| Donny Schuijers |
Disclaimer: This character is based on my previous Fighter, who just didn't work in RotR. Since the Fighter, Kilmar, was based on Dexterity checks and Finesse Weapons which weren't just all that many. So here is ANOTHER attempt at a Fighter-Archetype in the form of a Brawler (A Fighter with the Inner Divine Spirit of a Monk). Please, feel free to give positive and negative feedback!
Oran:
Male Half-Elf Brawler
Strength d10 []+1 []+2 []+3 []+4
- Melee: Strength +2
Dexterity d8 []+1 []+2 []+3
- Stealth: Dexterity +2
Constitution d6 []+1
Intelligence d4 []+1
Wisdom d8 []+1 []+2 []+3
- Divine: Wisdom +2
Charisma d6 []+1 []+2
Favored Card Type: Weapon
Weapon: 4 []5 []6 []7
Spell: 3 []4 []5
Armor: 2 []3
Item: 1 []2 []3
Ally: 2 []3
Blessing: 3 []4
Powers:
Hand Size: 5 []6
Proficient with: Light Armors []Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1) to another character’s combat check at your location
Ancient Guide:
Hand Size: 5 []6 []7
Proficient with: Light Armors []Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1) to another character’s combat check at your location. ([]If this check is against a Henchman or Villain, add 2d4+1 instead).
[] Add 2 ([]4) to your check to acquire a weapon.
[] Add the number of the adventure deck to your check to defeat a bane with the Veteran trait. ([] or your combat check against a Henchman or Villain).
[] When you play a blessing on any check, you add a +3 ([]+6) instead of the normal die.
Blade Dancer:
Hand Size: 5 []6 []7
Proficient with: Light Armors []Heavy Armor Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You may automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1)([]+2)([]+3) to another character’s combat check at your location.
[] You gain the skill Acrobatics: Dexterity +3
[] You may reduce non-Combat damage dealt to you by 1 ([]2). If you do so, you may not play any Armor for the remainder of your turn.
[] You may discard additional Weapons on your combat check to add an additional 1d10 ([]or 2d8) and the Slashing trait to this check per Weapon discarded this way. Weapons discarded this way can’t be recharged.
Illeist
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I like the idea of the character, but I'm a bit confused by why he has the Divine skill and capacity with non-combat spells. Brawlers don't have any spellcasting capabilities, nor do fighters or monks. The base class looks much more like a skald or possibly a warpriest: someone with minor, non-combat-oriented magic and a knack for weaponry. Also, it's peculiar that there's nothing he can do with power feats to make him better at using spells.
If you'd like to give him more monk-like abilities, the PACG system mimics ki by recharging or discarding blessings. Allowing him to recharge blessings to add to combat checks or examine locations would make a decent amount of thematic sense.
| Donny Schuijers |
I like the idea of the character, but I'm a bit confused by why he has the Divine skill and capacity with non-combat spells. Brawlers don't have any spellcasting capabilities, nor do fighters or monks. The base class looks much more like a skald or possibly a warpriest: someone with minor, non-combat-oriented magic and a knack for weaponry. Also, it's peculiar that there's nothing he can do with power feats to make him better at using spells.
If you'd like to give him more monk-like abilities, the PACG system mimics ki by recharging or discarding blessings. Allowing him to recharge blessings to add to combat checks or examine locations would make a decent amount of thematic sense.
So, this all my bad. This guy should be a Warpriest, yes. I remember looking through those classes and memorizing the word "Brawler". Agreed, he should have something with Spells more, but I feel like dropping Ancient Guide to spells would feel redundant, since he is meant to be like a Veteran on it's own. Also the Blade Dancer tends to be more of a Swashbuckler feeling: Being able to slice and dice your way through combat with agile leaps (like a Monk would do without weapons). Anyway, you are totally right.. It's hard for this character to get a definitive Class-Label. But I really appreciate your input!
| isaic16 |
Okay, assuming that this is a Warpriest, not a brawler, I'm ready to dig in. Let's see how he's looking.
Oran:
Male Half-Elf Brawler
Strength d10 []+1 []+2 []+3 []+4
- Melee: Strength +2
Dexterity d8 []+1 []+2 []+3
- Stealth: Dexterity +2
Constitution d6 []+1
Intelligence d4 []+1
Wisdom d8 []+1 []+2 []+3
- Divine: Wisdom +2
Charisma d6 []+1 []+2Favored Card Type: Weapon
Weapon: 4 []5 []6 []7
Spell: 3 []4 []5
Armor: 2 []3
Item: 1 []2 []3
Ally: 2 []3
Blessing: 3 []4
I don't know flavorfully why he has stealth, but otherwise your skills make sense. Similarly, your cards look reasonable. It is somewhat odd for a divine caster to only have 3 blessings, but it is certainly not unreasonable if they are more secular than most of their type. I'm a bit worried that you have 3 spells, but only d8+2 divine, which means you will be failing a lot of recharge checks. Probably still fine, but something to bear in mind.
Powers:
Hand Size: 5 []6
Proficient with: Light Armors []Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1) to another character’s combat check at your location
Hand size and proficiencies look about right. Since this is a high-dex character, it makes sense to not start with heavy armor, though I'd guess the average Warpriest would. This character again suffers the 'really similar to one of the Valeroses' problem, though, this time in having two powers which line up identically to S&S Valeros's. I'd try to consider some way to differentiate further, possibly revealing divine cards to use one of the effects.
Also, you have the ability to automatically recharge non-attack spells (and with his weapon count and combat ability, that should be all of his spells, essentially). I feel this ability is actually much more powerful on this character than the similar power that Seoni has, simply because it is so much harder for him to recharge spells normally. You may want to consider backing this down to adding an amount to the recharge, possibly as much as 2 or 3, so he is still punished for the low skill, but isn't crippled by it.Ancient Guide:
Hand Size: 5 []6 []7
Proficient with: Light Armors []Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1) to another character’s combat check at your location. ([]If this check is against a Henchman or Villain, add 2d4+1 instead).
[] Add 2 ([]4) to your check to acquire a weapon.
[] Add the number of the adventure deck to your check to defeat a bane with the Veteran trait. ([] or your combat check against a Henchman or Villain).
[] When you play a blessing on any check, you add a +3 ([]+6) instead of the normal die.
I like the bonus vs henchman or villains to your ally-support power. I think I would rephrase it as adding 'an additional' d4, instead of setting the exact value, since I think that just looks better, and also interacts with the earlier +1 power feat.
For the adding the adventure deck, I'd specify that your adding the adventure deck of the current scenario, to avoid confusion as to what you're getting. I really like the power otherwise, though.I'd definitely put a 'may' condition on the blessing replacement power. Sometimes you really need that blessing to roll a 7 instead of a 3. I'm also a little worried about the number, as +6 is a lot, especially if that blessing would normally be to a d4 or d6. You may end up with a +5, but I think it's either +5 or +6. I'm definitely curious how that power plays out, as I could see it being anywhere from broken to not being worth the feat.
Blade Dancer:
Hand Size: 5 []6 []7
Proficient with: Light Armors []Heavy Armor Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You may automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1)([]+2)([]+3) to another character’s combat check at your location.
[] You gain the skill Acrobatics: Dexterity +3
[] You may reduce non-Combat damage dealt to you by 1 ([]2). If you do so, you may not play any Armor for the remainder of your turn.
[] You may discard additional Weapons on your combat check to add an additional 1d10 ([]or 2d8) and the Slashing trait to this check per Weapon discarded this way. Weapons discarded this way can’t be recharged.
I think you are drastically overvaluing damage reduction here. I don't think you need the 'no armor' clause to justify that power, as it has already been done similarly with Amiri and Sajan in RotR. I'd just strike that entire sentence, and just have it be all-upside.
The final power is very cool in concept, but I think it might need a bit of smoothing. The big issue I have is you state you may discard 'additional' weapons, without stating what they are additional to. My assumption is that your intent is that they are weapons other than one you played during the check. if that is the case, you might be better off with something like this:When you play a weapon for your combat check, you may discard any number of other weapons from your hand. For each weapon discarded this way, add 1d10 ([] or 2d8) and the Slashing trait to the check.
You also don't need the last sentence (which is why I removed it), since you aren't playing the card for its power, so replacement effects shouldn't apply. It isn't hurting anything to have it, but statements like that do seem to cause more confusion than they solve.
I'm not sure if 1d10 -> 2d8 are the right numbers, but they probably aren't too far off.
Overall, he's pretty solid. I think the powers on the base card need a bit of love, but your roles look really good, minus some templating. Good luck, and I hope he does great.