Re: Sons of Kaleva, a Kalevala mod
The thing is, if they get Water, they have less of the other paths, or a total of eight paths. I had them at FDN, FWDN, 50% W randoms. If I calculated that right, half of them would have W1, one in eigth W2.
At the moment, compared to e.g. Black Sorcerers of Machaka, they're 20 gp more expensive, have more magic picks even without water, get to higher levels with just their randoms, aren't vulnerable to old age and are recruitable everywhere. I'm more worried about having to tone them down than about them being too weak.
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