BishGada wrote:I understand the transformation should help the mage, but it is also has down sides...
Yes. It's sort of like an ironic curse. But it's a curse that is ultimately supposed to be beneficial, in the long term.
BishGada wrote:About the factions I'd be happy to read more although I think it will be relevant only after The Test, right?
Correct. You can try and join one after you take your Test, but usually they have requirements to join, which Tulbas may not have yet passed even if he survives the Test. I can give you a brief outline on them.
War Mage - War Mages are wizards dedicated to battle and fighting alongside armies during times of war. Perhaps the most famous War Mage was Magius, who fought alongside Human Dragonbane against Takhisis during the Third Dragon War. War Mages get a boost to combat magic and can raise morale of nearby troops (Requirements: Must be level 5 and have a CHA of 13 or higher.)
Dreamshaper - The Dreamshapers are primarily illusionists and they are the ones who help craft the Tests. They can dive into a person's mind to learn all of their subconscious fears and desires, even observe their dreams, which helps in making a good Test. (Requirements: Must be in the Order of Lunitari, focus in the Illusion school and be level 9.)
Griffon Wizard - The elves of Ansalon have long maintained a strong relationship with griffons. Throughout the ages, especially in the lands of Silvanesti, elven mages have worked to develop a deeper connection with these noble beasts, conferring their own arcane powers to the griffons, while strengthening the bond between rider and mount. (Requirements: Must be in the Order of Solinari, Elven, be level 3 and have the Airborne Riding, Spellcraft and Animal Handling proficiencies. They also need access to a griffon and cannot have a familiar beforehand.)
Renegade Hunters - Probably the most obvious one. Renegade Hunters...wait for it...hunt renegades. They get special bonuses when facing off against renegades, including a boost in power and the ability to stifle their enemies' powers. (Requirements: Must be in good standing with the Conclave and be level 7. Must also have the Tracking proficiency.)
Sea Mages - Sea Mages are mages who live out at sea, often serving on ships. They acquire a lot of spells and abilities that help one at sea, including spells of wind and water. (Requirements: Must be level 5, have served on a ship for at least a year and have the Seamanship, Spellcraft and Swimming proficiencies.)
Spell Broker - These are basically magical merchants. They buy, sell and trade magical items to other wizards. This was what Raetmal was. They get a lot of abilities which help them better barter items and even later on, make them, as well. (Requirements: Must be level 3 and have the Appraisal, Bartering and Spellcraft proficiencies.)
Sylvan Mage - Sylvan Mages like to live out in nature and often serve as liaisons between the Conclave and the fey races. They receive a lot of special abilities and spells that are similar to druids and rangers, letting them communicate with animals and such. (Requirements: Must be NG, LN, TN, CN or NE in alignment, be level 5 and have the Tracking, Animal Handling, Spellcraft and Survival proficiencies. Also must be able to speak Sylvan and have spent a day and night with a sylvan creature like a centaur, dryad, satyr, etc.)
Winternorn - Winternorn are mages that live somewhere very cold, like Icereach. They get a lot of spells and powers related to the cold and increased cold resistance. (Requirements: Must be 5th level, focus in Divination, have the Spellcraft proficiency and been taught by another Winternorn.
I can go into more detail if any of those spark your interest. Of course, Tulbas need not join any of them, if he prefers.
BishGada wrote:Oh and Tulbas will asks about his chances to try the different levels of risks, since he doesn't have a clue what to expect to.
Average Risk means everything is the way it is supposed to be. A troll would have 6 HD, THAC0 of 13 and AC 4. Escaping a trap would require a DEX roll. Proficiency checks would not come with any penalties or bonuses beyond what is normal.
Low Risk means everything is slightly easier. A troll would have 5 HD, THAC0 of 14, and AC 5. Escaping a trap would require a DEX roll with a +1 to it. Proficiency checks would all get a +1 to succeed.
High Risk means everything is slightly harder. A troll would have 7 HD, THAC0 of 12 and AC 3. Escaping a trap would require a DEX roll with a -1 to it. Proficiency checks all suffer a -1 to succeed.
Grave Risk means everything is much harder. A troll would have 8 HD, THAC0 of 11, and AC 2. Escaping a trap would require a DEX roll with a -2 to it. Proficiency checks all suffer a -2 to succeed.