Paladin Character and Avatar of Justice enemy

By vRED13v, in Talisman Home Brews

this is my first attempt at creating a Talisman character and adventure card, all feedback is welcome, as long as it is constructive

so, dont just say, "that is op", please tell me why, so i can tweak him

here is the paladin character

Paladin-Front-Face.png

here is the Avatar of Justice Enemy-Spirit

Avatar-of-Justice-Front-Face.png

As you suggest, I will first mention that I think the Paladin is overpowered but follow it my reasoning. His abilities are interesting, I think its fine to keep his adding of 1 to both battles and psychic combats because the conditions to use it are narrow (must be a character, character must be evil). Its his Dark-cultist-esque ability that gets a little shady. Rolling 2 die is fine, and the fact that on a 7 he gets a measly gold is good (as 7 is the most common rolled result when rolling 2d6) but the fact that he has the potential to score a ton of armor, weapons, and horse followers from simply killing something seems a might overpowered. Either consider rearranging them, so that the most amazing things you could score happen on a 2 or 12 (as those would be the hardest results to roll), and then maybe have 6, 7, and 8 be the areas where you're ignored. If he's constantly getting armor and weapons he can't hold because his limits are full, he'll just end up crapping items all over the board. Another suggestion instead would be just to have the rate at which he gets to roll on that chart lessened. Instead of whenever he defeats something, you could limit it to whenever he trades in trophies to receive a new counter.

An even bigger issue are his stats, though. He has a 4 strength, 3 craft, and 4 Fate?! That's insane, especially when paired with his abilities. I'd say reduce them. Keep his strength at 4 if you like, but maybe reduce his craft to 2 (paladins are the more melee oriented divine fighters anyway, and get their spells later in their careers [if we're going by D&D lore] so the moment he gains his next craft, one could argue he's ready to begin obtaining spells). Also consider lowering his Fate to 2 or 3. he should have equal or less fate than the Cleric. Life seems fine, though.

The Avatar of Justice is pretty **** cool. I'd say keep him exactly as is. The only thing I'd think to consider is to reverse the roles of what happens when good characters and neutral characters land on him. Have him not attack Neutral characters and attack Good characters' higher attributes. The only reason I suggest this is based on his name (and this is a personal opinion). "Justice" to me demonstrates a lack of bias towards one alignment extreme. "Justice is blind" as they say. In D&D, the alignment of Lawful Neutral is the epitome of law and order. If you're keen on keeping his rules, maybe change his name to Avatar of Righteousness, Purity, Faithfulness. Again, this is all flavor text and is me being nit picky. Also there aren't enough cards out that affect neutral characters only in positive ways.