12-09-2020, 03:31 PM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Armored starting wizard
Wouldn't you rather have an elf?
Wittwoman Human wizard, age 20 ST 8, DX 13 (11), IQ 11, MA 10 (8) Talents: Knife, Literacy, Whip Spells include: Aid, Fire, Illusion, Reverse Missiles, Staff II Weapons: 5*Whip (1d-1), Silver Dagger Staff II (1d-1, 1d occult) Attacks and Damage: Punch (1d-4) Armor: Leather stops 2 hits Special note: Casts fire in her own hex when swarmed by vermin, then steps away.
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-HJC Last edited by hcobb; 12-09-2020 at 06:27 PM. |
12-09-2020, 05:39 PM | #2 |
Join Date: Dec 2017
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Re: Armored starting wizard
What's the purpose of carrying 5 whips?
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12-10-2020, 01:34 AM | #4 |
Join Date: Jun 2019
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Re: Armored starting wizard
Yes, along these lines I would rather have an Elf. If a wizard's ST has to be low, then DX must be high because it can't afford to waste ST on missed spells. I'd only take the ST down to 7 though, keep the suggested IQ 11, and try to get by on DX 14 (12). I'd much prefer DX 15 (13) but ST 7 is already too anemic for my taste. The very nice thing about putting an Elf in leather armor of course is that starting MA of 12 only going down to 10, whereas a human would be at 8 in the same armor. If you think of MA as a 4th Attribute, then an Elf starts with two more points than a human.
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12-10-2020, 06:28 AM | #5 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Armored starting wizard
Witelf
Elf wizard, age 20 ST 7, DX 14 (12), IQ 11, MA 12 (10) Talents: Literacy, Lasso Spells include: Aid, Dark Vision, Fire, Illusion, Image, Reverse Missiles, Staff II Language: Elvish Weapons: Staff II (1d, 1d occult), 5*Lasso (?, adjDX -1) Attacks and Damage: Punch (1d-4) Special Ability/Weakness: scared of bugs Armor: Leather armor stops two hits Illusion duplicates herself to make multiple lasso attacks per turn.
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-HJC |
12-11-2020, 02:39 PM | #6 | |
Join Date: Mar 2018
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Re: Armored starting wizard
Quote:
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12-11-2020, 08:39 PM | #7 | |
Join Date: Jun 2018
Location: Durham, NC
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Re: Armored starting wizard
Quote:
So, then how does an illusion strike a foe in an adjacent hex? What if he has a spear and tries to jab two hexes away? And a pike at 3 hex? I thought the one-hex illusion was limited to create a one hex sized object or creature. And if it has a weapon that may strike further as long as it never separates. |
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12-12-2020, 06:05 AM | #9 | |
Join Date: Mar 2018
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Re: Armored starting wizard
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The pikeaxe is an interesting one, that's never come up in our games. Anything that fits in a cylinder about 1m diameter x 2m high is an easy yes, but feels to me like a 3m pole is too big, go for a 4-hex illusion instead. I could be persuaded on that one. But given that a one-hex illusion has confines of one hex (give or take), I wouldn't allow a 1-hex illusion of a bucket of paint to paint a megahex. Nor a 25 foot ladder standing on end. Likewise a 1-hex illusion of 100' coiled rope can't be uncoiled across the map, eg for a 5-a-side tug of war contest or lasso. |
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12-13-2020, 02:09 AM | #10 |
Join Date: Jun 2019
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Re: Armored starting wizard
A 1-hex figure is still a 1-hex figure regardless of its weapon. Or do I now get to ignore the rules of engagement against other 1-hex figures because I'm carrying a spear and they're not? Or trample someone as if I was a 3-hex giant because I've got a pike? Methinks no, and no.
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 12-13-2020 at 02:17 AM. |
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