
Roboplus |
My brother and I have been doing the starter campaign from Core (I think we just finished 2B) and if/when we do another campaign I'd like to use my own character.
The character is split between 3 concepts: Being really strong, being handy with crafting/maintaining items, and being intimidating.
Obviously I'm concerned with balance. I don't think he's underpowered (that's more a concern for the kobold I'm making), but I do worry about him being overpowered.
I also don't know what base class to consider him. He's not really a class so much as a character.
If anyone would be willing to look over him and provide some feedback I'd appreciate it.
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Name: Slorn
Species: Minotaur
Class: ? (If you have an idea let me know)
Favored Card: Weapon (or Item?)
Skills:
Strength: d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity: d4 [ ]+1
Constitution: d8 [ ]+1 [ ]+2 [ ]+3
Intelligence: d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +3
Wisdom: d6 [ ]+1
Charisma: d4 [ ]+1 [ ]+2
Diplomacy: Charisma +0
---
Deck List:
Weapon: 3 [ ]4 [ ]5
Spell: 0
Armor: 1 [ ]2
Item: 5 [ ]6 [ ]7 [ ]8
Ally: 3 [ ]4 [ ]5
Blessing: 3 [ ]4 [ ]5
---
Hand Size: 6 [ ]7
Proficiencies: 2-handed Melee, Offhand
Powers:
When you would banish an item to use it, you may bury it instead. Once during recovery, you may use Craft ([ ] instead of the listed skill) if a buried item has a proficiency check to recharge.
On your Charisma or Diplomacy check to defeat a monster ([ ] or barrier), you may recharge an item or weapon to add Strength. If blessed, bless Strength.
On any check, you may reveal an Off-hand boon even if you revealed a 2-handed weapon ([ ] and add 1d4).
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Role 1: Wrecking Ball
Hand Size: 6 [ ]7
Proficiencies: 2-handed Melee, Offhand
Powers:
When you would banish an item to use it, you may bury it instead. Once during recovery, you may use Craft ([ ] instead of the listed skill) if a buried item has a proficiency check to recharge.
On your Charisma or Diplomacy check to defeat a monster ([ ] or barrier), you may recharge an item or weapon to add Strength. If blessed, bless Strength.
On any check, you may reveal an Off-hand boon even if you revealed a 2-handed weapon ([ ] and add 1d4) ([ ] 1d6).
[ ] As long as you don’t have heavy or light armor displayed, you may display 1 shield. For all available checks, you may treat that shield as though it is in your hand.
[ ] On your check or a local check that invokes the Obstacle trait, add 1d4 ([ ] 1d6).
[ ] For your combat check, you may freely bury a weapon. If the monster is defeated, any damage it would have dealt to anyone is ignored. ([ ] Even if undefeated, you may ignore any scourges it would have caused.)
[ ] Gain the skill Ranged: Strength +2 and you are proficient with Weapons ([ ] and gain 1d4 on your combat checks).
---
Role 2: Kingpin
Hand Size: 6 [ ]7
Proficiencies: 2-handed Melee, Offhand
Powers:
When you would banish an item to use it, you may bury it instead. Once during recovery, you may use Craft ([ ] instead of the listed skill) if a buried item has a proficiency check to recharge ([ ] and add 1d4).
On your Charisma or Diplomacy check to defeat a monster ([ ] or barrier,) ([ ] or to acquire an ally), you may recharge an item or weapon to add Strength ([ ] and 1d4). If blessed, bless Strength.
On any check, you may reveal an Off-hand boon even if you revealed a 2-handed weapon ([ ] and add 1d4).
[ ] During reset, you may optionally recharge 1 boon.
[ ] On a local combat check, you may freely reload a weapon to add 1d4 ([ ] 1d6) and the Mental trait.
[ ] When you or a local character fails to defeat a monster, you may discard 1 card and reload the monster into its location instead of shuffling it.
[ ] Gain the skills Fortitude: Constitution + 2 and Survival: Wisdom + 3.

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I'd probably agree that he's a bit overpowered. You're keeping items that would normally banish, adding Strength to your Charisma or Diplomacy, adding off-hand to 2-handed weapons (which are always stronger) and getting additional combat bonuses as well. Also a d12 and 2 d8 base skills already feels strong.
My initial suggestions:
-drop Melee to +1, reduce intelligence to 1d6 with the same +3 bonus to Craft.
-Your item banish-bury-recharge power doesn't actually work as written right now, partially because buried items don't go to recovery by default. I think you should have a cost to potentially using that power, namely that you have to let the card banish and go to recovery in order to try to recharge it, instead of burying it. Try this: "When you would banish an item to use it, you may bury it instead. Once during recovery, you may use Craft instead of the listed skill to attempt to recover an Item; ([ ] or choose a buried item and attempt its recovery check to recharge it).
-Right now you're granting the ability to reveal an Off-hand boon on any check, which I don't think is intended. Instead, "When playing a 2-handed weapon on your check, you may freely play an Offhand boon even if you would otherwise be restricted from playing it."
I'll jump back in and make more suggestions as I have time today. Good start though, for sure! Oh, and I'd recommend going with a pseudo-class instead of a real class (kinda like all the original Goblin promo characters)... so maybe something like "Mazewalker" or "Charger" or something else very minotaur-y.

Brother Tyler |

As a general rule, characters that are physically tough start with low hand sizes (usually 4, sometimes 5).
I think that the concept of the character having Craft and being able to use items is applied in too broad a manner. The various alchemist characters tend to use Craft, but their ability for using items (and other boons) is focused around those boons having the Alchemical trait. The powers as proposed enable the character to use things like potions, wands, etc. in an exceptional manner. The theme behind the alchemists not banishing those boons is that they can make those potions/elixirs again; and spellcasters don't have to banish certain boons because they use their magical knowledge/skill to re-charge them or re-create them. So I think that the nature of the character's "Craft" really needs to be figured out. It doesn't seem right that the character should be both an alchemist and a spellcaster and a smith. The power should then be re-written to affect just those boons that are appropriate (by trait). Of note - Vika's Craft is tied to her strength (rather than her intelligence). Similarly, Mother Myrtle's Craft is tied to her wisdom. Figuring out how the character's Craft works will help you determine which skill is most appropriate for it.
My initial interpretation is that the character's "Craft" functions like Vika (Fighter CD), whose background is that she is a blacksmith. Aside from that, the character evokes a lot of the barbarian concepts (CD Amiri is an excellent example).
You might also look at Core Valeros's ability to recharge a weapon from his hand/discards, changing it to an item for this character.
The Diplomacy: Charisma +0 is interesting, but probably unnecessary - it can be represented by a power to add the character's Constitution (or Strength) skill to their Diplomacy check. Alternately, you might look at Barbarian CD Brielle's power to substitute her Melee for Craft as a model - substituting Strength for Diplomacy. The latter is actually a more balanced option.
The 2-handed Melee and Offhand proficiencies are unusual. I don't know that either is necessary.
The 2-handed proficiency looks more like the character should gain both the Melee skill and Weapon proficiency when using a 2-handed weapon for their combat check.
What is the rationale behind using an Offhand boon for any check? The only Offhand boons that I can think of are weapons, and their benefits are generally only conferred for combat checks. How does the character use an Offhand boon to acquire a spell or armor? The example for using an Offhand weapon is from Ranger CD Agna (translated per our Core Character Conversion Project):
On your combat check, you may recharge an Offhand card to add 1d6 (□ +1) and that card's traits.
If you're going to stick with the reveal action, I would reduce the effect to +1. Alternately, you can change the power to mirror Agna's.
What is the concept behind the Kingpin role being able to add Mental to a combat check?
Overall, the character sounds like he could be a fighter (strong and intimidating, combat focus). As cartmanbeck said, though, you could easily go with a concept rather than an actual class, describing the role the character performs (Intimidator? Artisan?)
I suggest getting a good idea about what the character is like, as well as what each role is supposed to represent. Understanding these concepts is invaluable in developing a character into rules.