sudas
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Registered: 05-2003
Posts: 41
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Re: Kislevite Shaman Mana?
I'm thinking of trying the Kislevite Shaman again. He may not be a wizard replacement, but he might do OK as a 5th or 6th character. Then he could cast higher-level spells. It's messed up that there are no 3-mana spells, and only two healing spells. I'm going to change some more of the rules. Let me know what you think of my suggestions:
(1) Raven Totem: no penalty to starting wounds, instead -2 to ballistic skill 6+ to 4+.
(2) Blessings(a.k.a. spells): choose one, then roll for the others. If you get doubles you choose a second one.
(3) Escorting Prisoners/Slaves: gain one mana when they are on your board section.
(4) Shaman starts with the Herb Master skill from the Wardancer book. Roll for type. When you go up a level you get to roll for another type. If you roll the same, you get nothing. Exception: if you re-roll #2 Antidote, you get the antidote for Toughness poisons. If you re-roll Antidote a third time you get the antidote for Movement poisons, etc.
(5) Bear Totem: +1 Strength, +1 Toughness.
Transformation Blessing: +1 Strength, Bear can push a monster one square if 1D6+St > Monster's Strength. Same as barbarian's Brute Strength skill.
Hunter of Souls blessing: Bear knocks a monster down and attacks? Are there typos in the .pdf file for Raven?
(6) Suggestions for mana 2-3 blessings?
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4/Sep/2003, 8:01 am
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thecustodian
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Registered: 04-2003
Location: The Temple
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Re: Kislevite Shaman Mana?
Just start with an increased spell list and Mana clarification. I'd say generate the Mana for the turn in the Power Phase, and the Shaman uses this until the next PP.
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4/Sep/2003, 8:17 am
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thecustodian
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Re: Kislevite Shaman Mana?
Not to say that the rest doesnt look good too...
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4/Sep/2003, 8:17 am
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BassJam
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Registered: 07-2003
Location: Philadelphia
Posts: 542
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Re: Kislevite Shaman Mana?
Honestly, the biggest problem with casters in Warhammer Quest is the spells and balance. In D&D and WFRP, Clerics and Wizards have similar amounts of spells, even if they are a different type. In WHQ, the Wizard gets 80 spells to choose from and can cast an average of 55 by the time he reaches BL 10. The Warrior Priest, who's not much of a warrior with Toughness 2, gets only 12 Blessings. I'm fine with the Ranger Mage's spell selection because he's a Ranger first and foremost, but the Kislevite Shaman should be a spellcaster. How many Blessings can he choose from and how many would he have at high level? I forget.
I may do a slight re-write of the Shaman for my players; if I do I'll be sure to add more Blessings, clarify that the Mana only changes when Warriors drop to 0 Wounds or are revived, and I really like Sudas's idea of adding more animal Totems from the Kislevite region.
--- "Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
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5/Sep/2003, 3:24 am
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thecustodian
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Re: Kislevite Shaman Mana?
Make sure you share your ideas with the rest of us!
Sounds good.
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5/Sep/2003, 3:43 am
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BassJam
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Re: Kislevite Shaman Mana?
I know I got's some work to do, because my woman likes Kislev, so she wants to play an Kislevite Ice Shaman, which is a bit different. (Think the Ice Witch of Narnia)
--- "Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
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5/Sep/2003, 3:49 am
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sudas
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Registered: 05-2003
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Re: Kislevite Shaman Mana?
My count of blessings is 38. Only two are healing, one on a 3+, the other is resurrection. None are below 4 mana cost.
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5/Sep/2003, 5:36 am
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BassJam
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Re: Kislevite Shaman Mana?
See, that's just plain goofy. It goes against every fantasy instinct that the Wizard is a better healer than the Warrior Priest and the Shaman. The shaman's whole life would be making life better for his tribes up in Kislev, healing them spritually and physically and aiding in the Hunt, being that food would be important.
--- "Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
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6/Sep/2003, 1:20 am
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Michael
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Registered: 04-2003
Location: Assassin's Guild
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Re: Kislevite Shaman Mana?
I agree. The Wizard is a bit of a dodgy character all up really. We have banned players from using him, since he is waaaay to powerful. Specialist Wizards are fine, such as the Mentalist and the Fire Wizard, by that Jordan Peacock fellow, because they usually specialise in one particular form of magic and have very little in the way of other magics. The original Wizard just has access to everything under the sun, with no limitations.
For eaxmple, one of the most pwerful Objective Room treasures that I know of is the Firestorm icon, which does 6D6 unmodified damage to everyone within a limited area. It was only till later that I realised the Wizard character could actually cast this spell every turn if he got a good dice roll and was on a high enough battle level. Oh well.
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12/Sep/2003, 9:43 am
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BassJam
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Registered: 07-2003
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Re: Kislevite Shaman Mana?
See, that's why I use Insanity rules, because I didn't want to revamp the game but wanted to punish the Wizard. In the Warhammer World, the Winds of Magic are really the source of Chaos that casters draw upon, and humans have to train themselves to see only one Color of magic at a time or they get corrupted. So the Wizard, Sorcerer and the Battlemage I imped are subject to insanity and perhaps worse each time they level and learn new spells, because they cast all schools of magic willy-nilly.
--- "Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
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13/Sep/2003, 12:09 am
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