New Character type: Avenger ... help / ideas wanted


Homebrew and House Rules


Concepts:

Oath of Enmity: Recharge a blessing to reroll a combat check.
Armor of Faith: Bury a blessing to reduce combat damage to 0.
Devine Guidance: When revealing or discarding a card with the two-handed quality you may use wisdom plus 1 instead of strength.

The prestige classes:

Bond of Retribution: If a character at his location takes damage add 1d6 to his next combat check.

Bond of Pursuit: If a character at his location fails a combat check he may make a combat check.

I would love feedback and new ideas.

Thanks!


I like the idea of a character that gets special powers out of failure. Here's some quick feedback:
Oath of Enmity - too powerful, I would say. Even if it was a discard. Bury maybe.
Armor of Faith - seems balanced
Divine Guidance - rewrite to "when playing a card with the two-handed trait, you may use wisdom +1 for your check instead of strength."
Bond of Retribution - tricky to track, maybe display a blessing and put it back in your hand at your next combat check for a d6? Also, kinda too specialized because a lot of characters only get damaged once in awhile. Maybe when a monster is undefeated? That's a little more likely.
Bond of Pursuit - seems balanced, need to word it so that the check is done before shuffling back in, etc.

Maybe more ideas later ...


I like the concepts you have here. I know the Avenger well enough to say that each of these fits the concepts very well. I think there may be some issues in the details here that I will point out. However, I think you can probably figure it all out, I just want to put them out there early.

Oath of Enmity: It's hard to say what the cost of this ability should be (it's likely either a recharge or a discard). I feel discard is probably too weak, but you may want to start at discard and buff it to recharge if the character feels weak, rather than the other way around, simply because it feels better to be able to buff during playtesting than debuff. That being said, the ability looks perfect for the flavor, and it's just a question of costing it right.

Armor of Faith: Effectively, you're turning all blessings into the good power on armor. It has the potential to be strong, especially if you have a large hand and lots of blessings. That being said, you're already spending blessings on your reroll power, and that blessing could have been spent instead buffing the check in the first place, so I'm inclined to lean in favor of the ability. I created a character who had the ability to after-encounter bury a card to evade it and take no damage, and she ended up almost never using it because her combat was already so good. There's a fair chance that this power is in that same range, in which case it's almost certainly fine.

Divine Guidance: I think you need to clean this power up a bit. First, why only when you reveal or discard, rather than the more generic 'when you play'? Second, as of right now, it would only work with melee 2-Handed weapons, and not cards like longbows. I'm guessing that is intended, but wanted to make sure.
Third, and this isn't an issue so much as a 'be aware of': Making this change, to borrow from the RPG terminology, makes him very single-ability dependent, since he's going to use wisdom for weapons and spells most likely. However, since this means he'll be putting his points into Wisdom most likely, it will be increasingly harder for him to get new weapons, since his strength won't grow with the increasing acquire DC's. You may want to consider the terminology used on finesse powers (With or against checks with x trait) in order for him to be able to focus on it. That may be too powerful (I'm genuinely not sure, it also may be completely fine, it depends on a lot of factors), but it would probably create a better play experience.

Bond of Retribution: I'm very, very worried about memory issues here. Especially in larger games, it's easy to forget if it was this round or last round that the other guy got hit. And was he at your location at the time? Also, does this include if you were hit, or on;y if an ally at your location was? If you want to keep something with this feel, here is a consideration that I might try:
When a character at your location takes damage, you may display a card. You may return a card displayed this way to your hand in order to add 1d6 to your combat check.
It's not exactly what your were talking about, and it obviously has limitations, but it at least solves the memory issues. As to power level, it's probably fine. The version I made is probably too strong against AoE damage, but I came up with it in 15 seconds, so it's going to have flaws.

Bond of Pursuit: It took me a bit to grok what you were saying here, so forgive me if I misunderstand. Essentially, you're saying that if another character at your location fails a combat check, he can immediately attempt that check, correct? I think there probably needs to be a cost here (probably a recharge), just to make sure it doesn't get out-of-hand. I'm not sure that it would, but I like having a safety valve there.

Hope that helps!


jones314 wrote:

I like the idea of a character that gets special powers out of failure. Here's some quick feedback:

Oath of Enmity - too powerful, I would say. Even if it was a discard. Bury maybe.
Armor of Faith - seems balanced
Divine Guidance - rewrite to "when playing a card with the two-handed trait, you may use wisdom +1 for your check instead of strength."
Bond of Retribution - tricky to track, maybe display a blessing and put it back in your hand at your next combat check for a d6? Also, kinda too specialized because a lot of characters only get damaged once in awhile. Maybe when a monster is undefeated? That's a little more likely.
Bond of Pursuit - seems balanced, need to word it so that the check is done before shuffling back in, etc.

Maybe more ideas later ...

isaic16 wrote:

I like the concepts you have here. I know the Avenger well enough to say that each of these fits the concepts very well. I think there may be some issues in the details here that I will point out. However, I think you can probably figure it all out, I just want to put them out there early.

Oath of Enmity: It's hard to say what the cost of this ability should be (it's likely either a recharge or a discard). I feel discard is probably too weak, but you may want to start at discard and buff it to recharge if the character feels weak, rather than the other way around, simply because it feels better to be able to buff during playtesting than debuff. That being said, the ability looks perfect for the flavor, and it's just a question of costing it right.

Armor of Faith: Effectively, you're turning all blessings into the good power on armor. It has the potential to be strong, especially if you have a large hand and lots of blessings. That being said, you're already spending blessings on your reroll power, and that blessing could have been spent instead buffing the check in the first place, so I'm inclined to lean in favor of the ability. I created a character who had the ability to after-encounter bury a card to evade it and take no damage, and she ended up almost never using it because her combat was already so good. There's a fair chance that this power is in that same range, in which case it's almost certainly fine.

Divine Guidance: I think you need to clean this power up a bit. First, why only when you reveal or discard, rather than the more generic 'when you play'? Second, as of right now, it would only work with melee 2-Handed weapons, and not cards like longbows. I'm guessing that is intended, but wanted to make sure.
Third, and this isn't an issue so much as a 'be aware of': Making this change, to borrow from the RPG terminology, makes him very single-ability dependent, since he's going to use wisdom for weapons and spells most likely. However, since this means he'll be putting his points into...

Looking at both your ideas I think I will move it to this:

Oath of Enmity: discard a blessing to reroll a combat check you may keep either result. (The avengers striker ability wasnt extra damage like the PACG rogues 2d6 it was accuracy...if discard is too weak will buff to recharge. I was balancing this around the rogue with lets say dart 1d12+2 + 1d4 + 2d6 by discarding averaging 18 maxing at 30 vs him who may have a bastard sword doing 1d10 +1 + 1d10 +1d8 averaging around 21 because of the reroll maxing at 29 BUT it cost discarding 2 cards which can be very costly with the extra armor like burys)

Armor of Faith: Bury a blessing to reduce combat damage to 0. (leaving the same because avengers had armor that rivaled plate users and i like the sacrifice for divine protection)

Divine Guidance: When playing a card with the two-handed trait, you may use wisdom +1 for your check instead of strength. (yes no long bows only 2 handed weapons per the avenger flavor again)

Prestige classes:

Bond of Retribution: If he has four or more cards in the discard pile add 1d4 to combat checks.

Bond of Pursuit: If a character at the avengers location fails a combat check against a monster after damage is dealt he may immediately make a combat check against said monster. (need help on wording)

What do you guys think

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