Custom Class: Healer - Story teller

By AndrewMM, in Descent: Journeys in the Dark

Okok, I'm following the trend. But I actually created this back in 2013, and it lied on a folder all this time... It was back then published on the Spanish forums, where some people already judged it. Some said it was OP, so I thought I should rethink about it. I never did, so here is the original version. Please, don't be gentle, I prefer aggressive critics:

HEALER - STORY TELLER (I'm fatal with names, and I'm translating from Spanish, so there is that)

FAMILIAR: Fairy: Speed 3. Health 4. Ignores all terain effects (except obstacles). During its activation, you can make the fairy suffer 1 "heart" to make a hero within 3 spaces recover 1 "heart". Limit 2 times per activation. You cannot force the Fairy suffer "hearts" over its Health.
ACCESORY: Fairy Dust - When exhausting any of your Class cards, you can exhaust this card instead. If you do, you can count spaces from your space for that skill.
BASIC:
FAIRY LINK - (Action, 1 fatigue) Place the Fairy on your space or in an adjacent space. Limit 1 Fairy on the board. If you are within 3 spaces of the Fairy, all your attacks gain "surge" -> Your Fairy recovers 1 "heart".
WEAPON: Staff of the forest - Ranged - Blue+Yellow - One hand - "surge": 1 "heart" - "2 surges": One adjacent hero recovers 1 "heart"
LEVEL 1:
FRIENDSHIP - (1 fatigue) Exhaust this card when a hero within 3 spaces of the Fairy performs an attack, before rolling dice. The Fairy suffers 1 "damage". Add one green die to the attack pool. This attack gains:: "surge"-> recover 1 "heart"
COMFORTING LIGHT - (1 fatigue) Exhaust this card and make your Fairy suffer 1 "heart" to allow a hero within 2 spaces of the Fairy to discard a Condition card.
COURAGE - When a hero within 3 spaces of the Fairy performs an attribute test, before rolling dice, exhaust this card to make the Fairy suffer 2 "heart", and rise that attribute by 1 (to a maximum of 6). If the hero passes, the Fairy recovers 1 "heart" and the attribute remains changed until this card is refreshed.
LEVEL 2:
MYSTIC AURA - (1 fatigue) Exhaust this card when a hero within 3 spaces of the Fairy is targeted by an attack, before rolling dice. Make the Fairy suffer "heart" to add dice to the defense pool of the hero, as follows: 1 "heart" -> 1 Brown; 2 "heart" -> 1 Gray; 3 "heart" -> 1 Black
FAIRY PACT - (pasive) Your Fairy gains +4 Health and +3 Speed. Your Fairy can now heal up to 3 heroes per activation. When exhausting any of your Class cards, you can exhaust this card instead.
OCCLUSION - (1 fatigue) Exhaust this card. While this card is exhausted, every time a figure within 3 spaces of the fairy perform an attack, after rolling dice, you can make the Fairy suffer 1 "heart" to cancel 1 "heart" of the attack roll. Limit once per attack.
LEVEL 3:
NEVERMORE - (2 fatigue) Exhaust this card when a hero within 3 spaces of the Fairy is defeated. Remove the Fairy from the map to allow the hero roll two Red potency dice. The hero recovers "hearts" equal to the "hearts" rolled.
OBLATION - (Action, 3 fatigue) Each hero within 3 spaces of the Fairy can recover "heart" and "fatigue", adding the total a maximum equal to the remaining health of the Fairy. Then, remove the Fairy from the map.
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I have the actual images of the cards created in Spanish, but as I keep the Photoshop originals, if you people like this, I can quickly publish the corrected skills in English, for anyone interested.
I hope you guys find this interesting!
EDIT: As a gift, three cards just edited. All images were taken from internet sources. And yes, I know the Fairy card shows 4 Speed, but just ignore it for now. http://imgur.com/a/LYsa0
Edited by AndrewMM

Looks pretty cool to me! I took a glance at it myself and I wouldn't say the class is outright OP. Might need some tweaks like all new classes. It's a little late where I am so I'll offer some input tomorrow.

Fairy Pact might give the fairy a little to much+2 +2 seems better in my opinion. Also does the skills change the number of times the fairy can use its ability from 2 to 3? But I would't say that this class is OP. Maybe Mystic Aura is too strong, but since this class doesn't heal very much until the 3 EXP cards that seems reasonable.

Bravo!

Fairy Pact is by far too strong for a tier 2 skill. Even for 3 exp I find it too powerfull. Oblation seems gamebreaking to me. In Combination Fairy Pact it becomes downright ridiculous.

Edited by Funkfried
Maybe Changing Oblation in a way that you need to roll dice. So if my suggested nerf is applied the Fairy will have a max health of 6. 1-2 remaining health:1 red die, 3-4 remaining health RG, 5-6 remaining health: RGG. where the amount of hearts rolled equals the amount of damage recovered, and the amount of surges rolled equals the amount of fatigue recovered. Adding the requirement to exhaust, and removing the 'exhaust this card instead' ability of Fairy Pact will be significant nerfs to this class.

Thanks all for the feedback.

So, taking into account your ideas, and some things I start to remember from the past, I've thought some tweaks (that could be too harsh):

-All Fairy skills affect heroes within 2 spaces of the Fairy, instead of 3 spaces, by default.

-FAIRY DUST: (not sure if you overlooked this, but no comments on it) You cannot "exhaust this instead". Only remains the "you can count from your space" part. It must be exhausted still, though.

-FAIRY PACT: It only adds +2 Health, +1 Speed. It allows the Fairy to apply its effects within 3 spaces now.

To Funkfried:

Oblation seems gamebreaking to me. In Combination Fairy Pact it becomes downright ridiculous.

I don't know why do you see it that OP. SpiritSpeaker's Healing Rain has the same action, and less fatigue, cost, and will heal an average of 8 hearts to a 4 hero party, with the possibility of 12, as along as all of them are somewhat damaged. And it costs less exp. Is it the fatigue healing part, or the potential "one target focus healing" part what you see so powerful? I could think something along the lines: "each hero recovers up to 2 Health and 1 fatigue, adding the total...."

To Ceasarsalad101:

Maybe Changing Oblation in a way that you need to roll dice. So if my suggested nerf is applied the Fairy will have a max health of 6. 1-2 remaining health:1 red die, 3-4 remaining health RG, 5-6 remaining health: RGG. where the amount of hearts rolled equals the amount of damage recovered, and the amount of surges rolled equals the amount of fatigue recovered. Adding the requirement to exhaust, and removing the 'exhaust this card instead' ability of Fairy Pact will be significant nerfs to this class.

The only problem I see with this, is that the text could be quite too long to fit in a class card. I didn't see necessary exhausting this card, as you can only do this at most once per turn, usually, because of the action cost, and the Fairy being removed (thus, requiring another action to resummon). And the fatigue cost helps to this not happening too. Maybe in a "two fortune tokens and a Stamina potion" scenario, but this is a very rare case.

Thanks all for the feedback.

So, taking into account your ideas, and some things I start to remember from the past, I've thought some tweaks (that could be too harsh):

-All Fairy skills affect heroes within 2 spaces of the Fairy, instead of 3 spaces, by default.

-FAIRY DUST: (not sure if you overlooked this, but no comments on it) You cannot "exhaust this instead". Only remains the "you can count from your space" part. It must be exhausted still, though.

-FAIRY PACT: It only adds +2 Health, +1 Speed. It allows the Fairy to apply its effects within 3 spaces now.

To Funkfried:

Oblation seems gamebreaking to me. In Combination Fairy Pact it becomes downright ridiculous.

I don't know why do you see it that OP. SpiritSpeaker's Healing Rain has the same action, and less fatigue, cost, and will heal an average of 8 hearts to a 4 hero party, with the possibility of 12, as along as all of them are somewhat damaged. And it costs less exp. Is it the fatigue healing part, or the potential "one target focus healing" part what you see so powerful? I could think something along the lines: "each hero recovers up to 2 Health and 1 fatigue, adding the total...."

To Ceasarsalad101:

Maybe Changing Oblation in a way that you need to roll dice. So if my suggested nerf is applied the Fairy will have a max health of 6. 1-2 remaining health:1 red die, 3-4 remaining health RG, 5-6 remaining health: RGG. where the amount of hearts rolled equals the amount of damage recovered, and the amount of surges rolled equals the amount of fatigue recovered. Adding the requirement to exhaust, and removing the 'exhaust this card instead' ability of Fairy Pact will be significant nerfs to this class.

The only problem I see with this, is that the text could be quite too long to fit in a class card. I didn't see necessary exhausting this card, as you can only do this at most once per turn, usually, because of the action cost, and the Fairy being removed (thus, requiring another action to resummon). And the fatigue cost helps to this not happening too. Maybe in a "two fortune tokens and a Stamina potion" scenario, but this is a very rare case.

Healing rain is far less powerful since it can heal a maximun of 3 hearts and 0 fatigue. Or do you mean that the heroes must choose to divide the available hearts and fatigue? Because then I would suggest rewording to Heroes within 3 spaces of the Fairy may collectively recover hearts and fatigue equal to the Fairy's remaining health. However, I would still set some limits to the heart and fatigue recovery with means of the dice. It also adds some randomness in the equation that most of the healing skills have.

I thought the phrasing " health and fatigue, adding the total a maximum of... " was pretty clear. In my mind, at least.

As an example, if the Fairy has 6 Health remaining, 3 heroes could recover as follows: hero A recovers 1 heart, hero B recovers 1 heart and 1 fatigue, hero C recovers 3 health. The total sums up: 1+ (1+1) + 3 = 6.

If more people find this actually inintuitive, I'll think on changing it.

I agree on adding some randomness to the skill, but being it a 3EXP skill, I think it should range between "good" and "pretty good", without it being actually complicated. Not only because of the text length, as I previously said, but because I prefer a more straightforward effect.

Edited by AndrewMM

I thought the phrasing " health and fatigue, adding the total a maximum of... " was pretty clear. In my mind, at least.

As an example, if the Fairy has 6 Health remaining, 3 heroes could recover as follows: hero A recovers 1 heart, hero B recovers 1 heart and 1 fatigue, hero C recovers 3 health. The total sums up: 1+ (1+1) + 3 = 6.

If more people find this actually inintuitive, I'll think on changing it.

I agree on adding some randomness to the skill, but being it a 3EXP skill, I think it should range between "good" and "pretty good", without it being actually complicated. Not only because of the text length, as I previously said, but because I prefer a more straightforward effect.

I read it as every hero recovers hearts and fatigue equal to the remaining health of the fairy so max. 8 HP + 8 FT for each hero. :P

I read it as every hero recovers hearts and fatigue equal to the remaining health of the fairy so max. 8 HP + 8 FT for each hero. :P

****, that was totally broken

Oh, one more thing: is the Fairy a figure? Can it be the target of an attack/ affected by attacks (fire breath etc.)/ affected by OL cards?

No, it is not a figure (it is not stated as such on its card), so one movement action per acrivation, and no other interaction with the board other than the class cards skills