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<blockquote data-quote="(un)reason" data-source="post: 5311425" data-attributes="member: 27780"><p style="text-align: center"><strong><u><a href="http://www.dailymotion.com/video/xuqg38_dragon-issue-200-magic-from-the-gods_videogames#.UKaKQ46Rn8s" target="_blank">Magic from the gods</a></u></strong></p><p></p><p></p><p>We started off this year with some african stuff and new kits, and it looks like we're going to end it that way as well. Technically, this lot are all wizard kits. However, the strict distinction between arcane, divine and psionic power sources isn't really source material appropriate, so a lot of them have limited access to cleric spells amongst their special benefits. Which definitely alters their focus, without having to deal with the massive XP penalties multiclassing inflicts. </p><p></p><p>Baule Diviners get access to the elemental sphere, and lots of social respect for absolutely no penalty beyond all their initial proficiency slots being chosen for them. Bit of a no brainer, providing you have the wis to specialise as a diviner in the first place. But then, people do frequently neglect the humble diviner and their puzzle solving powers. Knowing they can also flame strike their way through problems goes some way to making them more glamorous. </p><p></p><p>Bokor are one of the most interesting kits I've seen in a while. Both benefits and hinderances are pretty significant. Bigger Hit dice. Access to the chaos sphere. Automatically getting to become undead after death. Uncontrolled shapeshifting. And being pariahs in most places for being weird and satanic. They aren't going to get to live a normal life anytime soon, at least until they have enough spells to be able to polymorph themselves back on a daily basis. (and even then, the wild surges'll keep things from being too safe. ) One could certainly be a valued member of a party, but you couldn't really rely on them. Their powers will be troublesome sooner or later. </p><p></p><p>Houngan are ye old african voodoo stylee wizards. Which means lots of dealing with the spirits. This means they get access to the clerical Necromancy sphere to supplement their wizardly necromantic specialisation. Since this puts stuff like remove paralysis, neutralize poison and resurrection in their grasp, that takes quite a bit of the pressure off clerics to hold back and play support, for the party isn't so totally screwed if they're lost. </p><p></p><p>Mambo are the feminine form of spirit-talker. They get the same extra necromantic access, plus a moderately stereotypical charming power that'll do a bit to compensate for the schools restricted by their specialisation. Their advantages seem to well outweigh their hinderance. </p><p></p><p>Zande Witch Women are the african inquisition, rooting out Bokor and other spiritual nasties wherever they may be. As with our own inquisition, they look pretty scary, and often go too far, making them not hugely popular amongst the public. But with cursing, access to the Combat sphere (which again goes some way to compensating for their forbidden schools) and the ability to have a human bonded "familiar", their bonuses once again significantly outweigh their downsides. Aside from being very stingy with bonus proficiencies, these are a pretty badass lot, quite possibly capable of outshining less interesting character builds. Allow into your game with only with caution and an appropriate backstory.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5311425, member: 27780"] [CENTER][b][u][url=http://www.dailymotion.com/video/xuqg38_dragon-issue-200-magic-from-the-gods_videogames#.UKaKQ46Rn8s]Magic from the gods[/url][/u][/b][u][/u][/CENTER] We started off this year with some african stuff and new kits, and it looks like we're going to end it that way as well. Technically, this lot are all wizard kits. However, the strict distinction between arcane, divine and psionic power sources isn't really source material appropriate, so a lot of them have limited access to cleric spells amongst their special benefits. Which definitely alters their focus, without having to deal with the massive XP penalties multiclassing inflicts. Baule Diviners get access to the elemental sphere, and lots of social respect for absolutely no penalty beyond all their initial proficiency slots being chosen for them. Bit of a no brainer, providing you have the wis to specialise as a diviner in the first place. But then, people do frequently neglect the humble diviner and their puzzle solving powers. Knowing they can also flame strike their way through problems goes some way to making them more glamorous. Bokor are one of the most interesting kits I've seen in a while. Both benefits and hinderances are pretty significant. Bigger Hit dice. Access to the chaos sphere. Automatically getting to become undead after death. Uncontrolled shapeshifting. And being pariahs in most places for being weird and satanic. They aren't going to get to live a normal life anytime soon, at least until they have enough spells to be able to polymorph themselves back on a daily basis. (and even then, the wild surges'll keep things from being too safe. ) One could certainly be a valued member of a party, but you couldn't really rely on them. Their powers will be troublesome sooner or later. Houngan are ye old african voodoo stylee wizards. Which means lots of dealing with the spirits. This means they get access to the clerical Necromancy sphere to supplement their wizardly necromantic specialisation. Since this puts stuff like remove paralysis, neutralize poison and resurrection in their grasp, that takes quite a bit of the pressure off clerics to hold back and play support, for the party isn't so totally screwed if they're lost. Mambo are the feminine form of spirit-talker. They get the same extra necromantic access, plus a moderately stereotypical charming power that'll do a bit to compensate for the schools restricted by their specialisation. Their advantages seem to well outweigh their hinderance. Zande Witch Women are the african inquisition, rooting out Bokor and other spiritual nasties wherever they may be. As with our own inquisition, they look pretty scary, and often go too far, making them not hugely popular amongst the public. But with cursing, access to the Combat sphere (which again goes some way to compensating for their forbidden schools) and the ability to have a human bonded "familiar", their bonuses once again significantly outweigh their downsides. Aside from being very stingy with bonus proficiencies, these are a pretty badass lot, quite possibly capable of outshining less interesting character builds. Allow into your game with only with caution and an appropriate backstory. [/QUOTE]
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