Character Opinion for Simief


Homebrew and House Rules


Hi everyone

I've been looking at other people's custom characters and they all look so interesting. Especially seeing the comments. My friends and I are thinking of making custom characters and I said I'd post the here to see what people think. So this is the first one. It's a sort of witchy animal forest enchanter type that can turn to dark magic

Simmer

Skills
Strength d4
Dexterity d10 (+1/2/3/4)
- Acrobatics +1
Constitution d4 (+1)
Intelligence d8 (+1/2/3)
- Knowledge +0 (+1)
Wisdom d6 (+1/2)
Charisma d10 (+1/2/3/4)
- Divine +2
- Diplomacy +2

Card List
Favoured Card: Ally
Weapons 0
Armour 0/1
Items 2/3
Spells 5/6/7/8
Allies 4/5/6
Blessings 4/5/6/7
Cohort: Witch, Madra Rua

Powers:
When you recharge a card you have just played with the divine trait you may draw a card

If you defeat a monster or henchman you may attempt to brow beat it. Attempt it's check again (using the same dice as the first time). If successful take the card into your hand where you may treat it as though it were blank. You may banish this card to add 1d4 (+1/2/3) to any check made by a character at your location

Roles:

Good Role:
When you recharge a card that you have just played with the divine trait you may draw a card. If this is a spell (or ally) with the divine trait you may shuffle your discard deck and draw a card at random. Recharge this card (If this is a blessing you may place it on top of the deck).

If you defeat a monster or henchman you may attempt to brow beat it. Attempt it's check again (using the same dice as the first time). If successful take the card into your hand where you may treat it as though it blank. You may banish this card to add 1d4 (+1/2/3) to any check made by a character at your (or any) location. (You may banish this card to explore your location)

You may display 1(2/3/4) allies with the animal trait. For each ally displayed you add +1 to your checks. When you take damage these cards must be discarded as though they were in your hand before you may reduce damage in any way. (You may chose to reduce damage prior to discarding your displayed animal allies)

(When you discard a blessing to add dice to another character's check at your location (or any) you may chose to recharge it instead. If the check invokes the divine trait you may recharge a blessing (or a spell with the divine trait) from your discard pile.)

Evil Role:
You may not take Madra Rua as your cohort

Reveal an ally to recharge a spell with the arcane trait (and draw a card)(If the card drawn is a spell with the arcane trait you may recharge a random card(or a spell) from your discard pile)

If you defeat a monster or henchman you may attempt to enslave it. Attempt it's check again (using the same dice as the first time). If successful take the card into your hand where you may treat it as though it were blank. You may banish this card to add 1d4 (+1/2/3) to any check (or explore your location). If the check if a combat check instead (you may discard this card and) add 1d6 +1(/2)

You may bury an ally to automatically succeed at your (or an ally at your (or any) location) non combat check.

You may bury (discard) an ally to gain Intelligence: Arcane +0 until the end of the turn. (You may also recharge an a random card from your discard pile (or a spell with the arcane trait))

Madra Rua
Cohort; animal; magic

Madra Rua may not be banished.

You may display Madra Rua. While Madra Rua is displayed you have Wisdom: Perception +2. Also add 1d4 to checks to recharge cards with the divine trait.

You may recharge Madra Rua to gain Intelligence: Arcane +2 until the end of the turn.

At the end of your turn, if Simief would die as a result of being unable to draw enough cards, you may bury Madra Rua to draw random cards from your discard pile until you have a full hand.

Ok so thats It. Please be kind :o) I hope to get some other ideas to you soon :o)


There is no handsize listed.

I would move a blessing card feat to weapon. Two reasons, I believe she needs the option of picking up a weapon. With the add-on decks and sets they have developed some interesting staffs. I dont think you want to lock her out of the option. Also, Blessings are the most powerful and versatile card. No other witch can get 7 blessings in their deck. That is more of a pure divine thing. Look at the witch decks you can see the most they get is 6.

Appears you are missing a pre-role power feat. I assume it goes to handsize, or possibly the text about using the same dice?

I feel the Good role has too much with the ability to recharge blessings and draw to replace it. The ability to draw cards in the game is one of the most powerful abilities you can get. She has it on her base card. I would be careful how you allow her to upgrade it.

Does the evil role lose the divine recharge = draw? Appears that way as written. Im assuming she gets the witch cohorts instead. So she will have arcane. So with a reveal she can recharge her spells and draw and heal? I would be careful with it.

Still this is for your home game. Do what you want. The best way to address it is to play test it.


Hey thanks for the feedback :o)

I'm actually overhauling it pretty majorly, I get your points and I want to remove the cohort. The guys who I'll be playing with don't like cohorts as they feel they're an unfair extra card with loads of powers

I'll post back in a while with an update

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