
Mnemos |
Marthinearous
Male Aasimar Paladin
SKILLS
Strength
D10 □+1 □+2 □+3 □+4
Melee: Strength +2
Dexterity D6 □+1 □+2
Constitution D8 □+1 □+2
Fort: Constitution +1
Intelligence
D6 □+1 □+2
Wisdom D4 □+1
Charisma D8 □+1 □+2 □+3 □+4
Diplomacy: Charisma +3
POWERS
Hand Size 4 □ 5
You may use your Diplomacy skill in replace of another in order to acquire blessings.
When you play a blessing you may recharge a random card from your discard pile.
You may recharge a card with the divine trait (□ or Ally) to add a 1d4 (□+1) to another character's combat check at your (□Another) location.
CARD LIST FAVORED CARD TYPE: WEAPON
Weapon 4 □ 5 □ 6
Spell – □ 1
Armor 2 □ 3
Item 2 □ 3 □ 4
Ally 3 □ 4 □ 5
Blessing 4 □ 5 □ 6
Mystery Cultist
Hand Size 4 □ 5 □ 6 □ 7
You may use your Diplomacy skill in replace of another in order to acquire blessings. (□ or Allies).
When you play a blessing you may recharge a random card from your discard pile.
You may recharge a card with the divine trait (□ or Ally) to add a 1d4 (□+1) (□ +2)to a combat check at your location.
Bury any acquired blessings that have the corruption trait.
□ Gain Divine: Wisdom +1 (□ +3) (□+5).
□ Display any number of blessings for a combat check; add 2 to the check per blessing revealed in this way. Then recharge (□Shuffle) any blessings revealed when you reset your hand.
Tactician of the Holy Light
Hand Size 4 □ 5
You may use your Diplomacy skill in replace of another in order to acquire blessings.
When you play a blessing you may recharge a random card (□ 2 cards) from your discard pile.
Bury any acquired blessings that have the corruption trait.
You may recharge (□ reveal) a card with the divine trait (□ or Weapon) to give a d4 (□+1) (□+2) (□+3) to any character at your location to help with a combat check.
□ If you would discard a weapon with the two-handed trait, you may recharge it (□Shuffle) instead.
□ Reduce combat damage taken (□ by any character at your location) by 1. (□ Any Damage type)

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My only comment from a quick skim would be the blessing healing power seems pretty powerful, and flat out broken if you take the feat for two cards. Even one card healing becomes extremely strong when you are talking about 4 cards out of your deck (up to 6). If blessings couldn't be used to explore, I'd call it probably too powerful. Them being used for explores though definitely pushes past broken. This character could probably solo any scenario without any risk of dying.
I'd probably turn it in a d12 roll that heals on a 10+ or something.

Sandslice |

1. The blessing healing power is comparable to Wrath Kyra's though.
"When you use [Blast Evil power] or play a blessing that does not have Corrupted on another character's ([]or your) check to defeat, a character at your location may shuffle 1 random card from her discard pile into her deck."
That said, limiting Marth's version could work:
"When you play a blessing on a check against a monster **, you may recharge 1 random card from your discard pile."
** Tactician role: ([] or a blessing)
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2. Mystery Cultist seems a bit weak in certain points.
-Diplomacy is already common to allies. Diplomacy to spells could work.
-You gain Divine: Charisma could be ok here, since (unlike the concerns with Seelah) it's on the role card and takes two feats to get to the +3.
-The last power is a rather limited version of Oloch's baseline power (+2 costs the same number of feats; Oloch can use blessings and weapons on any check, and takes the cards back in hand with a start-of-turn option.)

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Kyra's power has limits, heavy enough that I wouldn't even call it comparable. Non corrupted, and checks to defeat only. Like I said, it's partly the fact that it's all checks, but majorly the fact that even explores pop it. It's triggered way more often than Kyra's.
I do actually like that the feat allows him to use Diplomacy against allies. Diplomacy is only frequent against humans, and even then it's not always the lowest check. With this, if you find a Diplomacy 12/Arcane 8 Ally, you can get it with a Diplomacy 8.

StrykerWolf |
You have some feats in the base that don't appear in the Tactician of the Holy Light Role card and one for the Mystery Cultist as well.
If I select recharge to add to a check at another location, what happens to that power feat once I get a role card? If it sticks around, a reveal to add 1d4+X to any combat role anywhere is OP.
Tne divine skill for Mystery Cultist doesn't really work - you've got a base d4, with a max skill bonus of +1. We're looking at a max roll of 10 for divine, with 3 power feats after getting the role card (and a max of one spell).
I'd add burying corrupted blessings to the base card - you've got it on both roles, why not on the base as well?
Just looking at the roles, I can't imagine taking the Mystery Cultist - the extra hand size is nice, but there isn't really anything else I'd want.