Hey everyone, I'm back with another idea for a class. A Healer of all things, the archetype I have the most trouble with. That said I still have 2 skills I need to make. I'm a bit tapped out so I thought I'd post it anyways to get some community input as usual. Also the wording may be a bit rough but I'm working on that with any free time I've got.
Edit: I've got the skills down now. Probably some tweaks and then I'll have a link to the cards.
Edit: Cards are done now, here's a link to the custom class, look for Blacksmith:
https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0
Custom Healer Class: Blacksmith
Looks good, a nice twist on the role of the healer! I haven't looked at it very thoroughly but it looks like the class needs a little more actual healing while still having the feel of preventing damage through armour. Maybe a 1 xp skill that gives heroes a temporary shield that absorbs damage and then breaks? the 3xp skills is a lot harder, since there aren't many thematical paths you can follow. If you want to use this class more like a 'buff' class it opens other possibilities of course. The other 3xp skill could have an offensive character.
I agree that the class could use some more healing. I'd imagine the 1XP skill could be an alternative healing skill, though I'm open to the 3XP possibility.
I always like your custom classes, very creative. Keep the good work, dude.![]()
I always like your custom classes, very creative. Keep the good work, dude.
Thanks, appreciate the comment! Sometimes I wonder if people are sick of seeing these so it's nice to hear that.
Not a new skill, but a change to an existing one:
Come on, your custom classes are awesome !
We are now playing the CON campaign with Augur the Martyr, Ronan the Pirate and Dezra "get out of her way" the Spellblade.
We have a lot of fun ! ![]()
For your Blacksmith, maybe you could create a skill that gives temporarily the ability to inflict a condition by using a surge ? Something like "hardened steel" in relation with Weaken ?
Added a new 3XP Skill, just thought of it now so I'm not sold on it yet. Mostly wanted another card that acted as a pseudo-upgrade to Reinforce. Will analyse it later:
Added the last skill. Looks a little strong for a 1XP skill so I'm just putting it in for memory sake right now:
Edited by BJZSNCome on, your custom classes are awesome !
We are now playing the CON campaign with Augur the Martyr, Ronan the Pirate and Dezra "get out of her way" the Spellblade.
We have a lot of fun !
For your Blacksmith, maybe you could create a skill that gives temporarily the ability to inflict a condition by using a surge ? Something like "hardened steel" in relation with Weaken ?
I always like your custom classes, very creative. Keep the good work, dude.
Thanks, appreciate the comment! Sometimes I wonder if people are sick of seeing these so it's nice to hear that.
Not at all. By the way, what if you create a thread pointing to every custom classes you made? Could make them easier to find.
Or, a link to all custom classes and then would go to the topic of important links.
Thanks, appreciate the comment! Sometimes I wonder if people are sick of seeing these so it's nice to hear that.I always like your custom classes, very creative. Keep the good work, dude.
Not at all. By the way, what if you create a thread pointing to every custom classes you made? Could make them easier to find.
Or, a link to all custom classes and then would go to the topic of important links.
Sounds like a good idea, may do that later today actually.
First, l want to thank you for all of your work for the community. I have really enjoyed your custom classes and I am currently using some of them in a campaign.
I did have one question about the blacksmith's starting skill. The second part of the skill states that the defending hero gains a shield and then after the attack resolves, the Hero gains one wound. Did you intend for this to apply if the Hero was defeated during the attack? If defeated, would the Hero immediately gain the one wound and no longer be defeated?
Thanks
Dan Howell
First, l want to thank you for all of your work for the community. I have really enjoyed your custom classes and I am currently using some of them in a campaign.
I did have one question about the blacksmith's starting skill. The second part of the skill states that the defending hero gains a shield and then after the attack resolves, the Hero gains one wound. Did you intend for this to apply if the Hero was defeated during the attack? If defeated, would the Hero immediately gain the one wound and no longer be defeated?
Thanks
Dan Howell
Good eye Dan! Never caught that myself. The skill is not intended to save someone from the brink of death. It should read at the end "After the attack is resolved, if he was not defeated he recovers 1 Damage.".
I wanted to provide some feedback on this class as well. I did make some changes to some of the skills as played through the campaign.
Reinforce - I could not think of another starting skill that gave a hero an extra brown die and health, so I just dropped the first paragraph of the card. The second part of the skill was not bad in itself and was used quite a bit during the campaign.
Well Supplied - This skill quickly became over powered because every "other" item was granting +2 health. The Heroes purchased every one they could find. So before things snowballed I changed the skill to allow the blacksmith to randomly draw two "other" items. Then only these two items granted the +2 health. So in the end, the skill provided +4 health total to the party and two different abilities. Based on the items drawn this seemed roughly on par with other 3 XP skills.
The other skills I used were:
Forge Weapon - The fatigue cost was high. I did not use it that much
Temper - I probably did not use enough, again the high fatigue cost prevented me from using that much
Smithing Mastery - A must have for the blacksmith. Makes the starting skill much better.
I did not use the other skills but I found myself wishing that I had purchased Modified Hilt and Brief Respite more than once.
Thanks, appreciate the comment! Sometimes I wonder if people are sick of seeing these so it's nice to hear that.I always like your custom classes, very creative. Keep the good work, dude.
Not at all. By the way, what if you create a thread pointing to every custom classes you made? Could make them easier to find.
Or, a link to all custom classes and then would go to the topic of important links.
Sounds like a good idea, may do that later today actually.
One of the files is for Printer Studio in case you want to print them that way. Use the other file if you are printing them yourself.
Dan Howell
I wanted to provide some feedback on this class as well. I did make some changes to some of the skills as played through the campaign.
Reinforce - I could not think of another starting skill that gave a hero an extra brown die and health, so I just dropped the first paragraph of the card. The second part of the skill was not bad in itself and was used quite a bit during the campaign.
Well Supplied - This skill quickly became over powered because every "other" item was granting +2 health. The Heroes purchased every one they could find. So before things snowballed I changed the skill to allow the blacksmith to randomly draw two "other" items. Then only these two items granted the +2 health. So in the end, the skill provided +4 health total to the party and two different abilities. Based on the items drawn this seemed roughly on par with other 3 XP skills.
The other skills I used were:
Forge Weapon - The fatigue cost was high. I did not use it that much
Temper - I probably did not use enough, again the high fatigue cost prevented me from using that much
Smithing Mastery - A must have for the blacksmith. Makes the starting skill much better.
I did not use the other skills but I found myself wishing that I had purchased Modified Hilt and Brief Respite more than once.
Thanks for trying out the Blacksmith, I hope you liked it.
Reinforce - I can see what you mean about the card as a whole being too strong as written for a starting skill. Admittedly if there was a part the card I would keep it would be the Leather Armor part. Perhaps I could remove the second part entirely and have Smithing Mastery do the defense and healing effect separately.
Well Supplied - Thats a nice revision to the skill, as the current wording allows the heroes to get easy Health gain (too easily as you have pointed out). I'll probably revise the card in the future.
Forge Weapon - This one was a bit tricky for me since I didn't want a hero to be able to copy a strong Act 1 or 2 weapon too easily, could result in the hero team not needing as much money for equipment (which I feel is an integral part of the campaign experience). I'll take a look at this one to see if I can make it easier to use.
Temper - More or less the same issue as Forge Weapon, I think being able to trigger a Surge ability twice on certain weapons can be very strong so I wanted to make the price a little steep. When I get a chance I'll take a look at the skill again.
Smithing Mastery - As I said in Reinforce, I may simply make Smithing Mastery do add 2 shield and recover 2 damage and remove those effects from Reinforce. I have to think on this one.
I'm glad you had second thoughts on whether to buy some of the other skills, I didn't want Smithing Mastery to neccessarily be the 'must buy' for healing, appealing as it is. If you have any other suggestions I'd like to hear them. Appreciate the input you've already given me.
Edited by BJZSN