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<blockquote data-quote="(un)reason" data-source="post: 5397942" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 214: February 1995</u></strong></p><p></p><p></p><p>part 2/8</p><p></p><p></p><p>The complete half-elf: Hmm. Since elves can use nearly all the kits that humans or elves can use, they're already pretty spoiled for choice when customising themselves. It's an interesting question how this can meaningfully add to our options. By focussing on multiclass specific kits, which is the area half elves really stand out in compared to other races? That'll do it. Now the trick thing is coming up with archetypes that are both distinctive and emotionally resonant. </p><p></p><p>Shadowblades are your typical brooding fighter/thief loner, trying to match the popularity of Drizzt and hopefully failing. They're more oriented towards stealth and sudden violence than actual larceny, but that doesn't mean they're trusted. </p><p></p><p>Military Scouts combine their martial and roguish talents for official purposes. This means they're more trusted than most rogues, but also kept on a shorter leash by their bosses. You'll probably want to make sure the other players are also on good terms with the boss, as this'll make setting up plots a lot easier. </p><p></p><p>Crusaders are about as close as half-elves get to being paladins, although they're rather more focussed upon converting the ambivalent as well as smiting the unrighteous. Since they aren't strictly restricted to lawful good, you get more leeway to be a jackass in the process. There is something to be said for a good smite. </p><p></p><p>Wilderness avengers are the Fighter/Druid kit. What's the difference between a Fighter/Druid and a Ranger? Mainly how mean they can be in the process of protecting nature. They're another one that has social penalties for concrete benefits, which will probably push them into the brooding loner role again. </p><p></p><p>Spellarchers get the rather useful ability to deliver touch ranged spells through their arrows. Better get scouring those sourcebooks for the twinkiest combos to use with this option. Or just ask Elminster. He's sure to have a few ideas. </p><p></p><p>Aristocrats remind us that even half-breeds can be accepted into high society when they look this damn good. As with the other kits of this ilk, they get more money and social benefits, but have to live extravagantly. If you allow multiclassed characters to take a standard kit from either class, this is pretty pointless. </p><p></p><p>Rescuers are Cleric/Rangers, some of the nicest folks you'll ever meet. This means like any good medic, they'll heal up friend and foe after the fight, which may be rather a departure for many PC groups. If they come into conflict with even the paladins, they're probably doing it right. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Arcanists are the mage/cleric combo. They get 4 bonus proficiencies, bard legend lore due to their wide magical knowledge, and a social penalty for being bookish. Once again, a pretty good tradeoff, especially as long as they're in a party where someone else can play the face role. </p><p></p><p>Guild Mages are another one that sees the established order exploit their unique flexibility for nefarious ends. A well-trained half-elf who knows when to keep their mouth shut will always be in demand for a little Knock spell. </p><p></p><p>Prestidigitators put a rather more flamboyant spin on the Mage/Thief theme, for those who can't quite make it into Bard and the unlimited advancement it offers. Not that you should udderestimate them, or they'll leave you in nothing but your Bart Simpson underpants by the end of the show. </p><p></p><p>Redeemers our our first triple class kit. Fighter/Mage/Clerics who throw everything into defeating a particular favoured enemy. That doesn't sound very redemptive to me. Genocider just doesn't have quite the same ring though, does it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Still, that impressively Orwellian level of redefinition aside, the idea of getting bonuses against a particular enemy, at the price of an irrational level of hatred for them that'll prevent peaceful solutions is a pretty standard tradeoff. </p><p></p><p>Dilettantes are Fighter/Mage/Thieves who wound up that way through simple inability to stick to one thing. They won't be keeping up with the rest of the party when it comes to gaining levels, but have tons of tricks that may save your butt in an emergency. The perfect 5th member to a team, in other words. </p><p></p><p>Diplomats are also Fighter/Mage/Thieves, falling very much into the James Bond mould of ambassador who may have to do shady adventures in the course of following their countries interests. Well, who better to serve as mediator than someone who isn't of any one race? That's a pretty good niche to fill. And a party comprised of multiclass characters like this'll never be short of tricks to pull. Still, there is a moderate amount of uncompensated twinkitude in these kits, so I can't say I entirely approve of them. Elves will be elves, and even half-elves get substantial privileges simply due to the rule of cool.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5397942, member: 27780"] [B][U]Dragon Magazine Issue 214: February 1995[/U][/B] part 2/8 The complete half-elf: Hmm. Since elves can use nearly all the kits that humans or elves can use, they're already pretty spoiled for choice when customising themselves. It's an interesting question how this can meaningfully add to our options. By focussing on multiclass specific kits, which is the area half elves really stand out in compared to other races? That'll do it. Now the trick thing is coming up with archetypes that are both distinctive and emotionally resonant. Shadowblades are your typical brooding fighter/thief loner, trying to match the popularity of Drizzt and hopefully failing. They're more oriented towards stealth and sudden violence than actual larceny, but that doesn't mean they're trusted. Military Scouts combine their martial and roguish talents for official purposes. This means they're more trusted than most rogues, but also kept on a shorter leash by their bosses. You'll probably want to make sure the other players are also on good terms with the boss, as this'll make setting up plots a lot easier. Crusaders are about as close as half-elves get to being paladins, although they're rather more focussed upon converting the ambivalent as well as smiting the unrighteous. Since they aren't strictly restricted to lawful good, you get more leeway to be a jackass in the process. There is something to be said for a good smite. Wilderness avengers are the Fighter/Druid kit. What's the difference between a Fighter/Druid and a Ranger? Mainly how mean they can be in the process of protecting nature. They're another one that has social penalties for concrete benefits, which will probably push them into the brooding loner role again. Spellarchers get the rather useful ability to deliver touch ranged spells through their arrows. Better get scouring those sourcebooks for the twinkiest combos to use with this option. Or just ask Elminster. He's sure to have a few ideas. Aristocrats remind us that even half-breeds can be accepted into high society when they look this damn good. As with the other kits of this ilk, they get more money and social benefits, but have to live extravagantly. If you allow multiclassed characters to take a standard kit from either class, this is pretty pointless. Rescuers are Cleric/Rangers, some of the nicest folks you'll ever meet. This means like any good medic, they'll heal up friend and foe after the fight, which may be rather a departure for many PC groups. If they come into conflict with even the paladins, they're probably doing it right. :D Arcanists are the mage/cleric combo. They get 4 bonus proficiencies, bard legend lore due to their wide magical knowledge, and a social penalty for being bookish. Once again, a pretty good tradeoff, especially as long as they're in a party where someone else can play the face role. Guild Mages are another one that sees the established order exploit their unique flexibility for nefarious ends. A well-trained half-elf who knows when to keep their mouth shut will always be in demand for a little Knock spell. Prestidigitators put a rather more flamboyant spin on the Mage/Thief theme, for those who can't quite make it into Bard and the unlimited advancement it offers. Not that you should udderestimate them, or they'll leave you in nothing but your Bart Simpson underpants by the end of the show. Redeemers our our first triple class kit. Fighter/Mage/Clerics who throw everything into defeating a particular favoured enemy. That doesn't sound very redemptive to me. Genocider just doesn't have quite the same ring though, does it. :p Still, that impressively Orwellian level of redefinition aside, the idea of getting bonuses against a particular enemy, at the price of an irrational level of hatred for them that'll prevent peaceful solutions is a pretty standard tradeoff. Dilettantes are Fighter/Mage/Thieves who wound up that way through simple inability to stick to one thing. They won't be keeping up with the rest of the party when it comes to gaining levels, but have tons of tricks that may save your butt in an emergency. The perfect 5th member to a team, in other words. Diplomats are also Fighter/Mage/Thieves, falling very much into the James Bond mould of ambassador who may have to do shady adventures in the course of following their countries interests. Well, who better to serve as mediator than someone who isn't of any one race? That's a pretty good niche to fill. And a party comprised of multiclass characters like this'll never be short of tricks to pull. Still, there is a moderate amount of uncompensated twinkitude in these kits, so I can't say I entirely approve of them. Elves will be elves, and even half-elves get substantial privileges simply due to the rule of cool. [/QUOTE]
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