything for her that works with the character. I'm considering dropping her spontaneous cast to arcane+d4. It would then have the same average value as Seoni's, even with the +3. That also may help justify the Outsider bonus.


New Update. I removed ranged, and dropped her hand size to 5. I considered dropping her spontaneous cast to d4, but didn't go for it yet. Let me know what you think.

Djaya:
Female Tiefling Sorceror
Strength: d4 []+1
Dexterity: d8 []+1 []+2 []+3
Constitution: d6 []+1 []+2 []+3
Intelligence: d6 []+1 []+2
Wisdom: d6 []+1 []+2
-Suvival: Wisdom+2
Charisma: d12 []+1 []+2 []+3 []+4
-Arcane: Charisma+3

Favored Card Type: Spell
Weapon: 1
Spell: 5 []6 []7 []8 []9
Armor: -
Item: 4 []5 []6
Ally: 1 []2 []3
Blessing: 4 []5 []6

Hand Size: 5 []6
Discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 to the check. Otherwise, add the electricity trait.
You may automatically recharge items with the arcane trait.
Recharge a card to add 1d4 ([]+1) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.

Shard of Whitehowl:
Hand Size: 5 []6 []7
Discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) ([]+3) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 to the check. Otherwise, add the electricity trait.
You may automatically recharge items with the arcane trait.
Recharge a card to add 1d4 ([]+1) ([]+2) ([]+3) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.
[] If a monster at your location would be shuffled into the location deck, you may instead put it on top of the deck. ([] If it is your turn, you may immediately encounter it).
[] You may add 1d8 to checks against banes with the Outsider trait.
[] When you play a Blessing of Whitehowl, you may add a d12 instead of the normal die.

Stormborn:
Hand Size: 5 []6 []7
Discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) ([]+5) ([]+8) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 ([]+4) to the check. Otherwise, add the electricity trait.
You may automatically recharge items ([] or spells) with the arcane trait.
Recharge a card to add 1d4 ([]+1) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.
[] Bury a Spell with Adventure Deck number greater than or equal to the Adventure Deck number of a Barrier to defeat it.
[] Instead of your first exploration, you may examine the top 3 cards of your location deck. Set aside any monsters. You immediately encounter them and they cannot be evaded. You may not play cards on checks to defeat these monsters. Shuffle the remaining cards into the location deck.
[] When you play a Blessing of Whitehowl or Jaren, you may add d12 instead of the normal die.


I'm making another update with a few rather small changes. The main thing I wanted to do was highlight a few abilities of each character that I felt needed special attention. If you could review the bolded abilities in particular and give your thoughts, I'd really appreciate it!

Djaya:
Female Tiefling Sorceror
Strength: d4 []+1
Dexterity: d8 []+1 []+2 []+3
Constitution: d6 []+1 []+2 []+3
Intelligence: d6 []+1 []+2
Wisdom: d6 []+1 []+2
-Suvival: Wisdom+2
Charisma: d12 []+1 []+2 []+3 []+4
-Arcane: Charisma+3

Favored Card Type: Spell
Weapon: 1
Spell: 5 []6 []7 []8 []9
Armor: -
Item: 4 []5 []6
Ally: 1 []2 []3
Blessing: 4 []5 []6

Hand Size: 5 []6
Discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 to the check. Otherwise, add the electricity trait.
You may automatically recharge items with the arcane trait.
Recharge a card to add 1d4 ([]+1) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.

Shard of Whitehowl:
Hand Size: 5 []6 []7
Discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) ([]+3) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 to the check. Otherwise, add the electricity trait.
You may automatically recharge items with the arcane trait.
Recharge a card to add 1d4 ([]+1) ([]+2) ([]+3) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.
[] If a monster at your location would be shuffled into the location deck, you may instead put it on top of the deck. ([] If it is your turn, you may immediately encounter it).
[] You may add 1d8 to checks against banes with the Outsider trait.
[] When you play a Blessing of Whitehowl, you may add a d12 instead of the normal die.

Stormborn:
Hand Size: 5 []6 []7
Discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) ([]+5) ([]+8) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 ([]+4) to the check. Otherwise, add the electricity trait.
You may automatically recharge items ([] or spells) with the arcane trait.
Recharge a card to add 1d4 ([]+1) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.
[] Bury a Spell with Adventure Deck number greater than or equal to the Adventure Deck number of a Barrier to allow a character to defeat it.
[] Instead of your first exploration, you may examine the top 3 cards of your location deck. Set aside any monsters. You immediately encounter them and they cannot be evaded. You may not play cards on checks to defeat these monsters. Shuffle the remaining cards into the location deck.

[] When you play a Blessing of Whitehowl or Jaren, you may add d12 instead of the normal die.

Two major notes here. First, Djaya's ability to break barriers is designed to be able to help any character, but I'm not sure how strong that's going to end up being.
Second, her ability to blow through enemies is a very strange ability and I wanted to know if you guys thought it made sense and was useable, or too complex/powerful. I feel that there are enough safe-guards against power, but that may just serve to make it too complex.


Disclaimer: I'm not familiar with the WotR-lore or your homebrew deities.

That being said, I promised you to give my feedback and so here we go:

First off, I do like the theme of this character. I remember playing Kyra and was really excited to get her Exorcist role, because I just love the theme around killing Undead and Outsiders really easy. So the overall theme of the character is pretty neat. An Arcane Caster with Spontaneous Casting with an affinity for Thunder and Outsiders. (Somehow, Storm of X-men comes to mind when I read this character).

About the skills: I agree that Ranged: Dex +1 would be weird on this character. But I think the d8 might be too high in and on it's own. Maybe swap it with Wisdom? Give Wisdom d8 and Dex d6. I do think that she might be lacking a skill. Maybe, because she can hunt, give her Perception on either Dex or Wis? I don't know, I like characters better with 3 skills (2 is too low, 4 is too high).

Your basic powers seem okay. Although I'd keep her Hand Size at 6 and make it a power feat to 7. I mean, she is a caster, and they are squishy, right? I also read the line about recharging wrong. But Items with Arcane trait seems neat. It's not that common, but for those items that are useful it's just that little touch.

The Role-Cards got me mixed up. It feels as though the first one is trying to be anti-Outsider, while the second one is trying to be a Caster. What I would do is the following:

Shard of Whitehowl:
For checks against Outsider, make the option []4 and reduce the "Other Location"-ability to a maximum of []+2. By this, you make the character a little more flavorish to being a Slayer of Demon than a ranged-support character, which would be dull for someone with so many theme oozing out of her.
When a non-villain Outsider is to be shuffled, but put it on top - is a good power. The latter part though, I kind of get the feeling of: "Would I ever use this?". What I would do is add a new power:
"[]When you defeat a bane with the Outsider trait, you may immediately explore again." - This to highlight her hatred towards Outsiders and that her motivation rises when she kills one, to slay more!

Stormborn:
Just wow. What is this? I can role a 1d12+1d6+11 to defeat a monster? Wait? It's an Outsider? 1d12+1d6+15!?!?!? BOY O BOY.

I mean, come on, this is just too strong. I agree that she is here to slay some demons, but tone it down just a little bit. Make the powers go []1 []2 []3 []5 (or something). Also, remove the Outsider bones, and give it to the previous role. But that's just my recommendation. It looks to me that every player would just pick this Role, because it's too damn strong.

I like the flavor here, just make it more evident. Give one the powers to vanquish Outsiders, give the other more of a "Storm"-feeling.

Also: I like the barrier ability. But the farther you progress in the game, the harder (and rarer) it gets to use this ability. I would change it, I just don't know how. Maybe add the option:
"[] Bury a Spell with Adventure Deck number greater than or equal to the Adventure Deck number ([] -1) of a Barrier to allow a character to defeat it. ". With this, and the removal of the "[]4 on Outsiders" you're back in balance.

Lastly: I don't get the wording of the Explore and Monsters power. I can't play cards on checks? So I can't play spells for my Spontaneous Casting? So I just have to melee them to death? I just don't get it.

Overall: Theme-wise great card, but I think you could sort it out better to make it ooze out more theme for Outsiders and Thunder. But that's just my opinion.


Thanks for all the feedback! I appreciate how thorough you were.

Donny Schuijers wrote:
First off, I do like the theme of this character. I remember playing Kyra and was really excited to get her Exorcist role, because I just love the theme around killing Undead and Outsiders really easy. So the overall theme of the character is pretty neat. An Arcane Caster with Spontaneous Casting with an affinity for Thunder and Outsiders. (Somehow, Storm of X-men comes to mind when I read this character).

Yeah, Storm is not too far off from where this character is trying to be. The big difference is this is a much more aggressive and rash character, where Storm was much more calm and collected in general.

Donny Schuijers wrote:
About the skills: I agree that Ranged: Dex +1 would be weird on this character. But I think the d8 might be too high in and on it's own. Maybe swap it with Wisdom? Give Wisdom d8 and Dex d6. I do think that she might be lacking a skill. Maybe, because she can hunt, give her Perception on either Dex or Wis? I don't know, I like characters better with 3 skills (2 is too low, 4 is too high).

Her stats are actually identical to RotR Seoni, so I'm not too worried about the d8 dex. One note is that in the RPG her initiative is absolutely off the charts, so I feel her dex should be very high.

As for secondary skills, I'm quite torn. On the one hand, given her really powerful arcane skill, I'm reluctant to give her too much else, but you are right that only two skills feels lackluster. Perception is not a bad choice, but she only had the 3rd best perception on the team, so I'm not sure about that. Something like Knowledge+1 might make more sense. I'll certainly think about it.

Donny Schuijers wrote:
Your basic powers seem okay. Although I'd keep her Hand Size at 6 and make it a power feat to 7. I mean, she is a caster, and they are squishy, right? I also read the line about recharging wrong. But Items with Arcane trait seems neat. It's not that common, but for those items that are useful it's just that little touch.

Yeah, the hand size issue is a tough one. Hand size 5 is intended as a nerf, since it makes it harder to use her powers, but it does come with the side-effect of making her much tankier than your average Sorcerer. There have been Wizards, and I think also Sorcerers, with hand size 5 in the class decks, so it isn't unprecedented. I think I had underestimated just how much less damage she could take with only a hand size 5, so I'll test it a bit, but I am really concerned how good she'd be with a hand size of 6 from the start.

Donny Schuijers wrote:

The Role-Cards got me mixed up. It feels as though the first one is trying to be anti-Outsider, while the second one is trying to be a Caster. What I would do is the following:

Shard of Whitehowl:
For checks against Outsider, make the option []4 and reduce the "Other Location"-ability to a maximum of []+2. By this, you make the character a little more flavorish to being a Slayer of Demon than a ranged-support character, which would be dull for someone with so many theme oozing out of her.
When a non-villain Outsider is to be shuffled, but put it on top - is a good power. The latter part though, I kind of get the feeling of: "Would I ever use this?". What I would do is add a new power:
"[]When you defeat a bane with the Outsider trait, you may immediately explore again." - This to highlight her hatred towards Outsiders and that her motivation rises when she kills one, to slay more!

I hadn't considered moving the outsider bonus to Whitehowl, but I think you might be on to something there. We had talked about needing more oomph to that role, so that might be a good start.

As to the second power, unfortunately, my understanding is that you are not supposed to have more than 6 powers, so I'm not sure if I could do this. Whitehowl is much less wordy than stormborn, though, so it may be worth making an exception. I really like that power, though, and I'm a bit upset that I didn't think of it myself. I am going to try and get that power in there, either by breaking the 6 powers rule or replacing one of the existing powers. (As to the 'would I ever use this, I'd argue that you would. If she failed a check due to bad luck, say rolling a 3 on a d12,d6 when she only needed a 5, I could see her wanting another shot at it. However, the implied question of 'is it worth a power feat' is probably a big no).

Donny Schuijers wrote:

Stormborn:

Just wow. What is this? I can role a 1d12+1d6+11 to defeat a monster? Wait? It's an Outsider? 1d12+1d6+15!?!?!? BOY O BOY.

I mean, come on, this is just too strong. I agree that she is here to slay some demons, but tone it down just a little bit. Make the powers go []1 []2 []3 []5 (or something). Also, remove the Outsider bones, and give it to the previous role. But that's just my recommendation. It looks to me that every player would just pick this Role, because it's too damn strong.

I like the flavor here, just make it more evident. Give one the powers to vanquish Outsiders, give the other more of a "Storm"-feeling.

I took the 5/8 progression from CD Seoni's Dragon role, so it isn't out of nowhere. By the time you get that, even if it's the first powers you go for, the spells you're getting at the time are on par with disintegrate, which is about comparable. That being said, you are probably right that she already has too much good going for her, and a 3/5 or 4/6 progression is probably where I should be leaning. I also like the idea to move the outsider bonus to Whitehowl Role.

Donny Schuijers wrote:

Also: I like the barrier ability. But the farther you progress in the game, the harder (and rarer) it gets to use this ability. I would change it, I just don't know how. Maybe add the option:

"[] Bury a Spell with Adventure Deck number greater than or equal to the Adventure Deck number ([] -1) of a Barrier to allow a character to defeat it. ". With this, and the removal of the "[]4 on Outsiders" you're back in balance.

That's a good idea. I'm really trying to play it safe with the power, since just straight defeating stuff is really dangerous. Allowing you to go one level ahead may be a good idea, though. As it is, she can already wipe out any of the earlier chaff with ease, even if it's something she'd normally struggle with. I'm a little worried that it would make even deck 4 and 5 barriers a non-issue, though. It may be one that just needs testing.

Donny Schuijers wrote:

Lastly: I don't get the wording of the Explore and Monsters power. I can't play cards on checks? So I can't play spells for my Spontaneous Casting? So I just have to melee them to death? I just don't get it.

Overall: Theme-wise great card, but I think you could sort it out better to make it ooze out more theme for Outsiders and Thunder. But that's just my opinion.

Thank you. I knew the power read weird, and with no one commenting on it I wasn't sure how to react. The intent is this: She gets to do a bunch of explores, but her only way to attack is either punching or using her spontaneous cast. Is there a better way to write it? Should I say something like "You cannot play cards, but you can use powers" to make it more obvious what the intent is? (Note that discarding a card for the Spontaneous cast is not playing it, its a cost for using the power.)

Overall, I like a lot of your suggestions, and this will help. This was a character that I felt still needed something, so it's great that you were able to give this feedback.


isaic16 wrote:
As to the second power, unfortunately, my understanding is that you are not supposed to have more than 6 powers, so I'm not sure if I could do this. Whitehowl is much less wordy than stormborn, though, so it may be worth making an exception. I really like that power, though, and I'm a bit upset that I didn't think of it myself. I am going to try and get that power in there, either by breaking the 6 powers rule or replacing one of the existing powers. (As to the 'would I ever use this, I'd argue that you would. If she failed a check due to bad luck, say rolling a 3 on a d12,d6 when she only needed a 5, I could see her wanting another shot at it. However, the implied question of 'is it worth a power feat' is probably a big no).

How about this:

"[] You may add 1d8 to checks against banes with the Outsider trait. ([] If you succeed at this check, you may immediately explore again)"

Now she still has 6 powers; it's a good follow up; it focuses on Outsiders; and it's actually something that makes sense.

Also, about the failed check: We all fail a check sometimes. Hell. I was playing today and I had 3d10 for a 4 and roll 3 1's. You know, these things happen in a Dice Game. But would I want a power feat on Damiel just to change that? Probably not. I'd just get a Luckstone or a Parrot.

isaic16 wrote:
Thank you. I knew the power read weird, and with no one commenting on it I wasn't sure how to react. The intent is this: She gets to do a bunch of explores, but her only way to attack is either punching or using her spontaneous cast. Is there a better way to write it? Should I say something like "You cannot play cards, but you can use powers" to make it more obvious what the intent is? (Note that discarding a card for the Spontaneous cast is not playing it, its a cost for using the power.)

Well, since her Spontaneous Casting counts as playing as a spell, why not just change it to:

"[] Instead of you first exploration, you may examine the top 3 cards of your location deck. Set aside any monsters. You immediately encounter them and they cannot be evaded. You may only play spells on these checks. Shuffle the remaining cards into the location deck."

It would still be hard to only punch them and cast spells, since some monsters in S&S had other checks than just Combat, so who knows what awaits us in WotR.


We've put together the characters. Thanks again to everyone for your help with these!

Attached below is a google doc with all of the cards if you want to try them out. We'll be updating them as we play, as inevitably stuff will change once we actually play. Let me know what you guys think!

Characters Here

Also, if you like the Art, it is commissioned from a friend of mine at Maewyn's Menagerie so if you like it, you can get art from her, too!

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