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 Post subject: Elves and Familiars
PostPosted: Tue Jan 15, 2019 1:26 pm 
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Gongfarmer

Joined: Tue Jan 15, 2019 1:18 pm
Posts: 2
FLGS: Leisure Games
I was just wondering is there a reason the Core explicitly states that Wizards can use Find Familiar in the class description. Everywhere else in the book it seems to be a typical Level 1 spell. I assume Elves can have it as well and can get it the same way when determining spells?


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 Post subject: Re: Elves and Familiars
PostPosted: Tue Jan 22, 2019 3:20 am 
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Chaos-Summoning Sorcerer
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Joined: Wed Jan 05, 2011 3:34 pm
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No need to get stuck on wording, go with what makes sense for you. It won't break the game.

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 Post subject: Re: Elves and Familiars
PostPosted: Wed Jan 23, 2019 1:23 pm 
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Gongfarmer

Joined: Tue Jan 15, 2019 1:18 pm
Posts: 2
FLGS: Leisure Games
Oh I don't mind veering from RAW, I was more curious about the intent. Just wondering why it's called out in the Wizard's class description, i.e. purely for Appendix N flavour reasons of Wizards having familiars, or was there some difference in Wizard familiars in the rules I was missing.


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 Post subject: Re: Elves and Familiars
PostPosted: Sun Jan 27, 2019 8:10 am 
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Deft-Handed Cutpurse

Joined: Sat Jun 16, 2012 7:25 am
Posts: 233
I think a certain amount of deliberate ambiguity is baked into the rules to reflect the foibles of old-school RPGs (and maybe even to force judges to make the game uniquely "theirs" through house rules). Unless I'm remembering wrong, you could also read the RAW such that only wizards, not elves, use mercurial magic with their spells. (Or maybe it's that the ability score table specifies bonus wizard spells for high intelligence but doesn't indicate that the column applies to elves.)

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Jingles Coinclink, Halfling, hag-hacked into haggis

Nurzual the Faceter – M Jwlr - Wiz - L
S 12 A 8 (-1) S 9 P 11 I 15 (+1) L 10
AC 9 HP 6 Mv 30 Init -1 Ref 0 Fort 0 Will 1
Chalk 1pc, 20 gp Gem, Backpack, 10’ chain, 10 sheets parchment, Kith pouch, small hammer, ray-gun, Rope 50', 5gp 10sp 274 cp
shortsword +0(1d6)
Ch Psn (no MM), Clr Spr 65, Force Manip 81, Rd Mag 12, Spidr Cl 69
Pl.Common (basic)

Snooth Inksplot Scribe RIP under cave-in, a crushing loss

Qort Quiddlegit M Hlr - Cler - N(C?)
S 11 temp 14 (+1) A 11 temp 14 (+1) S 6 (-1) P 5 (-2) I 6 (-1) L 5 (-2)
AC 10 temp 11 HP 8 Mov 30 Init 0 Ref t+1 Fort 0 Will -1
club +0 (1d4+1t) - hand mirror, holy wtr, wtrskin Kith drink 12 oz drunk, 31 cp
-2 Ms fire damage
Det Magic

Brandybland Shoetree F Coblr N
S 10 A 9 S 10 P 8 (-1) I 9 L 9
AC 14 HP 1 Mov 30 Init 0 Ref 0 Fort 0; Will -1
gldtr glaive +0 (1d10) - gldtr ch mail - Fe spike, shoehorn, 48 cp
Prof: dagger


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 Post subject: Re: Elves and Familiars
PostPosted: Sun Feb 03, 2019 11:15 am 
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Tyrant Master (Administrator)
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Joined: Fri Mar 10, 2006 1:46 pm
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Location: Left Coast, USA
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Broadly speaking, references to Wizards include Elves.

But I can't remember where that's covered...

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 Post subject: Re: Elves and Familiars
PostPosted: Sun Feb 03, 2019 1:07 pm 
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Deft-Handed Cutpurse

Joined: Sat Jun 16, 2012 7:25 am
Posts: 233
It does say under the general description of "Elf" that "Elves can cast spells as wizards do," which implies that all of the mechanics should be identical.

_________________
Purple Planeteers:

Jingles Coinclink, Halfling, hag-hacked into haggis

Nurzual the Faceter – M Jwlr - Wiz - L
S 12 A 8 (-1) S 9 P 11 I 15 (+1) L 10
AC 9 HP 6 Mv 30 Init -1 Ref 0 Fort 0 Will 1
Chalk 1pc, 20 gp Gem, Backpack, 10’ chain, 10 sheets parchment, Kith pouch, small hammer, ray-gun, Rope 50', 5gp 10sp 274 cp
shortsword +0(1d6)
Ch Psn (no MM), Clr Spr 65, Force Manip 81, Rd Mag 12, Spidr Cl 69
Pl.Common (basic)

Snooth Inksplot Scribe RIP under cave-in, a crushing loss

Qort Quiddlegit M Hlr - Cler - N(C?)
S 11 temp 14 (+1) A 11 temp 14 (+1) S 6 (-1) P 5 (-2) I 6 (-1) L 5 (-2)
AC 10 temp 11 HP 8 Mov 30 Init 0 Ref t+1 Fort 0 Will -1
club +0 (1d4+1t) - hand mirror, holy wtr, wtrskin Kith drink 12 oz drunk, 31 cp
-2 Ms fire damage
Det Magic

Brandybland Shoetree F Coblr N
S 10 A 9 S 10 P 8 (-1) I 9 L 9
AC 14 HP 1 Mov 30 Init 0 Ref 0 Fort 0; Will -1
gldtr glaive +0 (1d10) - gldtr ch mail - Fe spike, shoehorn, 48 cp
Prof: dagger


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