Author
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Topic: Wilder /
Initiate Multi-class Question: |
theSaj
Member Member # 96041
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posted August 19, 2002 12:13 PM
"When a
channeler multi-classes, they get all the benefits of the new
class (including a second talent and affinity). When benefits
conflict (like overchanneling), the character uses the best
option (which, in the case of overchanneling, would be
wilder's ability.). They also suffer the restrictions of the
other classes (a Wilder multiclassing into initiate would have
to join one of the four initiate traditions - which can mean
gaining a mentor)."
Now here is my question, it states
clearly "they get all the benefits of the new class". And
states that it includes the new affinity, the new talent, does
this also include the weaves?
As in, if a wilder adds a
level as an initiate, they would have been taught the 8 weaves
by their initiate mentor. Or vice-versa, if an initiate became
a wilder, they would have spent time learning on their own
(wild fashion) and the 6 newly learned weaves would be the
result.
Any thoughts here???
Can we get a
clarification on the FAQ?
(this is very important, I am
working on a character for an upcoming campaign, with a
cross-over into D&D's Forgotten Realms. The GM's have
already stated that they are going to throw a TON of crap our
way. And many of the characters I will be playing with are
power creature/hybrids such as half-humans/dragons,
etc.
So I really am fashioning this character to be as
powerful as I can...otherwise it'll be..."re-roll new
character"
-------------------- "To Die is to Live
No More!"
From:
New Haven, Connecticut | Registered: Jul 2002
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Eosin_the_Red
Member Member # 30113
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posted August 19, 2002 12:24 PM
Yes, that
is the way it works. It is probably the most broken rule I
have ever seen, except no saving throw for harm.
I do
not think many DMs allow the extra bonus talents and
affinities though. That is the official way it is supposed to
work.
-------------------- Call of the
Horn Visit the Tower Library for the latest version of the
WOT RPG FAQ.
From:
Norman, OK, USA | Registered: Jun 2001
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theSaj
Member Member # 96041
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posted August 19, 2002 12:28 PM
So in fact,
my character would get all the 8 new weaves then.... (6 if it
was initiate moving to
wilder)
hmm...interesting...
(well, considering
the campaign I am using this character in, they'll likely be
needed)....*lol*
-------------------- "To Die is to
Live No More!"
From:
New Haven, Connecticut | Registered: Jul 2002
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drothgery
Member Member # 4490
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posted August 19, 2002 01:24 PM
I certainly
wouldn't run an initiate/wilder like that. I think the bonus
affinity, talent, and weaves should be somewhat like
first-level skill points; you only get them with your first
level of a channeling class.
[ August 19, 2002,
03:13 PM: Message edited by: drothgery
]
-------------------- Dave
Rothgery Picking nits since
1976 drothgery@alum.wpi.edu http://drothgery.editthispage.com/
Optional d20 WoT Rules at http://home.san.rr.com/drothgery/wot_rpg.htm
From:
San Diego, CA | Registered: Mar 2001
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theSaj
Member Member # 96041
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posted August 20, 2002 07:21 AM
Perhaps,
But the rules stated in the FAQ express
that "they get all the benefits of the new class" including
the affinity and talent.
My question is essentially,
"what about the weaves"???
-------------------- "To
Die is to Live No More!"
From:
New Haven, Connecticut | Registered: Jul 2002
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drothgery
Member Member # 4490
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posted August 20, 2002 08:40 AM
I suspect
that if you were to get an official answer (and you won't), it
would be that you'd get the weaves too. However, unless your
DM wants every player character channeler to be an ini/wil
multiclass, I'd scratch them entirely.
Wilder->initiate would pick up two weaves (to get
the full 8); initiate->wilder would get one weave, as per
normal for gaining a level of
wilder.
-------------------- Dave
Rothgery Picking nits since
1976 drothgery@alum.wpi.edu http://drothgery.editthispage.com/
Optional d20 WoT Rules at http://home.san.rr.com/drothgery/wot_rpg.htm
From:
San Diego, CA | Registered: Mar 2001
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mrtauntaun
Member Member # 96539
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posted August 20, 2002 08:59 AM
I play it
that you get the bonus affinity and talent, but not weaves.
It's powerful enough as it is, and I don't want to totally
disregard those rules. Of course, we had a male Wilder in the
group multiclass into an initiate, and became VERY angry when
he realized that there was no-one to teach him and, therefore,
couldn't learn any more weaves!
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Jul 2002 | IP: Logged
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theSaj
Member Member # 96041
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posted August 20, 2002 11:00 AM
Uh,
First off, MrTaunTaun, he should be able to
learn a new weave every time he adds a wilder
level.
Secondly, for the rest, I am trying to make this
character as KICK butt combat wise as is possible
LEGALLY.
The reason being is he is going to enter a
Forgotten Realms campaign thru a portal stone. Furthermore,
this is going to basically be a "blight" campaign. As in go in
and kill, kill, kill, combat based campaign. So I want him to
be pretty kick arse. And take advantage of any rule,
loop-hole, etc.
(essentially, this campaign is being
played soley to kill time as some of our members for our
regular campaign are away for a while. to give you an example,
one of the characters I'll be in the campaign with is a
half-dragon. and we are all being given 2,700gold coin. (Or
rather, 27,000 silver coin to equip; as in we can buy magical
items, weapons, etc.)
So I am not so much looking for
whether it's right or wrong according to WoT Cannon. But
whether it's right or wrong against the RPG gaming
system...
-------------------- "To Die is to Live No
More!"
From:
New Haven, Connecticut | Registered: Jul 2002
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Merclaar
Member Member # 67223
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posted August 21, 2002 12:17 AM
Maybe you
should ask in the Min/Max
Forum?
cu
-------------------- cu
-- Merclaar
Registered:
Feb 2002 | IP: Logged
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Snow Crash
Member Member # 85099
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posted August 21, 2002 07:49 AM
I dont
believe you get the bonus weaves. I know I did not. I believe
it did state this somewhere but as I don''t have acopy of the
books with me I cannot look it up.
From:
Australia | Registered: May 2002 |
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Grayswandir_Blade Member Member
# 92933
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posted August 21, 2002 09:13 AM
quote:
Originally posted by Merclaar: Maybe you
should ask in the Min/Max Forum?
Except that they never talk about WoT At least, I've never seen a thread on
it...
-------------------- "We laugh in the face of
danger, just before it hits us and knocks us out" -
Lysander. :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E:
:88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E:
:88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E:
:88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E:
:88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E:
:88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E: :88E:
:88E:
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The Wizard
Marex Member Member
# 102216
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posted August 21, 2002 10:51 PM
On one
really good WoT website they said multi-class wilder/initiates
do NOT get the bonus Affinity or Talent, nor the beginning
weaves (6 or 8 respectively). It should be left to the DM's
discretion based on how the history of the character went. If
the character started as a Wilder and then went to the Tower,
Wise Ones, whatever, to become an Initiate and spent a length
of time training, then certainly, they should have the
opportunity to get the extra weaves as well as the bonus
Talent and Affinity. I have a game with (3) wilders and if any
of them become initiates and roleplay the situation by passing
time, then I would grant them the bonuses.
theSaj, What
does your DM think of this?
From:
San Diego, CA | Registered: Aug 2002
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Merclaar
Member Member # 67223
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posted August 21, 2002 11:07 PM
quote:
Originally posted by
Grayswandir_Blade:
quote:
Originally posted by Merclaar: Maybe you
should ask in the Min/Max Forum?
Except that they never talk about WoT At least, I've never seen a thread on
it...
It's a beginning, not the beginning but a beginning....
![[Angel]](Wizards_Com Boards Wilder - Initiate Multi-class Question_fichiers/angel.gif)
-------------------- cu
-- Merclaar
Registered:
Feb 2002 | IP: Logged
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theSaj
Member Member # 96041
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posted August 22, 2002 11:02 AM
Essentially, they're telling me "whatever" the rules
say..that is what I can or cannot
do.
*shrug*
Hence, I am trying to clarify on the
FAQ.
I will be the only channeller, not likely to have
a angreal (unless I spend some of the 2,700 gold pieces each
character is receiving to start, yes Gold, not silver marks).
So in reality, in WoT RPG, after 6th level or so, you stop
gaining weaves. So you have to be like level 9 in order to
have a level 7 weave slot to
cast.
*shrug*
-------------------- "To Die is
to Live No More!"
From:
New Haven, Connecticut | Registered: Jul 2002
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Merclaar
Member Member # 67223
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posted August 27, 2002 12:10 PM
At which
Level do you use the Portal Stone? Because you can only
become a Initiate if you go to the Tradition... And if you
are there, you can learn higher Weaves with the
Weavesight-skill...
Charakterlevel Class Feats
1
CLvl: Wilder 1 Eliminate Block, Luck of Heros, Tie Off Weave
(+1Affinität und + 1 One Power Talent, because Wilder
1)
2 Clvl: Wilder 2 Bonus Channeling feat:
Multiweave
3 Clvl: Wilder2/Initiate1 Bonus Channeling
feat (Affinität, Bonus to Weavesight, Bonus feat because
Clvl. + 1 Affinity (+ 1 Affinity and + 1 One Power Talent,
because Initiate 1)
4 Clvl: Wilder2/Initiate2 Bonus
Channeling feat (Affinität), +1 CHA because Clvl 4
5
Clvl: Wilder2/Initiate3 Slow Aging
6 Clvl:
Wilder2/Initiate3/Asha'Man1 Iron Will, Asha'man Presence,
Bonus Channeling feat because Lvl. 6 (One Power Talent
[Balefire?])
7 Clvl: Wilder2/Initiate3/Asha'Man2
Asha'Man Combat Casting
Not shure about if this is
along the
rules....
-------------------- cu
-- Merclaar
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