So, I have been slowly teaching myself the game (and running a few sessions with a couple of friends in order to do so). Something I just realized today is that the wizard is a human specific class. That led me to the realization that there is no high-elf or wood-elf specific magic using classes. This struck me as more than a little odd. I would have thought that wood-elf shaman (or rather shaman/elementalist in WFRPG lore terms) and high elf mage character arch-types would be pretty typical. So, I am wondering, do any of the splat products introduce career paths that allow for magic using elf characters?
Is an high elf mage an available character option via any of the splat products?
Like in the previous versions, the High elf mages have always been thematically much more powerful. A Wizard lord human is just somewhat as powerful as an apprentice high elf mage according to the fluff.
No, there's nothing official out there.
Try this instead: dl.dropbox.com/u/167876/WFRP3%20Hafner%20house%20rulebook%20v2.3.pdf
jh
KjetilKverndokken said:
Like in the previous versions, the High elf mages have always been thematically much more powerful. A Wizard lord human is just somewhat as powerful as an apprentice high elf mage according to the fluff.
I don't see why that should preclude the ability to play a high elf mage. The house rules that Emirkol posted seem to do quite a good job of providing a balanced option. You simply allow high elves to take the existing apprentice profession, but you allow them to take it multiple times while choosing a different wind of magic each time it is taken. Fluff wise, an elf would be considered an apprentice by his people until he successfully trained each of the 8 winds. That means that an elf would be an apprentice until rank 8. That means that many high elf apprentices would be at least as powerful, if not more so, than fully trained human wizards. It would also explain how an elf's long life plays a big role in their ability to train to use all 8 winds. I am just surprised that FF haven't released anything official...
In any case, thank you very much Emirkol. That document you linked me to will serve very nicely.
Cyber-Dave said:
I am just surprised that FF haven't released anything official...
I'm guessing that it will show up in the hinted at elf box as it would fit well in that product. There's also the Witch/Warlock careers which allow the player to pick up multiple winds, that might be another way for you to bring elf mages into the game.
According to the world 'apprentices' in the way described above aren't found outside the white tower in Ulthuan. Meaning they're not supposed to appear in play per se. The elven wizards you're likely to see have battlefield-leveling spellpower.
Hence why there are house rules trying to come up with ways to reign them in and make them playable and no official rules out.
Keep in mind also that each wind has its benefits and charms, to mix and match 'the best of' is not necessarily 'balanced'.
k7e9 said:
Cyber-Dave said:
I am just surprised that FF haven't released anything official...
I'm guessing that it will show up in the hinted at elf box as it would fit well in that product. There's also the Witch/Warlock careers which allow the player to pick up multiple winds, that might be another way for you to bring elf mages into the game.
YES ! Look at the Witch/Warlock careers ! They perfectly fit an ultra beginner high elf. You choose among every winds. WITCH's SONG is an excellent adventure and an excellent supplement.
2 thumbs up for the whole 3rd edition (except those guides excerpt of the line).
Hey Emirikol,
there are some very nice rules and ideas in your houserule booklet.
I will take some for our own rules.
FYI everybody, the guys at Strike to Stun are working on a 2e elf project. Should be straight forwards to adapt when they're done..or someone could volunteer to co-author while they're working on it (would be ideal).
Here's the link: forum.strike-to-stun.net/viewtopic.php
jh
I would agree with just co-opting the basics of the hedge witch career