Order options in Players Guide to Aihrde

The Worlds of Aihrde (Erde), Inzae, their history, game play and more.
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Andhaira
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Order options in Players Guide to Aihrde

Post by Andhaira »

Curious, what are the Order options in the PG like? For instance, what is the Wizard of the White Orde and what kind of abilities does it give you? Is it like a prestige class?

I am considering getting the PG pdf, but it's pricey for the size and not sure if it's worth it for the smattering of new options. I know you get some spells (how many exactly and what level?) and the new Orders/Guilds/Prcs but not much else.

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Re: Order options in Players Guide to Aihrde

Post by Rigon »

I'd wait. The Trolls usually have a big PDF sale (sometimes up to 50% off) 2 or 3 times a year.

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Re: Order options in Players Guide to Aihrde

Post by Omote »

I seem to recall the Player's Guide to Aihrde having approx 100 new spells. Many of these spells are derivatives from core 3E sources, but with the standard TLG flavor. The spells in the Player's Guide seriously up the power-level of spells in the C&C game if you decide to use them.

As for guild classes, I know there was a "class" called the Path of Umbra in the guild section those are elemental wizards, or something like that. Those guild classes seemed more like "kits" that you add on to existing classes, and not full-blown classes on their own. Again, which adds a certain amount of power to them when compared to normal classes. I do not remember anything about Wizards of the White Order though. I think there was something about the White Order being knights, but I don't remember.

I really like the Player's Guide to Aihdre because (to me) TLG finally put on their big-boy pants and expanded the game. I won't lie, the PG definitely ups the power of the C&C game, and you may need to used some good CK judgement when using this in your non-Ahirde C&C games.

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Andhaira
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Re: Order options in Players Guide to Aihrde

Post by Andhaira »

Thanks for the detailed reply Omote, quite helpful. Most of the time in AD&D2e kits did not usually increase the power of the base class; there were steep tradeoffs. Sometimes the Kitted out class was actually weaker. Basically some abilitites of the base class are curtailed or outrigth removed and other, more specific ones added. Is this how the Guild mechanic works?

The class Archtype mechanic in Pathfinder is similar, although more 'balanced'.

Another thing, are there any more guilds in other C&C products/expansions?

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Re: Order options in Players Guide to Aihrde

Post by Treebore »

Andhaira wrote:
Another thing, are there any more guilds in other C&C products/expansions?

Not that I recall, which is why I write up my own, such as my "Order of the Stars", etc... If you ever bought Fight On! magazine you saw several of them in there.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Re: Order options in Players Guide to Aihrde

Post by Warwulf »

No abilities are removed or lessened for joining an Order. In almost all cases it's a case of being the right race and/or class, and then roleplaying your way into a membership. Other Orders include Knights of the Vale, the Cult of the Sword, Lunar Knights, Confessor Knights, Defender of the Holy Flame and at least five others. There are options for thieves, assassins, druids, rangers and magic users. Some give you a list of gained abilities which come as you advance within the group, and others are just descriptions that are waiting to be fleshed out by the CK. You can start most of them at low level (the Crna Ruk assassins have to be born into the cult). They're all easy to integrate.
There are also a couple new class options: a gnarly new Dwarf warrior class, an Elven fighter/magic-user and a specialist thief class (this last one may be just for Halflings, but it's easy enough to overrule that).
The new spells include elemental magic, and the Blood Runes are finally detailed. If you're using the Runecaster class from Runelore that's a big deal.
I agree with Omote that this is a big step forward for C&C, and that these options up the power factor considerably. If you want epic fantasy style play, this is the book to get.

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Re: Order options in Players Guide to Aihrde

Post by Andhaira »

How many new spells for Wizards and of what level? Any new lower level ones?

I am torn between getting this, one of the Codexes or Elemental Spells for my hobby budget this month; the Guild's in this book are really pushing me towards getting it but as I usually play wizards I would really like some new spells of lower level.

As an aside, what do people here do for playing fighter-mages? The multiclass rules are ok, better than the class and a half because with the latter you can't use damage spells on opponents while wearing armor. The elven fighter-mage in the PGtA seems like a good addition assuming it allows armor, but any good options for humans?

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