I am working on some homebrew-characters where I want some opinions and suggestions for balancing.
Here we go...
"Many years ago, there lived a woman alone in the woods near a peaceful village called Sandpoint. The citizens of Sandpoint avoid her, cause she were brand for witchcraft. One night, a stranger came across her cabin. He were bitten and near death as she found him on her porch. She took him inside and cured him with various of tinctures and potions. The stranger, very thankful for his saving, stayed for some weeks longer to help her out, but fell in love with her.
One night, an angry mob came to the cabin. To end the rumors of a witch living infront of there own homes. The stranger reveal himself as a monsterhunter and said: "What had this maid done to anger you? I lived for weeks at her home. I can assure you, that she isn't what you think she is. Just spare her life and I will live with her to secure your safty. If she is a witch I will end her life, I swear by the gods!"
As the mob came down. They agreed with the Hunter and left the womans home.
Few years later, she got pregnant and gave birth to a baby boy and a girl. But a shadow laid over her and she died on chieldbed.
The Hunter raised his childs alone and trained them to Monsterhunter to continue his legacy."
"Calyn, the Hunter"
"My dad always said: "to hunt something you have to understand what you are hunting!". I think I overdid it...." - Calyn, the Wolfhunter
Weapons 3 4 5 6
Spells 1 2
Armor 2 3
Item 3 4 5
Ally 2 3
Blessing 4 5 6
Strength d8 +1 +2 +3 +4
Melee: Strenght +2
Dexterity d10 +1 +2 +3
Ranged: Dexterity +2
Constitution d6 +1 +2 +3
Intelligence d6 +1
Wisdom d8 +1 +2 +3
Divine: Wisdom -1
Survival: Wisdom +1
Charisma d4 +1
Hand Size 5
Proficient with [ ]Light Armor [X]Weapons
If the top card of the Blessing-Deck is a "Blessing of the God" or you play a "Blessing of the God" to explore again, you gain following until end of turn:
- At the start of your turn recharge 1 card of your hand
- Lycantrope trait
- you can't use Weapons, Spells, non-Accessory Items and Offhand-Armors
- You may add 1d6([ ]+1)([ ]+2) to your combat or constitution check and may recharge up to 1([ ]2)cards to add 1d6 per recharged card to that check
- If you recharge or discard an ally, bury it instead
Roles: since we can get the Role Card first time in December I am still working on this section, but I planed a Monsterhunter and a Werewolf specialisation!
Weapons: Light Crossbow, Short Bow, Short Sword
Spells: Detect Evil
Armor: 2 Leather Armor
Items: Caltrops, Thieves' Tool, Codex
Ally: Guide, Troubadour
Blessings: 4 Blessing of the Gods
The Idea came as I were battling with the Werewolf on Fullmoon. Hard fight for Amiri that time *sign*. The Idea was to create two characters (Melee and Ranged(or Mage) ) in one character with diffrent fighting styles.
"I will make you proud, Mother!" - Gwenvyvar, the Witchhuntress"
Weapons 2 [ ]3
Spells 4 [ ]5 [ ]6 [ ]7
Armor - [ ]1
Item 3 [ ]4 [ ]5
Ally 2 [ ]3 [ ]4
Blessing 4 [ ]5
Strength d6 [ ]+1 [ ]+2 [ ]+3
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d6 [ ]+1
Intelligence d10 [ ]+1 [ ]+2 [ ]+3
Arcane: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +1
Charisma d4 [ ]+1 [ ]+2
Hand Size 5 [ ]6
Proficient with [ ]Light Armor [ ]Weapons
You may discard a card to roll a 1d4-1([ ]+0) for a check at your location to decrease the difficult by that amount, then discard the revealed card. If that card has the magic trait, recharge it instead.
If you use an item with the liquid trait, roll d6, on a 1 recharge it instead of banishing it.
You are proficient with range weapons
Roles: since we can get the Role Card first time in December I am still working on this section, but I planed a Spellcaster(or a Hunter) and a Potionmixer specialisation!
Weapons: Light Crossbow, Short Bow
Spells: Force Missile, Lightning Touch, Sleep, Detect Magic
Items: Blaststone, Potion of Vision, Potion of Gliberness
Ally: Crow, Guide
Blessings: 4 Blessing of the Gods
I love a Range-Weapon *cough*Witch*cough* Character since I played Dungeon Siege 3. She is a Witch how can use Curses, Spells and Potions (like her mother maybe? ) but are also welltrained by her father with the bow to hunt down the evil alongside with her brother.
Hope you like the Ideas and can get me some suggestions for the balacing (maybe I overdid it :X) or have some interesting ideas for the powers(I'm not so sure about Gwen's second ability, maybe I cut and transfer it into the Potion Mixer Role)
Greetings and Thanks
- Last edited Tue Nov 12, 2013 8:20 pm (Total Number of Edits: 7)
- Posted Mon Oct 7, 2013 11:41 am
- swapped the Basedice of Strength and Constitution
- rearanged some Skillfeats (Wisdom down to 2 and Intelligence up to 2)
- modified his Werewolf-Form:
--> now he transforms if the Topcard of the Deck is a BoG, and now also if you play a BoG to explore
--> the "Claw-Attack" is alittle bit stronger (0-1 card to recharge instead of 0-2 card to add additional dice. And 1d6 instead of a 1d4)
--> Allies are now more vulnerable (recharge AND discard may lead to bury instead of recharge only)
- modified her Cardlist and Starterdecklist
--> Less weapons and Items (-1) more Spells and Blessings (+1)
- modified her Powers
--> took her Weapon Feat away
---> Shes now proficient with range weapons
--> Her curse ability has a cost now instead of being free
---> was to powerful if you compare it with Lem's ability
--> gave her a new ability für her hunting
These are definitely interesting. The one thing I think that absolutely needs changed is that you have Divine under Intelligence... there is no class in the entire Pathfinder RPG that has Divine spellcasting based on Intelligence. This should be under Wisdom or Charisma for sure.
Other than that, let me know how your playtesting goes!
playtesting went well still now. These are fun to play. Calyn looks complicated and isn't something a beginner would start with (complicated mechanic). But still now, his playstyle seems to be balanced.
I am aware of the "Divine under Intelligence"-Fact and all other characters have Divine under Wisdoms or Charisma.
Reason for this was his die he should use for the Check. The idea was, that he should be able to keep divine spells and also recharge "Detect Evil". The Dice he uses on the other checks (wisdom and charisma) doesn't suit for that. Intelligence has 1d6. This works well. But yes...I am aware that this is kinda....wrong ^^°
Maybe I delete the Divine under Intelligence and switch it to Charisma (1d4) but add following:
"You may use 1d6 for your Divine Checks instead of your Charisma Base die. It's still a charisma-based check."
- Last edited Mon Oct 28, 2013 9:36 am (Total Number of Edits: 2)
- Posted Mon Oct 28, 2013 9:25 am
- switched his base-die of Strenght and Constitution (1d6 1d8) to power up his Werewolf fighting skill and lower the melee of human-Calyn
- Divine is now under Wisdom, but to make the roll harder I give him a malus of -1. Now the average chance is like the roll on a 1d6
- give his Fang-Attack a Bonus-Feat. Before I forgot to add 2 extra feat after switching an ability with 2 feats to his role-card
- added the missing "until end of turn" sentence to the Transformation. Played it everytime with that, but I noticed that I forgot to write it down *my bad*
After a few playtests I had to change Calyn littlebit (see above). But worked well
Will see how well they go through Adv-Pack1 and then Pack2 (got it last week)
- Last edited Tue Nov 12, 2013 8:22 pm (Total Number of Edits: 2)
- Posted Mon Nov 11, 2013 10:35 pm