Wrath Comes: Homebrew WotR Character 6: Trillix


Homebrew and House Rules


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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)

Trillix:
Trillix is by far the oddest of the characters to include, and probably wouldn't be a character card unless we needed an even number. That being said, he does have an impressive tale himself. He is a quasit, and the familiar of the party cleric. He was a quasit strangely born good, and through a great journey protected the soul of the wizard that first summoned him. Since then, he has served in Jaren's court as, essentially, a training familiar for young Wizards and Clerics. over time, he became one of Jaren's favored demons, even earning a promotion to a greater demon form later in the adventure.

Trillix:
Male Quasit Familiar
Strength d4 []+1
Dexterity d8 []+1 []+2
Constitution d4 []+1 []+2
-Fortitude: Constitution+1
Intelligence d8 []+1 []+2
-Knowledge: Intelligence+1
-Craft: Intelligence+1
Wisdom d10 []+1 []+2 []+3 []+4
-Survival: Wisdom+1
Charisma d8 []+1 []+2 []+3 []+4
-Diplomacy: Charisma+2

Favored Card Type: Ally
Weapon: 1 []2
Spell: 1 []2
Armor: 0 []1
Item: 4 []5 []6
Ally: 4 []5 []6
Blessing: 5 []6 []7 []8

Hand Size: 6 []7 []8
Add 1 to checks made by other characters at your location. You may instead recharge a card to instead add 1d4 []+1 []+2 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter.
When you play a spell and would banish it, you may bury it instead.

Chosen of Jaren:
Hand Size: 6 []7 []8 []9
Add 1 to checks made by other characters at your location. You may instead recharge a card to instead add 1d4 []+1 []+2 []+3 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally. ([] If it was a Weapon, Armor or Blessing, you may add a d8 instead).
You may evade your encounter.
When you play a spell and would banish it, you may bury it instead.
[] Discard a card to use d12 ([]+2) ([]+4) in place of your normal die for a Strength, Melee, or Dexterity Check. ([] If the check was against a card with the Outsider trait, you may recharge instead).
[] When you play a Blessing of Jaren, you may recharge it instead of discarding it.

Team Parent:
Hand Size: 6 []7 []8 []9 []10
Add 1 ([]2) ([]3) to checks made by other characters at your location. You may instead recharge a card to instead add 1d4 ([]+1) ([]+2) ([]+3)to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter. ([] If it was a monster other than a henchman or villain, you may put it on the bottom of the deck).
When you play a spell and would banish it, you may bury it instead.
[] When another character at your location moves to another location, you can move to that location.
[] When you play a Blessing of Ayrie, you may recharge it instead of discarding it.


This character seems like a pure support character and a very good one at that. Since he can evade encounters he can probably explore safely. In the right party with the right player I can see this character really work. I thought at first that having five bonuses was too much but not really because he doesn't have combat or casting skills.


As noted above, the large-ish number of skills is reasonable as he doesn’t have a real combat skill. (I don’t think 4 is a lot when one of them is knowledge).

The “recharge to add to others checks” power feels a little bit complex- but every attempt I’ve made to re-write it has come out worse. It’s definitely an interesting idea to have this level of specification (compared with the standard Bard D4 to anything)


Exactly. Trillix is going to be a majorly support character, in the vein of a Siwar, except possibly even worse at combat, since he can't really cast spells offensively. I felt that did give a fair bit of room to push his support power. I don't think it's going to break anything as-is, though I'm definitely watching, especially the constant +1 part. I'm also a bit concerned about having an auto-evade ability on a support character, since that gives a lot more impunity to make risky explorations. However, a can't-be-evaded monster is a death sentence, which I think balances it out, along with the fact that evading doesn't actually help you progress, and screws up scouting.

The skills I agree with you guys on. It seems risky having that much, but none of them are great skills, and they're often on smaller dice, reducing their power. Imagine how useful d4+1 Fortitude check is going to be, for example. Maybe it helps get a few armor he'd otherwise miss, but that's not exactly going to get him past a barrier. I'm actually tempted to increase the skill points more than decrease (see Merisiel for a comparable in this case)

His recharge ability is quite complex, and to some extent that is by design (Actually, maybe I should show you the first ideas we had for that power before we got to this part. It was just brutal to try and parse). We've found in our group that characters that require a lot of tough choices, particularly regarding what kinds of cards they want in their deck or in their hand at a particular time create a really fun gameplay experience. So, it was with that in mind that I designed this as something of a deck-building puzzle. Finding the right balance of cards is going to be a lot of fun, I think.


No real changes for Trillix. Just gave him another point in knowledge and cleaned up the wording on a few things. Let me know what you guys think.

Trillix:
Male Quasit Familiar
Strength d4 []+1
Dexterity d8 []+1 []+2
Constitution d4 []+1 []+2
-Fortitude: Constitution+1
Intelligence d8 []+1 []+2
-Knowledge: Intelligence+2
-Craft: Intelligence+1
Wisdom d10 []+1 []+2 []+3 []+4
-Survival: Wisdom+1
Charisma d8 []+1 []+2 []+3 []+4
-Diplomacy: Charisma+2

Favored Card Type: Ally
Weapon: 1 []2
Spell: 1 []2
Armor: 0 []1
Item: 4 []5 []6
Ally: 4 []5 []6
Blessing: 5 []6 []7 []8

Hand Size: 6 []7 []8
Add 1 to checks made by other characters at your location. You may instead recharge a card to add 1d4 []+1 []+2 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter.
When you play a spell and would banish it, you may bury it instead.

Chosen of Jaren:
Hand Size: 6 []7 []8 []9
Add 1 to checks made by other characters at your location. You may instead recharge a card to add 1d4 []+1 []+2 []+3 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally. ([] If it was a weapon, armor or blessing, you may add a d8 instead).
You may evade your encounter.
When you play a spell and would banish it, you may bury it instead.
[] Discard a card to use d12 ([]+2) ([]+4) in place of your normal die for a Strength, Melee, or Dexterity Check. ([] If the check was against a card with the Outsider trait, you may recharge instead).
[] When you play a Blessing of Jaren, you may recharge it instead of discarding it.

Team Parent:
Hand Size: 6 []7 []8 []9 []10
Add 1 ([]2) ([]3) to checks made by other characters at your location. You may instead recharge a card to add 1d4 ([]+1) ([]+2) ([]+3)to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter. ([] If it was a monster other than a henchman or villain, you may put it on the bottom of the deck).
When you play a spell and would banish it, you may bury it instead.
[] When another character at your location moves to another location, you can move to that location.
[] When you play a Blessing of Ayrie, you may recharge it instead of discarding it.


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!

Trillix:
Male Quasit Familiar
Strength d4 []+1
Dexterity d8 []+1 []+2
Constitution d4 []+1 []+2
-Fortitude: Constitution+1
Intelligence d8 []+1 []+2
-Knowledge: Intelligence+2
-Craft: Intelligence+1
Wisdom d10 []+1 []+2 []+3 []+4
-Survival: Wisdom+1
Charisma d8 []+1 []+2 []+3 []+4
-Diplomacy: Charisma+2

Favored Card Type: Ally
Weapon: 1 []2
Spell: 1 []2
Armor: 0 []1
Item: 4 []5 []6
Ally: 4 []5 []6
Blessing: 5 []6 []7 []8

Hand Size: 6 []7 []8
Add 1 to checks made by other characters at your location. You may instead recharge a card to add 1d4 []+1 []+2 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter.
When you play a spell and would banish it, you may bury it instead.

Chosen of Jaren:
Hand Size: 6 []7 []8 []9
Add 1 to checks made by other characters at your location. You may instead recharge a card to add 1d4 []+1 []+2 []+3 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally. ([] If it was a weapon, armor or blessing, you may add a d8 instead).
You may evade your encounter.
When you play a spell and would banish it, you may bury it instead.
[] Discard a card to use d12 ([]+2) ([]+4) in place of your normal die for a Strength, Melee, or Dexterity Check. ([] If the check was against a card with the Outsider trait, you may recharge instead).
[] When you play a Blessing of Jaren, you may recharge it instead of discarding it.

Team Parent:
Hand Size: 6 []7 []8 []9 []10
Add 1 ([]2) ([]3) to checks made by other characters at your location. You may instead recharge a card to add 1d4 ([]+1) ([]+2) ([]+3)to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter. ([] If it was a monster other than a henchman or villain, you may put it on the bottom of the deck).
When you play a spell and would banish it, you may bury it instead.
[] When another character at your location moves to another location, you can move to that location.
[] When you play a Blessing of Ayrie, you may recharge it instead of discarding it.

The main concern I have with Trillix is the bolded power's enhancement of his evasion ability. I'm worried it'll make it too safe for Trillix. I don't know if I'm just overestimating send-to-bottom powers, though, especially since evading anything else would cause a shuffle effect.


I would worry that it makes him a little too powerful because he can avoid fighting monsters and barriers that he isn't sure of crushing and put it at the bottom of the deck. This is usually as good as defeating it. But this is on the role card and so is in line with other character's extra cool advanced powers.


The last one, and probably the most unique one. Full-on Support. Nothing I would ever play, but surely it has some great ideas.

Cards:
For some reason I think that this character would benefit more from having Blessings as his favored card. Because he can probably support with Blessings to boost the dice of his allies.

Powers:
I feel that in overall I can choose little in what direction I want to go if I get a power feat. Maybe give the first power just a []+1 and give her the option to Discard a spell? So she can actually do something besides buff. Also: Can she Evade ANY encounter? Even barriers? Damn. So basically.. She is never in any danger because she is so strong or nimble, without a good Dexterity die?

If I may rude, I’d opt to the following:

“Hand Size: 6 []7 []8
Add 1 to checks made by other characters at your location. You may instead recharge a card to add 1d4 []+1 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter with Monsters.
When you would banish a spell without the Attack trait you may bury ([]discard) it instead.”

This gives her overall more balance and even capable of doing some stuff on her own. And now she can even play spells like Cure, Aid, Arcane Armor, Strength, or Melee which are pretty beneficial to a support/buffer-character

Chosen:
The wording for first power is not Pathfinder-ish: “([] If it was a weapon, armor or blessing, you may add [u]1d8[/u] instead).” is a slight change but it looks better.

Team Parent:
I do like the non-Villain/non-Henchman thing, but I think that jones made a good point. If you were to change it to something similar that I just posted it would be more balanced. So only evading monsters, instead of barriers.


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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