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Pathfinder Adventure Card Game: Rise of the Runelords – Base Set» Forums » Variants

Subject: New Character: C'thulu rss

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Bill Sheppard

Alaska
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Yes, he's green, he's mean, he's tentacle-y, and now he's back from the great beyond to cause havoc in PACG as a playable character!

Please note this is strictly for fun I probably broke the game making this up but hey, comments and criticism appreciated! blush

SKILLS:

Strength d8 □+1 □+2
Dexterity d4
Constitution d6 □+1 □+2
Intelligence d12 □+1 □+2 □+3
Arcane: +3
Knowledge +2
Wisdom d6 □+1 □+2
Divine: +2
Charisma d8

Favored Card Type: Spell

Weapon 0
Spell 6
Armor 2 □3
Item 3 □4
Ally 0
Blessing 4


POWERS:

Hand size: 5 □6

Proficient with: □Light Armors

•Terror: Recharge a spell once per check to add 1d6 (□+1) to your check against monsters other than Undead.

•Madness: Any other characters at your location receive -3 to all dice rolls unless they pass a Constitution 7 check at the start of their turn.

•Unholy Alliance: Against an Undead monster (other than a villain or henchman) instead of combat you may roll a d6. On an even roll, the monster is immediately Banished. On an odd roll, you proceed with combat.

NOTES: Like I said, he's not meant to be played (unless I work out any details which I may try to later). It's just to see what C'thulu WOULD be like if he WERE a playable character!

That being said, he's played like a powerful mage. Notice he can not start with allies (god of madness and what-not. They'd kill themselves or go insane!) Also you notice his STR and CHA is a d8. I did that for the fact hiss sheer size (according to the Mythos) is gigantic and he of course can influence anyone from the netherworld by merely whispering into their head. A d4 or d6 would just wouldn't make sense.

He has Divive because, well, he's a "god". I also feel his Madness power will help some-what even out the odds since anyone at his location is at a serious disadvantage unless they pass a pretty high CON check (maybe not too hard for Valeros or Harsk.)

I contemplated adding one more power preventing him playing Allies but... I don't know, maybe that's just TOO harsh? I'm trying to keep in with the C'thulu Mythos and H.P. Lovercraftian lore.

Comments, suggestions, etc. will be appreciated! Just don't be TOO hard on me, first time doing this!

Edit: Not 60 spells, heh, just 6. Also, fixed Madness power.
 
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Rob Compton
England
Lincoln
Lincolnshire
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Love it. He's just not joining my adventure party.
 
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Bill Sheppard

Alaska
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robertcompton wrote:
Love it. He's just not joining my adventure party.


Haha! I understand.
 
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Damien M
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Salt Lake City
Utah
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LolSheeps wrote:
•Madness: Any other characters at your location receive -3 to all dice rolls unless they pass a Constitution 7 check at the start of their turn but after they reset their hand.


You reset your hand at the end of your turn, not the start.
 
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Tor Sverre Lund
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Did you really want him to have 60 spells?
Also, the last part of Madness doesn't make sense to me, though I might just be missing something: "but after they reset their hand"?
 
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Bill Sheppard

Alaska
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Gawain wrote:
Did you really want him to have 60 spells?
Also, the last part of Madness doesn't make sense to me, though I might just be missing something: "but after they reset their hand"?


Fixed. Sorry!
 
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Darrell Goodridge
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Windsor Locks
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Currently at 1:2 ratio, getting better every week
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I don't want it, I don't need it, but I can't stop myself. - Stabbing Westward
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I don't know if he's that game breaking. His best ability is Unholy Alliance, but that's balanced out by making everyone else worse at his location. I think he'd tear up AP2, but otherwise, not TOO op.

Also, you don't have nearly enough card feats.
 
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Joshua Birk
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I would think resisting madness would require a wisdom check, rather than constitution.
 
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Bill Sheppard

Alaska
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Cardboardjunkie wrote:
I don't know if he's that game breaking. His best ability is Unholy Alliance, but that's balanced out by making everyone else worse at his location. I think he'd tear up AP2, but otherwise, not TOO op.

Also, you don't have nearly enough card feats.


Didn't really know how to do the card feats just yet. Still working on them!

Bohemond1 wrote:
I would think resisting madness would require a wisdom check, rather than constitution.


Debated that as well. They both kind of make sense. Maybe I should do a CON 7 OR WIS 6? Would make it slightly easier. Don't want it TOO easy after all!
 
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Aaron Chilson
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interesting definitely not a co-op friendly character. I would lower the constitution to a 6 check that way people with the 6 sided die have a chance.

Having a power like that really requires everyone to know your character intimately I don't think I remember seeing any other power that affects everyone who plays with you so negatively. When balancing a character I would look towards what affects him and not others in terms of negative. I know you threw that in there to balance him out but really by himself he has nothing that hurts him in a negative way.

I can't think of a power that is a negative for that matter. Powers tend to be only positive as if they were negative they wouldn't really be called a power but a weakness.
 
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