Custom Scout Class: Pirate

By BJZSN, in Descent: Journeys in the Dark

Hey everyone, a friend of mine made a Scout class for Descent and I felt like balancing it to work for a campaign setting. I've made several changes including changing some skills altogether but I do like some of the ideas in it. There are a few skills that I feel need work on but I'm tapped out on ideas right now, so I thought I'd get some community input to help with the matter.

Okay the class is done and here's a link for the finished cards:

https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0

Edited by BJZSN

LOL. Fun!

Seems little overpowered to me, but still great idea!

Maybe inrease fatigue for rope swing to 2 and replace well armed with something else.

Otherwise I would like to ask for permission to translate it to czech and print eventualy.

Starting Weapon: Flint-Lock Pistol

Ranged, Bow , 1-Handed

Seems to be exotic instead.

Also, want to point out that such a ranged starting weapon

Blue/Yellow/Green

Surge Surge: +2 Damage
Surge: Bleed
seems to be extremely overpowered. Even with stamina consumption.

Starting Weapon: Flint-Lock Pistol

Ranged, Bow , 1-Handed

Seems to be exotic instead.

Good point, I'll change it to exotic.

Also, want to point out that such a ranged starting weapon

Blue/Yellow/Green

Surge Surge: +2 Damage
Surge: Bleed
seems to be extremely overpowered. Even with stamina consumption.

Well at first glance I would agree. But you do have to exhaust the weapon after use. And the only way to unexhaust the weapon is to spend an action and 1 fatigue. You literally get half the uses out of this weapon compared to a normal weapon. In fact I was thinking of taking out the fatigue cost since I feel the action to unexhaust is restrictive enough.

Reworded Flint Lock Pistol to be more clear in its use.

Tweaked Loot and Trade so instead of gaining gold, you can spend gold to draw extra shop cards.

Edited by BJZSN

I like your custom classses so much. Very creative. :)

I like your custom classses so much. Very creative. :)

Most appreciated! Though admittedly it wasn't mine in the first place.

Reduced Rope Swing to 3 spaces instead of 4.

Reworded Well Armed.

Changed One Eyed Precision so if you fail the attack gains -1 Range.

Edited by BJZSN

Really cool class! The only flaw that immediately sticks out to me is that One Fist can't be this class! :P

Really cool class! The only flaw that immediately sticks out to me is that One Fist can't be this class! :P

Also, want to point out that such a ranged starting weapon

Blue/Yellow/Green

Surge Surge: +2 Damage
Surge: Bleed
seems to be extremely overpowered. Even with stamina consumption.

Well at first glance I would agree. But you do have to exhaust the weapon after use. And the only way to unexhaust the weapon is to spend an action and 1 fatigue. You literally get half the uses out of this weapon compared to a normal weapon. In fact I was thinking of taking out the fatigue cost since I feel the action to unexhaust is restrictive enough.

I didn't see the wording about an action. In that case it is OK.

Also, want to point out that such a ranged starting weapon

Blue/Yellow/Green

Surge Surge: +2 Damage
Surge: Bleed
seems to be extremely overpowered. Even with stamina consumption.

Well at first glance I would agree. But you do have to exhaust the weapon after use. And the only way to unexhaust the weapon is to spend an action and 1 fatigue. You literally get half the uses out of this weapon compared to a normal weapon. In fact I was thinking of taking out the fatigue cost since I feel the action to unexhaust is restrictive enough.

I didn't see the wording about an action. In that case it is OK.

Yeah thats my bad. I reworded it so its more clear. Thanks for picking up on it though, I don't think I would've reworded it otherwise.

Changed Rope Swing so that it requires a Might test to move another hero.

Can't say the mechanic of powder keg looks appealing or like someting I would ever use.

Can't say the mechanic of powder keg looks appealing or like someting I would ever use.

Can you be specific? I imagine it would have to do with the fact that you'd be spending fatigue on something thats not guaranteed to even hit. Would love some feedback so I can change it.

Changed Powder Keg so figures can no longer interact with it.

Changed Powder Keg so figures can no longer interact with it.

I actually like that part of it:p Especially when you are stuffing it with fatigue, it becomes everyones problem and can destroy entire monster groups

Sorry, I was on my phone so didn't have time for a long response. It was the moving the keg thing that wasn't really of much sense to me.

I like it better now!

Changed Powder Keg so figures can no longer interact with it.

I actually like that part of it:p Especially when you are stuffing it with fatigue, it becomes everyones problem and can destroy entire monster groups

I agree with you on that actually, I just found that there were situations that can arise where the heroes can abuse the triggering mechanism (refresh the skill card and then blow it up). I've decided to keep the skill the way it is for now but if I can come up with a different mechanism that can't be abused so easily I'll probably revisit it.

Edited by BJZSN

How about using some form of 'fuse' concept? This is just a random idea and might be a bit long but here goes:

Exhaust this card during your turn and place a hero token in an empty adjacent space, treating it as an obstacle.

Place Fatigue and Damage tokens equal to X on this card. At the end of each players turn, remove 1 Fatigue token from this card.

When there are no more fatigue tokens on this card, remove the hero token from the map and the tokens from this card.

Then each figure within 1 space of this token suffers X damage. For every 2 (maybe 3?) damage tokens on this card, this attack targets 1 additional amount of spaces.

That way you could go for quick but low damage, or high damage with the downside that the OL will have had a turn by then and might have moved his monsters away (potentially clearing one of his blockades anyway).

It also requires some strategy in the hero turn order and stuff. Don't know if you like the idea?

How about using some form of 'fuse' concept? This is just a random idea and might be a bit long but here goes:

Exhaust this card during your turn and place a hero token in an empty adjacent space, treating it as an obstacle.

Place Fatigue and Damage tokens equal to X on this card. At the end of each players turn, remove 1 Fatigue token from this card.

When there are no more fatigue tokens on this card, remove the hero token from the map and the tokens from this card.

Then each figure within 1 space of this token suffers X damage. For every 2 (maybe 3?) damage tokens on this card, this attack targets 1 additional amount of spaces.

That way you could go for quick but low damage, or high damage with the downside that the OL will have had a turn by then and might have moved his monsters away (potentially clearing one of his blockades anyway).

It also requires some strategy in the hero turn order and stuff. Don't know if you like the idea?

That's a neat idea actually. When I was tweaking the skill originally I realized that the Powder Keg would act as more of a deterrent, potentially forcing the overlord out of controlled areas instead of actually dealing damage. Think of it as a threat to the overlord, not necessarily a damage dealer. Adding a timer or 'fuse' could add a nice strategic layer to the skill. I'm gonna try testing the skill as is written but if it doesn't work out I suspect I'll try out this fuse mechanic. Or simply write it into another class cause I like it!

Cool! Well I was just thinking that a 3xp skill that would possibly never do any damage would be a bit wasted. :)

Also " For every 2 (maybe 3?) damage tokens on this card, this attack targets 1 additional amount of spaces."

I think it would be best if it was 1 damage = 1 space, 3 damage = 2 spaces, 5 damage = 3 spaces. But I didn't know the best way to bring that into words.

That way if we imagine a situation where the pirate has 5 stamina

If a Pirate went first during a round, he could choose to put 4 fatigue tokens on it and it will explode right before the overlord's turn doing 4 damage to figures within 2 spaces. Its not huge but at least it wasn't useless/wasted.

If he puts 5 (or 6 on it with ring of power) he potentially does 5 (or 6) damage to all figures within 3 spaces, but the overlord will have had a chance to move away. It adds some risk vs reward. Unless you can immobilize of course ;)

edit: Oh, and it probably should require an action then.

Edited by Atom4geVampire

Cool! Well I was just thinking that a 3xp skill that would possibly never do any damage would be a bit wasted. :)

Also " For every 2 (maybe 3?) damage tokens on this card, this attack targets 1 additional amount of spaces."

I think it would be best if it was 1 damage = 1 space, 3 damage = 2 spaces, 5 damage = 3 spaces. But I didn't know the best way to bring that into words.

That way if we imagine a situation where the pirate has 5 stamina

If a Pirate went first during a round, he could choose to put 4 fatigue tokens on it and it will explode right before the overlord's turn doing 4 damage to figures within 2 spaces. Its not huge but at least it wasn't useless/wasted.

If he puts 5 (or 6 on it with ring of power) he potentially does 5 (or 6) damage to all figures within 3 spaces, but the overlord will have had a chance to move away. It adds some risk vs reward. Unless you can immobilize of course ;)

edit: Oh, and it probably should require an action then.

Yeah I can imagine a 3XP skill that doesn't always 'work' could be a bit discouraging.