Another Custom Character - The Iconic Vigilante, the Red Raven!


Homebrew and House Rules

Silver Crusade RPG Superstar 2014 Top 16

Hi Everyone!
So here's another custom character I've worked on for a good while. He uses a totally strange mechanic to signify his two personas, which involves switching his entire character card (and role card). If you're not familiar with Aric/The Red Raven, here are two blog posts to read:
Meet the Iconics: Aric
Meet the Iconics: The Red Raven
If you're generally not familiar with the Vigilante class, think of Batman. That's it, that's the Vigilante. A Vigilante's two personas are essentially totally distinct... they even have different alignments. So, because of that, I went with the weird switching-cards mechanic. Notice also that the role cards are tied to each other... if you want to use the Galtan Lord role for Aric, you are required to use the Shadow of Night role for The Red Raven.
Please give me any feedback you have, and try him out in your own games if you'd like, etc!
Tyler

Aric
Male Human Aristocrat
Skills:
Strength: d6 [c] +1 [c] +2
Dexterity: d8 [c] +1 [c] +2 [c] +3
Constitution: d6 [c] +1 [c] +2
Intelligence: d6 [c] +1
Wisdom: d8 [c] +1 [c] +2 [c] +3
Charisma: d10 [c] +1 [c] +2 [c] +3 [c] +4
Fortitude: Constitution +1
Perception: Wisdom +1
Diplomacy: Charisma +3

Powers:
Hand Size: 4 [c] 5
Proficiencies: Light Armor
When you gain a feat, gain a feat of the same type on The Red Raven character card.
You may discard a card to evade your encounter against a monster ([c] and place that card on top of your location deck); exchange this card for The Red Raven, then you may explore your location.
[c] You may recharge an ally to add 1d6 ([c] 2d6) to a check to defeat a barrier at your location.

Cards:
Weapon: 4 [c] 5 [c] 6 [c] 7
Spell: -
Armor: 2 [c] 3 [c] 4
Item: 3 [c] 4 [c] 5
Ally: 4 [c] 5 [c] 6
Blessing: 2 [c] 3
Favored Card Type: Ally

Aric - Galtan Lord
You excel at recruiting followers... and at using them in the most effective ways.
Powers:
Hand Size: 4 [c] 5 [c] 6
Proficiencies: Light Armor
When you gain a skill or card feat, gain a feat of the same type on The Red Raven character card. When you gain a power feat, gain a power feat on the Shadow of Night role card.
You may discard a card to evade your encounter against a monster ([c] and place that card on top of your location deck); exchange the Aric card for The Red Raven and this card for the Shadow of Night, then you may explore your location.
[c] You may recharge an ally to add 1d6 ([c] +2) ([c] +4) to a check to defeat a barrier at your location.
[c] You may bury ([c] or discard) an ally to reroll your Diplomacy ([c] or Charisma) check; you must take the new result.
[c] Add 1d10 to your check to acquire a weapon, armor or item; ([c] if it is your turn, you may immediately bury the acquired card to explore your location.)
[c] You may bury a card to examine your location deck until you find an ally; set that card aside, then shuffle the deck and encounter that card.

Aric - Mesmerizing Dilettante
Your ability to manipulate others has become positively otherworldly.
Powers:
Hand Size: 4 [c] 5 [c] 6 [c] 7
Proficiencies: Light Armor
When you gain a skill or card feat, gain a feat of the same type on The Red Raven character card. When you gain a power feat, gain a power feat on the Warlock role card.
You may discard a card to evade your encounter against a monster ([c] and you may place that card on top of your location deck); exchange the Aric card for The Red Raven and this card for the Warlock, then you may explore your location.
[c] You may recharge an ally ([c] or spell) to add 1d6 ([c] 2d6) to a check to defeat a barrier at your location.
[c] When you would banish or bury a card with the Mental trait after using its power, you gain the skill Arcane: Charisma +1 for the purposes of checks required to recharge or bury that card. ([c] You may ignore a bane’s immunity to the Mental trait.)
[c] For your Knowledge ([c] or Craft or Disable) check, you may discard a card to use your Charisma skill.
[c] When building your deck, you may treat spells as if they were blessings; when you gain this power feat, you must check the corresponding box on the Warlock role card.

The Red Raven
Male Human Vigilante
Skills:
Strength: d6 [c] +1 [c] +2
Dexterity: d10 [c] +1 [c] +2 [c] +3
Constitution: d6 [c] +1 [c] +2
Intelligence: d4 [c] +1
Wisdom: d8 [c] +1 [c] +2 [c] +3 [c] +4
Charisma: d6 [c] +1 [c] +2 [c] +3
Stealth: Dexterity +1
Ranged: Dexterity +2
Fortitude: Constitution +1
Perception: Wisdom +2

Powers: Hand Size: 5 [c] 6
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this character card; use Aric instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange this card for Aric. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
[c] You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn.

Cards:
Weapon: See Aric
Spell: See Aric
Armor: See Aric
Item: See Aric
Ally: See Aric
Blessing: See Aric
Favored Card Type: None

The Red Raven - Shadow of Night
When evildoers cannot be defeated by diplomatic channels, you strike fear into them under the shroud of darkness.
Powers: Hand Size: 5 [c] 6
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this role card; use Galtan Lord instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange The Red Raven character card for Aric and this card for Galtan Lord. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
[c] You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn.
[c] For your Acrobatics check, you may recharge an armor to use your Dexterity skill ([c] and add 1d6).
[c] For your combat check ([c] or your check to defeat a barrier with the Trap or Obstacle trait), you may recharge an item to use your Dexterity skill + 2d6 ([c] 2d8) with the Melee trait.
[c] You may discard a card to ignore a bane’s power before you act ([c] or after you act) ([c] or to evade a non-villain bane).

The Red Raven - Warlock
Your arcane powers manifest themselves best when wearing your mask.
Powers: Hand Size: 5 [c] 6 [c] 7
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this role card; use Mesmerizing Dilettante instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange The Red Raven character card for Aric and this card for Mesmerizing Dilettante. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
[c] You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; and add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn.
[c] Gain the skill Arcane: Charisma +1. ([c] For your combat check, you may discard ([c] or recharge) a weapon to use your Charisma skill + 2d6 and the Fire ([c] or Cold) trait.) ([c] You may recharge a card that has the Magic trait to reduce cold, electricity or fire damage to you by 3.)
[c] For your Charisma or Diplomacy check, you may bury a card to use the Diplomacy skill listed on the Aric character card.
[c] When building your deck, you may treat spells as if they were blessings; you may only gain this power feat when you gain the corresponding power on the Mesmerizing Dilettante role card.

Silver Crusade RPG Superstar 2014 Top 16

Thought maybe I should bump this back to the top of the homebrew area. Any feedback?


I don't have much time right now, but I like the class overall quite well, so just some quickfire thoughts:

Personally, I would design the Vigilante around the mechanics of Ak, where you flip the role card to switch between roles, just to keep it simpler (the unique mechanic would be to start play with the role card, and let the acquisition of role cards unlock new feats on it).
That said, your version is much more flexible at the price of a little overhead with switching cards. I'm not sure if all the customization is not a bit too much flexibility, though.

My main suggestion would be to force each taken skill feat to be the same. It makes for a fun trade-off by forcing you to think how to balance your skill feats against the mechanics of the two personas, whereas right now, you can just specialize both personas to do entirely different things perfectly well. You did that for the card feats already for obvious reasons, but I don't see why the skill feats should be allowed to diverge. Maybe that's intended on the rpg side, but it feels a bit 'unfair' to the other players if you get to switch out two completely different optimized characters more or less on a whim.

In my mind, Ak is the baseline for characters that are allowed to change roles, and your design is far superior to him in terms of what you can do. That's not a bad thing, mind you, but my first impression is opportunity for powergaming (even though a playtest might show that it's perfectly fine).

Silver Crusade RPG Superstar 2014 Top 16

Doppelschwert wrote:

I don't have much time right now, but I like the class overall quite well, so just some quickfire thoughts:

Personally, I would design the Vigilante around the mechanics of Ak, where you flip the role card to switch between roles, just to keep it simpler (the unique mechanic would be to start play with the role card, and let the acquisition of role cards unlock new feats on it).
That said, your version is much more flexible at the price of a little overhead with switching cards. I'm not sure if all the customization is not a bit too much flexibility, though.

My main suggestion would be to force each taken skill feat to be the same. It makes for a fun trade-off by forcing you to think how to balance your skill feats against the mechanics of the two personas, whereas right now, you can just specialize both personas to do entirely different things perfectly well. You did that for the card feats already for obvious reasons, but I don't see why the skill feats should be allowed to diverge. Maybe that's intended on the rpg side, but it feels a bit 'unfair' to the other players if you get to switch out two completely different optimized characters more or less on a whim.

In my mind, Ak is the baseline for characters that are allowed to change roles, and your design is far superior to him in terms of what you can do. That's not a bad thing, mind you, but my first impression is opportunity for powergaming (even though a playtest might show that it's perfectly fine).

Hmm... I hadn't thought about the idea of doing it using just a Role card, but gaining that role card at game's start. I'll think on that. One reason that I really like having two separate character cards is that Aric and the Red Raven should really have different skills, and if I use a single character card I'd have to have only overlapping skills in the main skill areas and then have any other skills they each gain be on the role cards somehow. I also feel like having slightly different dice really fits the Vigilante vibe.

Also, different pictures for the two different personas appeals to me for the same Vigilante vibe reason.

So I think I would prefer to stick with the two separate character cards. That being said, I'm definitely open to adjusting their power level. I do have a few power feats that have to go hand-in-hand between the matching role cards (Warlock and Mesmerising Dilettante have a few powers that you need one to gain the other). I think it might be too hard to restrict ALL of the power feats, mostly because of card text limits. Also notice that, unlike other characters, they each start with only a single character power, since the other power is just saying "(Don't) use this card at the start of the scenario". This reduces the overall strength of both characters significantly IMHO, since every other character that I've ever seen has at least 2, sometime 3 starting character powers. In fact, other than the power that lets him switch to Aric, the Red Raven starts with no powers at all.

That all being said, thank you very much for the feedback, and if you have some suggestions on nerfs for them when you have a bit more time, I'd be happy to consider them. :)


cartmanbeck wrote:


Hmm... I hadn't thought about the idea of doing it using just a Role card, but gaining that role card at game's start. I'll think on that. One reason that I really like having two separate character cards is that Aric and the Red Raven should really have different skills, and if I use a single character card I'd have to have only overlapping skills in the main skill areas and then have any other skills they each gain be on the role cards somehow. I also feel like having slightly different dice really fits the Vigilante vibe.

Also, different pictures for the two different personas appeals to me for the same Vigilante vibe reason.

Yeah, I can understand those reasons. If I ever get around to making a vigilante, I'll use the flippable role card, but the personas will be necessarily much more similiar due to this, which is an obvious and clear drawback.

About the skills:
I agree that different dice and skills per persona are fine (didn't notice the subtle differences when I read the character, btw) and play to the flavor, but I'd still argue that it makes sense to tie the skill-feats gained together.
In scenarios where you have control over your encounters (either through scouting or location make up), you can just choose the proper persona and stick with it. This means you will, in those cases, always perform better than a character who can only deal with a certain type of situation. Tying the skill feats together means you have to dedicate to a smaller range of situations, which will lead to less outshining of other characters.

cartmanbeck wrote:


So I think I would prefer to stick with the two separate character cards. That being said, I'm definitely open to adjusting their power level. I do have a few power feats that have to go hand-in-hand between the matching role cards (Warlock and Mesmerising Dilettante have a few powers that you need one to gain the other). I think it might be too hard to restrict ALL of the power feats, mostly because of card text limits. Also notice that, unlike other characters, they each start with only a single character power, since the other power is just saying "(Don't) use this card at the start of the scenario". This reduces the overall strength of both characters significantly IMHO, since every other character that I've ever seen has at least 2, sometime 3 starting character powers. In fact, other than the power that lets him switch to Aric, the Red Raven starts with no powers at all.

That all being said, thank you very much for the feedback, and if you have some suggestions on nerfs for them when you have a bit more time, I'd be happy to consider them. :)

Don't get me wrong, the base feels very balanced to me, and the roles are probably fine as well. I'm actually more bothered by the fact that you can choose between two set of role cards, since it gives you more choice during the AP. If we take Ak as the baseline, he trades the choice of permanent role card for the flexibility of switching between two role cards. Alrik, on the other hand, gets the flexibility of choosing between two role cards while being able to switch between two sets of powers as well. Don't get me wrong - that is super cool, but I'd be jealous if I was another player without those degrees of freedom. Since alrik is not forced to switch roles (compared to ak, who less control over it), at the time you choose your role card, you could basically choose to remain in one of the 4 roles presented. Even though each of these roles is weaker than the role of another character, you're missing part of the commitment in character building that other characters have when starting out. That's a power in its own right and obviously one of the strengths of the class, but it's another reason I'd restrict the skill feats - to bring the long-term commitment of character building more in line with the options of the other characters.

Not sure I could explain my points very well, but that's more or less where I'm coming from. Without playtesting, there is no way for me to gauge how powerful the additional felxibility is in practice, but assuming the worst case, this is where I end up with my line of thought. Not that I assume the worst case, but I guess that's where one would want to balance against.

Silver Crusade RPG Superstar 2014 Top 16

No that's a totally fair critique. I'll have to think about reducing the overall number of power feats on each of the role cards, perhaps. Normally each role card ends up with 12 power feats... perhaps I could reduce it to 9, and once you get your role card you have to choose which of your two roles you take the power feat on? Not sure yet. I have done some playtesting (but only at relatively low levels) and the character didn't feel overpowered to me.


I love the concept of this character, and I think this is a reasonable way of doing it. (Not to say Doppel's idea is wrong or worse, but I see no reason not to stick with this method, as it's equally useable). One thing I did feel the need to ask, is can Vigilante's actually change their ability scores when changing roles? I find it odd that it switches, particularly the degree to which it happens, and I'm curious if that is just me not understanding the basic rules. (I also feel like changing the secondary skills, and possibly the feats, while keeping the base dice the same emphasizes the different characters, but if that's not how the rules work, then it's probably not enough of a reason to change).

As to the cards, I'm guessing you went through a lot of iterations, because there's a number of sloppy mistakes that I know you wouldn't normally make. First, Aric has 44 points in base skills, while the Red Raven only has 40. Not only does that not jive with the 42 point standard, but if you did want them to deviate, it would make substantially more sense for the higher number to be on the alter-ego, not the normal man. Second, on Aric's base card, his last power can be upgraded so that it adds 2d6 to checks against barriers, but the Galtan Lord role adds +2/+4 instead. I understand powers can change going to roles, but this seems nonsensical, and I imagine was not deliberate.

Okay, now to get to the individual elements. I think all of your secondary skills on each card look about right, both in number and that you spread them out across different dice. One oddity that I'll get into more in powers is that you have ranged on Red Raven, whein he also has a power to get Melee: Finesse, which I don't think has ever happened before.

Card feats, likewise, are fine. Blessing count is concerningly low, but you at least have a high ally count to make up for it, and as we discussed elsewhere, exploration power may not be as restrictive as it once was.

Now for powers. My first thought is that you have a lot of discard here. A discard is required on each transformation, and several powers on Galtan Lord/Shadow of Night discard or bury. I worry that he's going to be a frustrating character for other people at the table to play with, since he'll need a lot of healing for fewer relative explores if you want to fully take advantage of his skill set. Also, he's probably going to be really hard to solo with, since he has no innate healing. I understand that the discard is important to keep the power level of having effectively twice the skill sets of other characters in check, but I'd look for some way to maybe limit the discarding to only one direction.
I also want to take a moment to discuss the Finesse power. Like I said, I don't think I've ever seen it on the same card as a character with Ranged, and I also don't think I've ever seen it requiring a power feat. I'll be honest, I think there's a good reason for that. Finesse weapons are not noticeably more powerful than ranged weapons in general, and ranged weapons are much better for the Aric side (especially if they don't require proficiency). In the end, I feel the Finesse feat looks like a trap, since you're getting only marginal benefit compared to the normal value of power feats, and it actually leads you to taking weapons that are actually worse for the character as a whole. Maybe there's some aspect I'm missing, but I think it'd be better to either go the finesse route or the ranged route, but not both. If you go finesse, I'd make the power baseline, with the feat to get the movement bonus (possibly buffed to compensate). If you go ranged, that feat should be some buff to ranged attacks to further solidify that Red Raven is the combat character of the two.
The last comment I have on the base cards isn't necessarily an issue but it does risk a feel bad moment. The only power on Aric's card besides the transformation is to assist against barriers. However, he never gets the ability to transform back to Aric when encountering a Barrier. I can see this catching a careless player off guard and make them regret taking that feat. I'm not sure if there's a way to avoid that play experience while keeping the character balanced, but you should be aware of that.

Getting to the role cards, I think they're mostly on-point, but there are a few things I want to note. First, in Galtan Lord, every single new power added by it either requires you to, or gives an extra ability if you, bury a card. That's a lot of redundancy, and means you may have to pick and choose because getting too many of those powers will just make you accidentally kill yourself (in the literal you have no cards in deck sense, not the figurative sense). I'd try to adjust at least one of those powers down to a discard, or even a recharge if you want to nerf it that much (my personal recommendation would be the last power, make it a discard, but put it back on top instead of encountering). And, on the other side, Shadow of Night. Almost everything looks good, except one power. That acrobatics for recharging an armor ability. Why do I have to recharge an armor to effectively gain Acrobatics: Dexterity+0? Why do I have to use a power feat to get what would be a bad skill, and then only have it conditionally? I think this is genuinely one of the weakest powers I have ever seen on a role card. I know you need to balance for all the versatility, but this power needs a buff in the WORST way. At minimum, I'd recommend just giving Acrobatics: Dex+1 as the baseline feat, and then the second feat allows you to recharge the armor for an extra bonus (possibly that same d6, possibly more. It's acrobatics, I don't think you're at risk of breaking anything).

For Mesmerizing Dilettante, you've got a good idea, but need some refinement. First, I'll talk generally about the use of spells. Right now, you have a power to let you take spells in place of blessings, and another to allow you to recharge Mental Arcane spells. I think that would be an interesting way to go if the character had a bunch of blessings, but they have at most 3. With that few, and with the inherent power of blessings, both for support and exploration, I feel that most players wouldn't want to replace more than 1, maybe 2 blessings at most. And, at that point, it's probably more reasonable to just have one card feat for spells, similar to most rogues. I understand this gives the other role access to potential spell slots, but since they will always just banish it, I don't think that's an issue, same as with the aforementioned Rogues. Also, the second half of the recharge power is supposed to allow you to overcome mental immunity. However, since it's at the second half of a power that only activates after you play the spell, I'm not sure it even works. I think it may be easier to just keep those as two separate powers. Warlock also has a good idea, but needs a bit of cleaning up. First, I don't get why the power that gives arcane then has two seemingly completely unrelated powers attached to it. I assume it's to have a feat chain effect, but it reads really weirdly. At the very least, you should have the combat ability use arcane instead of Charisma. The other issue is the ability to use Aric's Diplomacy. I only point this out because it says you can use it for any Charisma or Diplomacy check. Are you intended to be able to use Aric's diplomacy on a non-diplomacy charisma check? That also gets into the question of can that be used to help with Arcane checks, since they're also charisma checks? I'd consider simplifying it to just diplomacy on both sides.

Wow, I ended up writing a lot more than I expected. Again, I think this is a great character concept. However, I think he's missing a lot of the polish that I've come to expect from your characters. Once he gets the proper amount of love, I'm sure he'll be great.

Silver Crusade RPG Superstar 2014 Top 16

Wow, lots of excellent feedback! I'm not going to try to respond to each thing individually, but instead just list the things I'm changing based on your critiques:
-Dropping Ranged from The Red Raven, giving him Stealth: Dexterity +1
-Made the Red Raven's Finesse power not require a feat, changed to this: "You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; ([c] add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn)."
-Reduced Aric's Strength to d4, increased The Red Raven's Charisma to d6
-Fixed Galtan Lord's bonus against barriers to "1d6 ([ ] 2d6) ([ ] 3d6)"
-Changed a power on the Mesmerizing Dilettante to have a recharge instead of discard cost: "[c] For your Knowledge ([c] or Craft or Disable) check, you may recharge a card to use your Charisma skill."
-Changed a power on the Galtan Lord, making the cost a discard and removing the free encounter: "[c] You may discard a card to examine your location deck until you find an ally; set that card aside, then shuffle the deck and put that card on top of the deck." <- Remember that examines can cause TRIGGERs now, which makes this sometimes dangerous.
-Changed a power on the Shadow of Night, making it Acrobatics + 1d6 base: "[c] For your Acrobatics check, you may recharge an armor ([c] or any card) to use your Dexterity skill + 1d6."
-Changed feat on both Mesmerizing Dilettante and Warlock to allow spells to be treated as blessings OR items.
-Made Warlock spell-like attack power based off Arcane. (As a side-note, this power chain is supposed to represent the Vigilante's magic specialization getting better as he chooses more magic-focused powers, so while the powers don't seem related, you really can't gain the later ones without investing in the earlier ones.)
-Changed a power on the Warlock to specify non-combat checks: "[c] For your Charisma or Diplomacy non-combat check, you may bury a card to use the Diplomacy skill listed on the Aric character card. "

WOW! Lots of changes, and I think they'll make the characters significantly more well-rounded. Thank you SO MUCH! I'll repost the characters right after this.

Silver Crusade RPG Superstar 2014 Top 16

Aric
Male Human Aristocrat
Skills:
Strength: d4 [c] +1 [c] +2
Dexterity: d8 [c] +1 [c] +2 [c] +3
Constitution: d6 [c] +1 [c] +2
Intelligence: d6 [c] +1
Wisdom: d8 [c] +1 [c] +2 [c] +3
Charisma: d10 [c] +1 [c] +2 [c] +3 [c] +4
Fortitude: Constitution +1
Perception: Wisdom +1
Diplomacy: Charisma +3

Powers:
Hand Size: 4 [c] 5
Proficiencies: Light Armor
When you gain a feat, gain a feat of the same type on The Red Raven character card.
You may discard a card to evade your encounter against a monster ([c] and place that card on top of your location deck); exchange this card for The Red Raven, then you may explore your location.
[c] You may recharge an ally to add 1d6 ([c] 2d6) to a check to defeat a barrier at your location.

Cards:
Weapon: 4 [c] 5 [c] 6 [c] 7
Spell: -
Armor: 2 [c] 3 [c] 4
Item: 3 [c] 4 [c] 5
Ally: 4 [c] 5 [c] 6
Blessing: 2 [c] 3
Favored Card Type: Ally

Aric: Galtan Lord
You excel at recruiting followers... and at using them in the most effective ways.
Powers:
Hand Size: 4 [c] 5 [c] 6
Proficiencies: Light Armor
When you gain a skill or card feat, gain a feat of the same type on The Red Raven character card. When you gain a power feat, gain a power feat on the Shadow of Night role card.
You may discard a card to evade your encounter against a monster ([c] and place that card on top of your location deck); exchange the Aric card for The Red Raven and this card for the Shadow of Night, then you may explore your location.
[c] You may recharge an ally to add 1d6 ([c] 2d6) ([c] 3d6) to a check to defeat a barrier at your location.
[c] You may bury ([c] or discard) an ally to reroll your Diplomacy ([c] or Charisma) check; you must take the new result.
[c] Add 1d10 to your check to acquire a weapon, armor or item; ([c] if it is your turn, you may immediately bury the acquired card to explore your location.)
[c] You may discard a card to examine your location deck until you find an ally; set that card aside, then shuffle the deck and put that card on top of the deck.

Aric: Mesmerizing Dilettante
Your ability to manipulate others has become positively otherworldly.
Powers:
Hand Size: 4 [c] 5 [c] 6 [c] 7
Proficiencies: Light Armor
When you gain a skill or card feat, gain a feat of the same type on The Red Raven character card. When you gain a power feat, gain a power feat on the Warlock role card.
You may discard a card to evade your encounter against a monster ([c] and you may place that card on top of your location deck); exchange the Aric card for The Red Raven and this card for the Warlock, then you may explore your location.
[c] You may recharge an ally ([c] or spell) to add 1d6 ([c] 2d6) to a check to defeat a barrier at your location.
[c] When you would banish or bury a card with the Mental trait after using its power, you gain the skill Arcane: Charisma +1 for the purposes of checks required to recharge or bury that card. ([c] You may ignore a bane’s immunity to the Mental trait.)
[c] For your Knowledge ([c] or Craft or Disable) check, you may recharge a card to use your Charisma skill.
[c] When building your deck, you may treat spells as if they were blessings or items; when you gain this power feat, you must check the corresponding box on the Warlock role card.

The Red Raven
Male Human Vigilante
Skills:
Strength: d6 [c] +1 [c] +2
Dexterity: d10 [c] +1 [c] +2 [c] +3
Constitution: d6 [c] +1 [c] +2
Intelligence: d4 [c] +1
Wisdom: d8 [c] +1 [c] +2 [c] +3 [c] +4
Charisma: d8 [c] +1 [c] +2 [c] +3
Stealth: Dexterity +1
Fortitude: Constitution +1
Perception: Wisdom +2
Stealth: Dexterity +1

Powers: Hand Size: 5 [c] 6
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this character card; use Aric instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange this card for Aric. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; ([c] add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn).

Cards:
Weapon: See Aric
Spell: See Aric
Armor: See Aric
Item: See Aric
Ally: See Aric
Blessing: See Aric
Favored Card Type: None

The Red Raven: Shadow of Night
When evildoers cannot be defeated by diplomatic channels, you strike fear into them under the shroud of darkness.
Powers: Hand Size: 5 [c] 6
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this role card; use Galtan Lord instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange The Red Raven character card for Aric and this card for Galtan Lord. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; ([c] add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn).
[c] For your Acrobatics check, you may recharge an armor ([c] or any card) to use your Dexterity skill + 1d6.
[c] For your combat check ([c] or your check to defeat a barrier with the Trap or Obstacle trait), you may recharge an item to use your Dexterity skill + 2d6 ([c] 2d8) with the Melee trait.
[c] You may discard a card to ignore a bane’s power before you act ([c] or after you act) ([c] or to evade a non-villain bane).

The Red Raven: Warlock
Your arcane powers manifest themselves best when wearing your mask.
Powers: Hand Size: 5 [c] 6 [c] 7
Proficiencies: Weapons, Light Armor
You may not begin a scenario or gain feats with this role card; use Mesmerizing Dilettante instead.
When you encounter an ally or item ([c] or any boon), before you act, you may discard a card to exchange The Red Raven character card for Aric and this card for Mesmerizing Dilettante. ([c] Add 1d6 to your checks to acquire for the rest of the turn.)
You gain the skill Melee: Dexterity +2 on checks which invoke the Finesse trait; ([c] add 1d6 to your combat checks that invoke the Finesse trait if you moved this turn).
[c] Gain the skill Arcane: Charisma +1. ([c] For your combat check, you may discard ([c] or recharge) a weapon to use your Arcane skill + 2d6 and the Fire ([c] or Cold) trait.) ([c] You may recharge a card that has the Magic trait to reduce cold, electricity or fire damage to you by 3.)
[c] For your Charisma or Diplomacy non-combat check, you may bury a card to use the Diplomacy skill listed on the Aric character card.
[c] When building your deck, you may treat spells as if they were blessings or items; you may only gain this power feat when you gain the corresponding power on the Mesmerizing Dilettante role card.


Hey there. Little late to the party, but i love the ideas presented here. Warlock is by far one of my favorite of the archetypes for the Vigilante.

I had been thinking of a similar variation on the Vigilante based on Ak the Goblin.

My idea was similar to yours, just used the cards a different way.

Card 1: Token card. Dual sided, one with Aric, the other with Red Raven, so you can flip it back and forth based on which persona you are in.

Card 2: Story and Deck list. One side has the story that would have been on the regular token card, while the other has the deck list. This would prevent needing to print out a second deck list for the second persona.

Card 3: Character sheet. This would be flip-able back and forth, with one side being Aric and the other being the Red Raven. This saves a bit swapping back and forth between two different cards for your characters, but keeps many of the same mechanics as yours.

Cards 4 & 5: Role cards. Same general idea as the character sheet. Since you have tied one social role to one vigilante role, those two can share the same card, one on each side.

Just an idea since the same concepts has been running around my head for the past few days too.

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