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BJZSN

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  1. Thanks for the input, I didn't even realize about Accuracy until you brought it up, it's practically the same card. I'll probably change that skill altogether. The first skill I made to mitigate turns where you don't get a chance to attack. I agree with what you say about it's shortcomings, perhaps I'll tweak it, but still keep it so that its a skill that triggers when you don't perform an attack during your turn.
  2. I have 2 skills I was thinking of making for a Warrior class and am looking for a critique on their balance/viability. They're very simple skills so I may be overthinking them, but wanted input anyways. Thanks! 1XP Skill: * Need name 0 Fatigue Exhaust this card at the end of your turn if you did not perform an attack during that turn. When this card refreshes, recover 2 Damage and gain 1 movement point. 1 or 2 XP Skill (will change based on input): * Need name 0 Fatigue While you have 1 hand unequipped, you may reroll 1 power die on each attack you perform.
  3. Back again with a new Warrior class, the Death Hand. This class utilizes Death tokens which are not limited by the supply and are applied to monsters simply by attacking them. These tokens are tricky in that they're free to place, but they only come into effect if a monster suffers damage from an attack that reduces its health to 1. This idea came about from endless times I would perform an attack only for the monster to survive with 1 health. Soooo infuriating! The Death Hand specializes in these scenarios however. The class itself is not finished or anything, just posting it now so I can modify it on the fly. Suggestions are appreciated as usual. Starting Weapon: * Need an idea. Starting Other Item: * Need an idea. Starting Skill: Mark of Death 0 Fatigue Each time you declare an attack with a Melee weapon, place a Death token on the target. Whenever a monster with a Death token suffers Damage from an attack and has 1 Health remaining, it immediately suffers 1 Damage. A monster cannot have more than 1 Death token. 1XP Skill: * Need an idea. 1XP Skill: Dark Reach 1 Fatigue Exhaust this card when you declare an attack with a Melee weapon to choose a monster within 3 spaces of you. Place a Death token on the chosen monster. 1XP Skill: *Need an idea 2XP Skill: Put to Rest 1 Fatigue Action: Exhaust this card to perform an attack with a Melee weapon. This attack targets 2 monsters with Death tokens within 3 spaces of you and ignores Range. 2XP Skill: Hunt Down 1 Fatigue Exhaust this card during your turn to choose a monster within 3 spaces of you that has a Death token. Remove your figure from the map and place it in an empty space adjacent to the chosen monster. This counts as entering that space. 2XP Skill: Terrorize 1 Fatigue Exhaust this card when you defeat a Master monster with a Melee weapon to choose another monster in the same monster group and in your line of sight. That monster is Terrified. 3XP Skill: Suffering 0 Fatigue Gain +2 Health. Whenever a monster with a Death token suffers Damage from an attack and has 2 Health remaining, it immediately suffers 2 Damage. 3XP Skill: Doomed Fate 3 Fatigue You are immune to Doom and each of your attacks gains "Surge: Doom" (even while this card is exhausted). Exhaust this card during your turn if you have performed 2 or more attack actions this turn to perform an attack with a Melee weapon. This attack gains Pierce 1 for every 2 Fatigue tokens you have on your hero sheet.
  4. How bout this: 1XP Skill: Inscribed Armor 1 FatigueUse this card when a hero with Light Armor or Heavy Armor equipped suffers Damage from an attack that does not defeat him.The attacker suffers 1 Damage. Then if you are within 3 spaces of the hero and the attacker is a minion monster, test Willpower.If you pass, the attacker is Stunned. * Yes the skill is still skewed towards Act 2, but I think this could work in Act 1 too.
  5. Then again, the fix could be as simple as having the Stun part working on minion monsters only, kinda like how Ashrian works.
  6. I see what you're saying. Perhaps it is a bit too easy to inflict Stun, and I agree that the way the skill is now, it is skewed towards Act 2 of the game. What I want is a skill that relates to Light or Heavy armor that can be triggered over and over again. The damage part is fine I think, but thats not enough. It needs something else (which I substituted with Stun). I'll think about this skill and see if I can come up with a more balanced wording/effect.
  7. Rune Focus: Oh wow, that's definitely the right wording. Why did I word it the way I did I wonder? Whatever, your wording is better. Inscribed Armor: I had thought about the 3 space limitation. I guess the main reason I left it the way it is is that I wanted a small buff to it since it requires Light or Heavy armor, which isn't easy to come by. It also requires a monster to attack a hero with Armor specifically to trigger. That said, I think how I'll write it based off your input is this: 1XP Skill: Inscribed Armor 1 Fatigue Use this card when a hero with Light Armor or Heavy Armor equipped suffers Damage from an attack that does not defeat him. The attacker suffers 1 Damage. Then if you are within 3 spaces of the hero, test Willpower. If you pass, the attacker is Stunned.
  8. Got the class cards done, look for the Rune Knight folder under Custom Classes:https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0
  9. Hey y'all, decided to take a break from the Rifter since its a touch troublesome right now. I wanted to make progress so I decided to try for another Healer. I will go back to the Rifter, but probably after this class and a new Warrior. The Rune Knight is unique in that it is a Healer class that specializes in combat and combat momentum in particular. His starting skill allows him to maintain this attack presence while simultaneously healing himself or others. A bonus to this class is that it makes Brother Gherinn more viable. I haven't got the skills 100% done but should only need a couple of additions and it'll be good. Any suggestions are appreciated. Edit: Got the class cards done, look for the Rune Knight folder under Custom Classes: https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0
  10. Okay so I've come up with something. Not finished or anything, just an idea for the rework that may work given a bit of tinkering. I realize the mechanic here can be abused (mostly to screw with objective-holding monsters), but I wanna try and make this work since this is a revision that I feel has 'some' traction. I haven't changed any of the other skills around since I'm not sure where this is going. I'll be tweaking this when I get some more ideas with it (I don't think too well) but if anyone has some input I'll gladly accept. Edit: The wording is quite rough, but unintentional. I'll fix it when I settle on how the mechanic will work. Also reworded Rift Swap to add an Awareness test. Starting Skill: Rift Walk 0 Fatigue You cannot perform Move actions and you cannot be Immobilized. Action: Exhaust this card during your turn to choose a figure within 5 spaces of you. Place your figure in an empty space adjacent to the chosen figure. This counts as entering that space. Starting Skill: Rift Swap 1 Fatigue You may test Awareness after you resolve Rift Walk. If you pass, exhaust this card to place the figure chosen with Rift Walk in the space you previously occupied. This counts as entering that space. This skill costs 1 additional fatigue if a Large figure was chosen with Rift Walk. This card cannot be used if the chosen figure cannot legally occupy the new space.
  11. Thanks! And no worries, I'll find a way to make it work. It's just a matter of time.
  12. Truthfully, after thinking about it yesterday I'm probably gonna revise the starting skill altogether. The original concept was to have a Scout that had a unique movement mechanic different to any other class. My idea is that the first part of the starting skill will be that you cannot perform Move actions and you cannot be Immobilized (so you can still spend fatigue to move). The second part would be the unique movement mechanic I'm trying to come up with. The original idea for the movement mechanic was to swap with figures to get around which can be used tactically, but as is it's too situational I'll have to change it around a nice bit. I agree with you that as a starting skill, being able to place within 3 spaces may be too strong. It's not a bad suggestion at all though. It'll be useful if I work it into the revision. Seriously, any suggestions are great for me because they help get the ball rolling in some way or another, thanks!
  13. I may have to rethink the starting Skill Rift Swap. As it stands, all other skills relate to Rift Swap being used in some way. If Rift Swap isn't being used almost every turn then the class in general loses a lot of oomph, especially since Rift Swap is more of a situational card in itself, it may not get used as often as I like. I'd like to keep the other skills the same so I'm thinking I'll have to rework Rift Swap in some way. If that doesn't work, I may have to revamp the class completely. If anyone has suggestions I'm all ears at this point.
  14. Added a weapon and trinket: Starting Weapon: PathfinderRanged, 2-Handed, B/Y DiceBow, ExoticSurge: +1 RangeSurge: +1 DamageSurge: Gain 2 movement pointsStarting Other Item: Ring of SecretsTrinketWhile Rift Swap is exhausted. exhaust this card to spend 1 Fatigue. If you do, reroll a power or defense die.
  15. Changed the name of Disorientation to Rift Walker since I made a small change to it. Also added another skill and changed Interdimensional & Position of Power: 1XP Skill: True Vision 0 FatigueWhile Rift Swap is exhausted, figures do not block your line of sight. 2XP Skill: Interdimensional 0 FatigueWhile Rift Swap is exhausted, apply +1 to each of your attributes and add 1 grey die to your defense pool. 3XP Skill: Position of Power 1 FatigueUse this card after you perform Rift Swap that chooses a monster to perform an attack targeting the chosen monster adding 1 green die to your attack pool. 3XP Skill: Rift Walker 0 FatigueEach time you resolve Rift Swap, place a hero token on a figure that was chosen with Rift Swap. While a hero has a hero token placed by this skill, once per round he may reroll 1 die.While a monster has a hero token placed by this skill, each attack that targets it gains Pierce 1 and Doom.Remove each hero token placed by this skill at the start of your next turn.
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