Garrett Kaiser
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Preface:

Over the years many users have created their own custom classes and have been generous enough to share them with us. A simple search in the Forums will pull up hundreds of entries which match the search criteria “custom class.” Some of the ideas presented in the discussion logs for the custom classes were quite well-thought. Others… needed work.

My feeling was that we could take the best ideas from the community and put them all into a printable, playable, format so that we could keep Descent enjoyable for anyone who had grown weary of the officially released classes included with the game and expansions. The custom class ideas presented in the Forums lacking theme could be “themed up” and the classes were the theme was already apparent but the skills needed to be sharpened could be reworked to increase uniqueness.

BJZSN had done something similar to this a few years back (https://community.fantasyflightgames.com/topic/228334-bjzsns...). However, his submissions were not properly formatted for front-back printing using a home or office printer. As such, most of what he had accomplished, I have duplicated for front-back in-home/in-office printing. I did not duplicate all of his ideas as some I felt were pushing the envelope too far. Others of his were a bit light thematically, so I beefed up his ideas with my own. Other classes of his may have only been slightly modified to clear up wording or exchange one card idea with a different skill, while keeping most of the other skills in-tact. And still, some of his classes needed zero modification. BJZSN considered his classes a version 2.0. I would consider my own a version 3.0 of his.

Also of note, Mortai also created his own set of well-thought hybrid classes (https://boardgamegeek.com/thread/1712747/missing-hybrid-clas...) which I specifically did not try to duplicate or alter. Any cross-naming or duplication of his cards or class names is not intended as a purposeful replacement for his ideas.

As you read through the classes, note that my ideas were to keep the classes less powerful than the Beastmaster/Treasure Hunter/Bard classes officially released. If I could make skills that were generally deemed to be less powerful than these classes, I would consider the class design a a partial success.

My other priority was to make class skills that were thematically robust while also being fun to play. I’ve found some of the published classes included with the game to be underwhelming. I think we all have classes that we don’t feel are very enjoyable to play because they don’t provide many interesting strategic choices or the choice of skill cards are so obvious to choose that some skill cards are never selected. Hopefully my classes won’t suffer this same fate too much.

I do recognize that synergies could exist with heroes which may be too powerful. As such, I may be adding “Class Notes” skill cards which suggest restricted hero use for each of the classes as warranted as well as skill modifications for Road to Legend and potential ruling questions which might arise. Something like this:

This is more of a passing thought at this moment and not intended unless necessary.

All of my classes have been playtested using Road to Legend and with that, mostly using The Delve campaign. I don’t get to play using a human Overlord, so I encourage the community to playtest any of my classes, especially those which have skills which directly interact with the Overlord, as you’re able. Discussion, feedback, suggestions, and identification of errors is appreciated, welcomed, and encouraged.

Here are the classes currently completed and playtested. Thread and links for these classes will be presented 1-2 times per week:

Warrior - Barbarian, Blackguard, Brute, Cavalier, Death Tyrant, Duelist, Man-at-Arms, Martial Artist, Mercenary, Reaver, Sentinel, Shield Bearer, Swordsman, Tactician
Scout - Assassin, Grave Robber, Guerilla, Hunter, Investigator, Pirate, Ranger, Rogue, Runerunner, Sage, Sharpshooter, Warden
Healer - Artificer, Blacksmith, Engineer, Martyr, Medic, Mystic, Paladin, Parasite Host, Rune Knight, Shaman, Soul Conservator
Mage - Blood Mage, Chronomancer, Druid, Enchanter, Ice Thaumaturgist, Mimic, Occultist, Psion, Pyromancer, Spellblade, Tinkerer, Witch Doctor

DropBox link for downloadable files, printing directions and recommendations, and other custom classes and discussions:
https://www.dropbox.com/sh/rugtapufbxp1fc7/AACmj4Y1JEZJKsjnD...

This thread will be presenting the Spellblade class

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Spellblade

This class comes as a melding of Painkeeper's Spellblade class (see thread: https://boardgamegeek.com/article/23249153#23249153) and BZJSN's Spellblade class (https://www.dropbox.com/sh/odx5l47ypog6y89/AAAzFb0mf8WWG7bGq...). There were tons of things I liked about both classes and I wanted to incorporate both in this class. I also get the feeling that BJZSN based his class on Painkeeper's class. With that, the Spellblade class is one designed for a mage hero to become a formidable melee threat with proper Health bonuses or an area-effect specialist, depending on the makeup of his party.

For the printable version of this class, follow this link:https://www.dropbox.com/sh/e203mkwdarqymo0/AACigrno-HeUNpL7N...

Potential Builds:
The Max-effect Battlemage: Imbued Weapon, Magic Strike, Piercing Aura, Doomblade/Daggersight
The Tank Mage: Thaumaturgy, Phantom Blade, Specialization





















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Marcel Cwertetschka
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I think piercing aura might be a bit strong. Maybe with the blast keyword it would be more balanced (blast deals half damage to adjacent targets).
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Erik Burigo
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Morthai wrote:
I think piercing aura might be a bit strong. Maybe with the blast keyword it would be more balanced (blast deals half damage to adjacent targets).
Blast halves the damage dealt to figures adjacent to the target only when playing Road to Legend: normally it does full damage to all affected creatures.

Also, under the Road to Legend rules, any attack that affects more than one figure is subject to the halving rule (full damage to 1 target, half damage to all the others). Piercing Aura would be affected by that rule even in its current form.
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Garrett Kaiser
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Good catch. This skill came over from BZJSN's Spellblade class and I think it might be a bit too much damage capability for a 2xp skill and Blast would make a bit more sense here.

THX

Probably more like this:

 
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Erik Burigo
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Now it's stronger than before. laugh
 
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Garrett Kaiser
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Yes. I'd written that prior to your reply and didn't realize the this wording also applied to RTL in a similar manner as Blast. I think your original wording works fine.

I've added a Class Notes card to this to clarify the ruling on Piercing Aura as I'm sure this would be incorrectly played by most people. I know I would have incorrectly played it.

 
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Marcel Cwertetschka
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Painkeeper wrote:

Also, under the Road to Legend rules, any attack that affects more than one figure is subject to the halving rule (full damage to 1 target, half damage to all the others). Piercing Aura would be affected by that rule even in its current form.
Thats a new rule that wasnt in the original version of the rtl rules thus i didnt knew about that till now.

Also didnt they errata the base rules to include the blast change for regular copetetive descent as well?
 
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Guido Hansen
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No, Blast in competitive Descent against a human OL was not changed.
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