Hallifax, Human Rogue


Homebrew and House Rules

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Even as a youth the man now known as Hallifax could talk almost anyone into anything. Some even wondered if he was able to sweet-talk the gods.
People believe he will turn out to be a Politician, or a Salesman.

Hallifax
Human
Rogue

Skills:
Str: d6 [] +1, [] +2
Dex: d8 [] +1, [] +2,[] +3
Disable: Dex +1
Stealth: Dex +1
Con: d6 [] +1, []+2
Int: d6 [] +1
Wis: d6 [] +1, [] +2,[] +3
Perception: Wis +1
Cha: d10 [] +1, []+2, [] +3, [] +4
Diplomacy: Cha +3

Cards:
Favorite Card type: Ally
Weapons: 2 [] 3
Spells: - [] 1
Armor: 2
Items: 3 [] 4, [] 5, [] 6
Allies: 5 [] 6, [] 7, [] 8
Blessings:3 [] 4, [] 5

Powers:
Hand Size: 5 [] 6
Proficient with: Light Armors
*Discard a card to evade an encounter.
*Recharge an ally to add 1d6 ([] +1) to your combat check.
[] You may use your Diplomacy skill, in place of the listed skill, to acquire a weapon, armor, or item.
[] For your check to recharge a spell, you gain the skills: Arcane: Cha +0, and Divine: Cha +0.

Guild Master
Hand Size: 5 [] 6 [] 7
Proficient with: Light Armors
*Discard ([] Recharge) a card to evade an encounter.
*Recharge an ally to add 1d6 ([]+1)([]+2)([]+3) to your combat check.
[] You may use your Diplomacy skill, in place of the listed skill, to acquire a weapon, armor, or item.
[] For your check to recharge a spell ([] or item with the magic trait), you gain the skills: Arcane: Cha +0, and Divine: Cha +0.
[] If you fail a check to defeat against a bane, you may bury an ally from your hand ([] or discard pile) to reroll 1 of the dice ([] all of the dice) and take the new result.

Con Artist
Hand Size: 5 [] 6
Proficient with: Light Armors
*Discard a card to evade an encounter ([] you may then explore again).
*Recharge an ally to add 1d6 ([] +1)([] +2) to your combat check.
[] You may use your Diplomacy skill, in place of the listed skill, to acquire a weapon, armor, or item.
[] For your check to recharge a spell([] or item with the magic trait), you gain the skills: Arcane: Cha +0 ([][+1), and Divine: Cha +0 ([]+1).
[] If you fail a check to acquire an ally, you may discard an ally to reroll the dice.
[] Add +2 to your checks to acquire Blessings.
[] If you fail a check to defeat against a non-villain, non-henchman monster, after damage is resolved, you may banish a weapon, armor, or item from your hand to banish the monster instead of shuffling it back into the location deck.


I think it's obvious that you put a lot of effort into this character and conceptually, this looks very good. However, I think the character is still a bit too strong compared to other characters.

In particular, the ability to recharge a spell on the base class is much too strong for a rogue at base level, because it makes them on par with PACG casters like summoners and bards. It looks like you wanted to model UMD in terms of scrolls, but there is a problem:

Every character in PACG already has an inbuilt UMD for scrolls by being able to use spells in the first place. The fact that they are banished if you lack those skills precisely means that you use them up.
That is also the reason why RotR Merisiel only gets a bonus to recharge magical items, armors and weapons (which, by the way, everyone can always attempt, because this is also UMD).

As a point of reference, compare this to characters like Flenta from the fighter deck which focuses on UMD with scrolls, Merisiel from RotR and Melindra from the Wizard class deck. Also, in case you are not aware, there is a Guild Leader role for Olenjack in the Rogue class deck, which utilizes allies even more.

My suggestion would be to just exchange item and spells on your UMD - having a role that gains access to casting is fine, as showcased by MM.
Below is an edited version with the proposed change, slight adjustions and wording that is a bit closer to PACG terms. I can't judge how balanced this would play, but nothing strikes me as over the top anymore.


Tim Statler wrote:


Powers:
Hand Size: 5 [] 6
Proficient with: Light Armors
*Discard a card to evade your encounter.
*Recharge an ally to add 1d6 ([] +1) to your combat check.
[] You may use your Diplomacy skill in place of any listed skill to acquire a weapon, armor, or item.
[] You gain the skills Arcane and Divine equal to your Charisma skill for your check to recharge an item.

Guild Master
Hand Size: 5 [] 6 [] 7
Proficient with: Light Armors
*Discard ([] Recharge) a card to evade your encounter.
*Recharge an ally to add 1d6 ([]+1)([]+2)([]+3) to your combat check.
[] You may use your Diplomacy skill in place of any listed skill to acquire a weapon, armor, or item.
[] You gain the skills Arcane and Divine equal to your Charisma skill for your check to recharge an item ([] or a spell).
[] If you would fail a check to defeat, you may bury an ally from your hand ([] or you discard pile) to reroll 1 die ([] all dice) and take the new result.

Con Artist
Hand Size: 5 [] 6
Proficient with: Light Armors
*Discard a card to evade your encounter ([] then you may explore again).
*Recharge an ally to add 1d6 ([] +1)([] +2) to your combat check.
[] You may use your Diplomacy skill in place of any listed skill to acquire a weapon, armor, or item.
[] You gain the skills Arcane and Divine equal to your Charisma skill ([]+1) for your check to recharge an item ([] or a weapon or an armor).
[] If you would fail a check to acquire an ally, you may recharge an ally to reroll the dice and take the new result.
[] Add +2 to your checks to acquire Blessings.
[] If you fail a check to defeat a non-villain, non-henchman monster, after damage is resolved, you may banish a weapon, armor, or item to banish it.


I'm sitting here wondering what's wrong with the Recharge checks?
Getting a chance to recharge your potentially only spell in your deck isn't that overpowered, also; seeing that Hallifax doesn't have a good way to fight banes (base combat dice are d6 and d8), giving her some spell mobility might prove useful.

I'm just not too sure about four base powers. I'd remove a power based on that fact more than the other facts.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Doppelschwert; I like the way you reworded it. It did leave the con Artist shy a feat check box, but I can figure something out.

Donny; Since 2 of the base powers requires a power feat to get, it is not too unbalancing.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

For the missing power feat on the Con Artist Role, how does this sound?

[] If you would banish an ally for its power, you may recharge another ally, to bury it instead.

It still fits with his using others to get what he wants.


The problem with the recharge check is consistency, not power. Being able to recharge in PACG means either you are a caster or an alchemist - a rogue is neither. There are even characters which have access to casting that would be off much worse if recharging worked here (Raz and Salim come to mind).

Apart from that, you can not go by deck limitation alone, since you can acquire several spells and have spells traded to you during the course of a scenario. Note also that a rechargable spell wouldn't help too much with combat - the skills would've been available only during the recharge step of the spell, so if you play an attack spell, he would be stuck with 1d4 for his combat arcane/divine check, which is not really viable.

I agree that 4 powers seems a bit much, but the first two powers are actually weaker or more situational powers of RotR Merisiel, while the 4th is also limited. The third power is useful, but since the character has neither access to spells nor to weapon proficiency, that seems fine.
It will become apparent through playtesting whether this is too much or not.

Sorry for the missing feat! The feat for the Con Artist Role seems fine, but too situational. I'm not aware of too many allies that have an effect on banishment. I think increasing the recharge bonus from +1 to +2 with an additional feat would be fine as well.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Re: Banish Ally Power.
I believe you are right DS. I know there are a few in RotR. I can't think of any on the top of from the other sets.

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