As many of you know, an all-elf campaign is planned in coming weeks utilizing the Before all Others source book for ACKS II. This is the first of a sequence of longposts I will be making regarding my personal preparation to participate in this campaign wherein I will be analysing the playing of elf PCs and campaigns in the context of ACKS.
Tactical Digest for Elf Campaigns
For better or for worse, ACKS is a piece of machinery based on a well balanced set of inputs and outputs. Parties unwilling to spare a consideration for the tactical landscape of the game will eventually find themselves at the mercy of powerful monsters. So follows my brief analysis of the strategic landscape available to elf PCs.
Character Attributes
Prime Requisites
Elf classes aren’t cheap to level. Even classes built with the standard amount of build points are subject to a ~200 experience penalty to level 2 to pay for the various intrinsic elf powers. A collective 3 or so proficiencies’ worth, not including the doubled lifespan (compared to humans) and immunity to the effects of aging (though they are not actually immortal rolling death saves past the age of 200).
Immunity to diseases caused by undead
+1 to paralysis saving throws
+1 to HP roll at level 1
Listen on a 14+ (+4 if otherwise proficient)
4 Free languages including gnoll, orc, hobgoblin, and elf
Securing an experience bonus from your prime attribute(s) is more important than ever for elves to chew through those fat levels. Normally there are some classes where there is a temptation to prioritize an attribute that is not considered a prime requisite (for instance, constitution on a crusader) but that is a harder sell for elf classes where even the difference between a 5% and a 10% bonus can mean as much as 20,000 experience by ninth level.
Constitution and Will
Elf characters are an investment even more so than human characters, due to the aforementioned experience costs, and to an extent the roleplaying circumstance. So it’s worth bearing in mind that Constitution and Will are not only important for staying alive (saving throws, maximum HP) but also returning from the dead. Which will become increasingly important as you gain levels. Will and Constitution contribute to Tampering with Mortality and Mortal Wounds respectively.
Elven Classes
Many elf classes can be easily described as essentially elven versions of human classes, however overall from a party building perspective there are some asymmetries in their options that bear discussion.
Elven Antiquarian
Capped at 11th level
2,875 Experience to 2nd level
Prime Requisites: Int and Dex
D6 Hit die
Fights as thief
Medium Armor
Delayed Arcane caster
Thief skills including lockpicking, trapbreaking
As much as I wish I could write this schizophrenic class off as useless, it’s actually notable for being the only elf class in the book currently with lockpicking. I suppose this is supposed to be an elven thief, but it has a lot going on i’m not too sure about (D6 hit die, medium armor, spellcasting). Seems like a bit of a kitchen sink class but the experience cost is not outrageous.
Pink Mike’s Verdict: 3/10 - Recruit as Henchman
Elven Arborist
Capped at 13th level
1,625 Experience to 2nd level
Prime Requisites: Will and Dex
D6 Hit die
Fights as thief
Light Armor
Dendromancy and cultivation of mystic trees
This is a gimmick class designed to look after the mystic trees required for the special elf ritual magic, Dendromancy. The class is very cheap, but lacks any spellcasting or combat ability. Mandatory henchman for higher levels, strongly inadvisable as a player character class.
Pink Mike’s Verdict: 5/10 - Recruit as Henchman
Elven Courtier
Capped at 11th level
3,250 Experience to 2nd level
Prime Requisite: Cha and Str
D6 Hit die
Fights as Fighter
Medium Armor
Delayed Arcane caster
Social abilities including mystic aura, diplomacy, bribery
Inspire courage (as bard)
This class seems strong. You lose one caster level compared to spellsword (at level cap) in exchange for social skills and a cheaper leveling scheme. Solid fighter with passable Hit Dice and Armor, elevated by a permanent +1 to hit with weapons of elven make. This is a strong bonus that will scale favorably at all stages of the game. My backup character for Elf Game is a Courtier.
Pink Mike’s Verdict: 8/10 - Include as Player Character
Elven Druid
Capped at 11th level
3,000 Experience to 2nd level
Prime Requisite: Int and Will
D4 Hit die
Fights as Mage
No Armor
Full arcane caster, 1/2 divine caster (as crusader)
Strict code of conduct
Plurality of extra class powers across level progression
Including: Contemplation, improved divination spell, free 3rd level spells per day, domain buffs, unique powers (vermin/monstrosities as henchmen, so on)
This may be the strongest class in this book (competes with elven wizard imo). Does everything the Wonderworker does without the attribute requirements at a favorable experience cost. The code of conduct is strict, but not hugely obstructive to play (with only few notable exceptions, such as hypogean druid being unable to raise dead or treat mortal wounds). Still gains access to supreme magical research at 11th level. The additional class powers this class receives are easily worth 3 to 4 class proficiencies which is massive for a class on the mage progression. Notable as the lone divine caster available to elves, which makes it’s presence almost mandatory as a player or henchman.
Pink Mike’s Verdict: 10/10 - Mandatory
Elven Nightblade
Capped at 11th level
2,875 Experience to 2nd level
Prime Requisite: Dex and Int
D6 Hit die
Fights as Thief
Light Armor
Delayed Arcane caster
Thief skills, notably including hide, move silently, shadowy senses
Backstabbing and acrobatics for free
Best understood as the elven version of the Assassin class. While it is unable to pick locks, it is able to see in the dark and sneak about, which the antiquarian is unable to do. Valuable as a dungeon scout thanks to shadowy senses, as it is the only elf class with access to that power. #RememberTheDarkblade
Pink Mike’s Verdict: 7/10 - Include as Player Character or henchman
Elven Purveyor
Capped at 13th level
1,625 Experience to 2nd level
Prime Requisite: Int and Cha
D6 Hit die
Fights as Thief
Medium Armor
Venturer class powers
An elven venturer, not much more to be said. Notable for being the cheapest (viable) PC class in this book, but also a reminder that you get what you pay for. Unimpressive in combat and adventure scenarios compared to its peers. Seems less relevant to an elf campaign thematically, but plying the markets can be a worthwhile activity at Conqueror and King tier.
Pink Mike’s Verdict: 5/10 - Include as henchman in mid-game
Elven Ranger
Capped at 13th level
2,125 Experience to 2nd level
Prime Requisite: Dex and Con
D6 Hit die
Fights as Fighter (limited weapon options)
light Armor
Plurality of proficiencies optimising ranged combat, tracking, ambushing
A cheap martial force multiplier for elf parties. Serves a similar role to the explorer in the wilderness with a greater emphasis and proficiency with ranged combat. With 18 dexterity and a magic bow you really can’t do much better for damage per round in all of ACKS I think. Could serve just as well as a henchman, but also a worthy choice for players. Mandatory for wilderness adventures.
Pink Mike’s Verdict: 9/10 - Mandatory, possible henchman
Elven Spellsinger
Capped at 12th level
2,700 Experience to 2nd level
Prime Requisite: Int and Cha
D4 Hit die
Fights as mage
No Armor
Spellsinging (generally equivalent to full arcane)
Some bells and whistles including social powers and sensing power
Subject to shaded magic
Spellsinging is new to Before All Others and lets you cast using a mana-esque “spell points” system as opposed to Vancian spell slots. The flexibility of being able to cast more low level spells versus a few high level spells is probably valuable but I have no anecdotal experience with the class. Notable otherwise for being cheaper than druid and Wizard, which is the eminent arcane caster of the elf roster. If you can get set up on a place of power in the midgame I’m sure this class has potential, and shaded magic is a good restriction for magic users from a roleplaying perspective.
Pink Mike’s Verdict: 7/10 - Include as player character for interesting roleplay opportunities apropos of shaded magic
Elven Spellsword
Capped at 10th level
4,000 Experience to 2nd level
Prime Requisite: Str and Int
D6 Hit die
Fights as Fighter
Heavy Armor
Full Arcane caster
“John Elf” (Fighter + Mage)
Perhaps the nastiest class in the game at fourteenth level, if you can get there. Huge experience cost in exchange for piloting the potent combination of a full fighter (minus D8 hit die) and a full mage. Ubiquitous as the “AD&D” elf multi-class. Notable for being one of the very few elf classes with access to all armor.
Pink Mike’s Verdict: 7/10 - Include as Player Character
Elven Warrior
Capped at 13th level
2,375 Experience to 2nd level
Prime Requisite: Str and Dex
D8 Hit die
Fights as Fighter (limited weapons)
Heavy Armor
Battle trance with powerful temporary bonuses including initiative
The true elven fighter, no spells, low experience cost. Has the +1 to attacks with elven made weapons that courtier has, which scales even further with the battle trance. Notable for being the only D8 hit die class in the book. Good candidate to be a ruler with its proportionally cheap experience cost. Fearsome melee combatant and perfectly suited to protect all those damn spell casters.
Pink Mike’s Verdict: 8/10 - Include as Player Character or henchman, since it has no spells to manage.
Elven Wizard
Capped at 12th level
2,750 Experience to 2nd level
Prime Requisite: Int and Cha
D4 Hit die
Fights as mage
No armor
Full Arcane caster
Order based subclasses with free proficiencies similar to human warlock
A potent arcane caster. Compares favorably to human mage, trading away 2 max levels (notably after final proficiency and class features are acquired) in exchange for a valuable array of class powers sprinkled across the level progression. Very well suited to stack relevant bonuses for magic research at higher levels, but vulnerable to all the low level weaknesses all full casters suffer.
Pink Mike’s Verdict: 9/10 - Include as Player Character, probably the optimal choice for the parties dedicated arcane caster
Class Composition Thoughts
Elf classes are comparatively (to humans) specialized and specific. The low-overhead specialist classes (antiquarian, arborist, nightblade to an extent, warrior, purveyor, ranger) are suitable henchmen. The high power full casters and expensive luxury classes (spellsword, wizard, druid, courtier) make obvious choices for PCs. Other classes have roleplaying implications that make them unsuitable as henchmen, especially spellsinger. Some important party functions are spread more thinly across the class offerings (lockpicking and sneaking being split up, for instance) which will incentivize more deliberate choices in henchmen and party selection.