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fealthas

Thief career question

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Hi

 

The thief career card says:

Advances: Skill 3, Fortune 2, Conservative 1, Reckless 1, Wound 0.

 

But in the players guide the thief career says:

Advances: Skill 2, Fortune 1, Conservative 0, Reckless 2, Wound 2

 

Anyone know which is correct?

 

 

oh and a second question.

 

On the apprentice wizard career card it only lists human as race choice.

Seems like an error. Wasnt it the Elves that taught humans magic?

Yet they cannot themselves study magic?

Edited by fealthas

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FAQ page 10, it clarifies that it should be as on the card career. Also, if you look closely, in Players Guide it looks like it was printed over previous version of advances.

 

As for the elves, they are supposed to be way more powerful then human wizards, that's why they are not available for wizard carers. But if you want to let your players play elven mages, search those forums, there was plenty topics regarding house rules for them.

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Yup re thief, Wound 2 is obviously way off.  That's for fighty-fight types.  FAQ confirms.

 

Re elves, elves did not teach humans elf magic, Teclis taught "colour in the lines" magic with the safety-training-wheels-on.

 

2nd edition had a houserule that elves could be mages BUT not overpowered ones.  The 2nd edition Career Guide (you can buy as pdf from drivethru - lots of good fluff in there) mentions this as an option for the apprentice wizard career.

 

To enter the Tower of Hoeth, and start learning high elf magic, an elf must master each wind first.

 

So a PC elf is just like a human wizard but without any college support or strictures (no attuned staff etc.) and also no clear legal authority to use magic.

 

No PC elf will ever have the sort of power a Tower of Hoeth mage has - in effect they would have to progress through all wizard careers eight times in order to enter the Tower.  So it's a good thing they have long lifespans.

 

The simplest way to handle this is not to have elf mages but if wanting them go that 2nd edition way.

Edited by valvorik

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Yeah, an elf wizard who reached the wizard lord career was considered to have "completed their minor magical apprenticeship".

 

I had an elf wizard in 3rd ed. But very quickly realised how bent out of shape a wizard with starting Int 4 before investing creation points was.

 

Very bent out of shape, in case you were asking.

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We have an easy fix for wood elf mages in my group. The player took the Witch career (and later Warlock) and could purchase new order cards as talents. Making the character have a diverse spell arsenal, but still requiring some XP spends. It doesn't seem to break the game balance to be able to buy from Lore of Shadows, Lore of Life and Lore of Beasts as she can at the moment. She also needs to have the correct talent socketed to cast spells from each order.

 

I've also said that to get to High Magic you need all the Order talents, mastery in Spellcraft and Channeling and a specialisations with each wind in Spellcraft. And if the character would get there the bonus would be that she could use spells from any Lore without having the appropriate Order talent socketed.

 

If anything it seems that the lack of focus on a single Lore of Magic seem to have made the character a bit weaker overall, but obviously more diverse.

 

A similar adaptation could probably be made for High Elves, letting them take normal wizard careers and allowing them to get order talents for XP.

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Plus there is the benefit that Witch Career has potential to go so very much more wrong for the spellcaster than a regular wizard.

 

I dunno, a wizard career with that INT and whatever orders they want?

 

 

Fuuuuuuuuuu....

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I guess it depends on the gaming group, my group doesn't min-max much. So if anyone in my group decided to play a high elf mage with my houserule above I'm betting they'd only get INT 4 (as a human wizard would generally get as well).

 

So I'd probably feel safe letting my players be high elf mages, but it would probably not work for all gaming groups out there. :)

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Not to derail the topic, but are there any hedge magic spells included in Hero's Call?

 

No there aren't any hedge magic spells in Hero's Call. As far as i'm aware there's only the ones in The Witch's Song and after that I'd probably suggest you do some house ruling. Maybe adapt some of the dark magic for hedge wizard purposes but not all of it. 

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A Wood Elf/Beastman (perhaps with Bretonian) and a High Elf/Dark Elf book are definitely the two thing this system feels lacking in. The magic system is definitely not made for Elves either, I think anything they do would be a lot slower, representing their greater care in casting, but also more potent.

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