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The Trolloc Wars Anthology


The Wheel weaves as the Wheel will, and sometimes, the Wheel weaves out those that arise to greatness

51 to 90 of 90 << first < prev | 1 | 2 | next > last >>

Note to self... Theif steals angreal :)

Lol. That's the problem with random tables; someone (and only one) always gets a game unbalancing item.

Meridian doesn't speak much, and when he does it is always a hoarse sound, it pains him to speak loudly and he can only shout with difficulty, a side effect of having his throat crushed by a trolloc.

He is respectful of all who serve the creator. He tries to be respectful of even his enemies, though this does not slow his blade by even the smallest amount.

He is very much in awe of the one power, and deep down in his heart where he will not even fully admit to himself, he wishes that Saidin was not tainted so that he could try to learn to wield it without becoming a threat to the whole world.

He would humbly accept any offer to become a warder, considering it a high honor to protect an Aes Sedai.

its not unbalancing, it just means i get to up the ECL :)

I added in my background story. I just have a bit to do with a few last skill points and a feat.

I'd like a trait that would allow me to use a sword. Though her BAB will be pittiful, it is more of a flavourful idea. Where she is from, everyone carries a weapon, including the women. The idea of an Aes Sedai that wears a sword is distinctive to me, and I love the image. She would only wear it if she could use it though, as she is a borderlander, and practicality always comes before convention.

A single martial weapon proficiency would do, or perhaps the heirloom weapon trait (which is probably how it will be described anyway - she wears her father's sword.)

Other than that, I probably just need to finish off gear.

Rizzen, you stated everyone gets one mw power wrought blade and one mw power wrought armour is that any armour and any weapon or a specific type?

Niketsu / Rizzen:
Niketsu, how /when might Warrick have met Niketsu and become her warder? I see him as having spent most of his time up on the borderlands (working on a short background now), so perhaps they met after her return to the north. Speaking of, how long has she been an Aes Sedai and / or been back 'home'? How well would you like them to know each other?

there is nothing that is preventing you from having a sword strapped to your hip, or slung over your back. The problem will come in when you attempt to weild the blade, since you are not proficient with it. I think having a trait that would take the place of a feat would make the trait to powerful and unbalance the game. What i will say is this though, I would allow a trait that would allow you some familiarity with the blade, so instead of a -4 to your attack with a nonproficient weapon, it would be a -3.

any weapon, any armor. The homeland guard prides itself on allowing its members to choose his or her own style of weapon, since they fight primarily in 5 person squads.

So I have a question on channeling. Something I've just noticed now really. Weaves have got a duration of either instantaneous or concentration. Concentration in the WoT RPG is a full-round action. The issue is that several weaves that are supposed to have specific combat applications can't be used. For instance, fiery sword and wand of fire are both weaves that give the caster some sort of weapon, but if I am to spend a full round concentrating I won't be able to attack with the weapon. Am I missing something here, or is this just some really poor design?

Niketsu is determined in the extreme in her mission to protect the borderlands, so anyone who has risked their life there would have her respect, and anyone who has not likely still needs to earn it. She has no patience for political games, and has a very no nonsense attitude about getting results, regardless of whose toes might get stepped on. However, like any borderlander, her complete trust is highly reserved, and would have taken a long time to earn. Anyone she trusted enough to make her warder would have to be trusted enough that he could guard her fortune, watch her back, marry her sister, herself, or her mother, or father her children. In other words, if he is her warder, he has proved himself to be completely trusted, without a moment's hesitation. If Warrick (or Meridian) could fit that bill, and be worthy of the trust, then he can be her warder. Warrick, as the borderlander, would probably be the more probable of the two.

Niketsu attained the shawl around 3 years ago, and has spent every available moment since in the borderlands. Even the members of the Blue Ajah are called on to complete Ajah business from time to time, but she has always completed such tasks expediently in order to be able to return to her mission.

There are a few possibilities for how they know each other, and why they trust each other so much. Here's two:

1. They knew each other before. Niketsu spent about 10 years in the tower before gaining the shawl (a fairly average amount of time), meaning she left about 13 years ago. If Niketsu knew him before she left, and had reason to trust him in childhood, that trust may have been reaffirmed when they met as adults and fought together against the shadow.
2. Early on after she came back, they were caught in a last stand together that went very poorly. They fought side by side and were the only two survivors. A person's true nature can been seen a bit more clearly in such circumstances, and they have trusted each other since.

This is a standard trait. It's been nerfed since the original version, but even this version will accomplish what I am looking for:

Heirloom Weapon
*Benefit: When you select this trait, choose one of the following benefits:

proficiency with that specific weapon
a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Note: You pay the standard gp cost for the weapon.

It would allow me to use the weapon when called for, makes sense for the character, and is in line with the rules.

Like I put in his profile, Warrick is serious, extremely loyal to a fault, and a bit hard-headed at times. He often has little patience for what he views as 'stupidity' or foolishness. He is driven to excel at everything he does. Somewhat reserved unless he knows someone well. He has a love for beauty, in all its forms and a love and respect for his homeland and its people. He tends to judge people by their actions and not by what they say.

I see him as about 30. He has spent the past 10 years or so serving as a scout and soldier, protecting the North. He worked as a sellsword / merchant guard for about five years before that.

If they do bond, I think I like option two - or even a combination of #1 & #2. With Warrick's background they may have met each other in childhood or 'known of' one another, but I don't know how well they might have known each other,or how close they might have been; they may have been more like acquaintances (though that's probably not strictly necessary). If that is so, then they could also have been 'reunited' under option two. Nikutso and her companions were ambushed and fighting for their lives. Drawn by the sounds of fighting, Warrick happened upon the scene, and rather than slinking away, joined the fray, risking almost certain death when he didn't have to. They fought side by side and were the only survivors...

Anyway, that's my thought for now. It's late and I need sleep. lol

Here is the profile for hgsolo's character. I'll have the backround up later.

solo, there are 2 answers to your question
1) Maintaining an established weave that has a duration "concentration" is a free action. You only have to worry about it when you take damage have to make a concentration check.
2) if you take the feat "tie off weave" you can tie off a weave that has the duration of concentration, and it will last as long as the rules allow. I play an initiate in another campaign, and i would make a club and tie it off before going into battle.

Am I correct in assuming that the power wrought armor and weapon provided are of the +1 variety?


Heirloom weapon trait

heirloom sword trait

You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

*Benefit: When you select this trait, choose one of the following benefits:

proficiency with that specific weapon

a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Note: You pay the standard gp cost for the weapon.

So in the end, you have an heirloom weapon, that is not power wrought, just well maintained, and you know how to use ONLY that specific weapon, not all weapons of the same sort.
an example: you choose the longsword as your families heirloom. That specific longsword you can use. But picking up a different one on the battlefield, it feels clumsy and unweildy (thus allowing for the -4 nonproficiency penalty)


solo, there are 2 answers to your question

1) Maintaining an established weave that has a duration "concentration" is a free action. You only have to worry about it when you take damage have to make a concentration check.
2) if you take the feat "tie off weave" you can tie off a weave that has the duration of concentration, and it will last as long as the rules allow. I play an initiate in another campaign, and i would make a club and tie it off before going into battle.

Ok, makes sense. In that case I've picked up the tie off weave feat in lieu of extra talent. I figure the good earth singing weaves aren't til higher level so I can pick that up later.

Traeth was born the second son to a very minor noble family in Aramaelle. His father was a country nobleman, who spent almost as much time doing manual labor as his subjects. As a youth Traeth was sent to the military, and trained as a forward scout. For several years he was considered something of a coward, due to his fear of riding horses. Who ever heard of a Borderlander who was afraid of horses? But eventually he earned the respect of his peers and commanders due to his success as a scout and uncanny ability to find bands of trollocs. When he was about 18, Tandem was out with a group performing a routine patrol some ways out from their outpost. Somehow, they got ambushed by trollocs, and all of his fellow scouts were hacked apart by the monstrosities. But Traeth survived. When he got back to the outpost his commanders asked him what happened. He told them about the ambush and that he wasn't entirely sure how he managed to escape at all, but that was a lie. In a moment of pure unadulterated horror at the sight of his comrades being savaged Traeth suddenly felt a terrifying surge of energy, accompanied by a gut-wrenching sensation, and he knew what he was. The One Power saved Traeth that night, but he knew what the cost would inevitably be.

After his return the other soldiers started talking, some even accusing him of cowardice right to his face. Who could blame them? He wouldn't discuss any details of the ambush, and everyone assumed he had simply fled. Soon enough the rumors caused enough people to question him, that Tandem was discharged and told to go back to his family's manor. Instead, he spent years wandering the wilderness alone, and it was not until recently that he returned to civilization. He re-enlisted into the guard under the name Tandem, his appearance changed enough due to his use of the Power and his time in the wilderness that he could claim to be a distant cousin from Manetheren. Now Tandem continues his work as an exceptional scout, augmenting his abilities with Saidin during only the most desperate of missions, though he avoids utilizing his true Talents at all costs.

Appearance and Personality:
Tandem is not particularly tall, coming in around 5' 7”, though he weighs a solid 17 stone. He has got somewhat long white hair (ever since discovering his Talent), and dark eyes. Tandem looks to be fairly young – mid- to late-twenties at best – though he has got a look in his eyes that suggests hardened experience. He generally doesn't wear armor, save his power-wrought shield, as it hinders his movement too much while trying to track his opponents.

For the most part Tandem has become very serious. More than anything else he wants to prove himself a brave and capable soldier. That said, if he were to get to know someone well enough he would enjoy being able to laugh again, and a part of him wants to recapture some of his lost youth. Of course, it is difficult to become close to someone when you constantly have to worry about madness and death.

I've decided to make Tandem a bit older than I had originally planned, I think it works better with the background I've set up.

Also, should I make a roll for angreal/ter'angreal?

*Edit @ Natalya Sedai

I was thinking it might be interesting at some point if Tandem became Natalya's warder. Though we'd have to see how things pan out in terms of his big secret.

Sovereign Court

Is out too late to apply?

I would play a rogue, i know, different name here, who would be a gleeman.

I'll iron out the story and crunch fast if you'll have me.

** spoiler omitted **

I think that the spirit of the rule is that the weapon needs to be paid for out of your starting wealth, and not that it absolutely has to be non-masterwork quality. The context was that the original version gave a level 1 character a MW weapon as an heirloom for free, in addition to having proficiency with it. Some felt that getting a MW weapon at level 1 was imbalancing, and that was why it was changed. I don't think allowing a higher level starting character to purchase a power wrought weapon with this trait violates the spirit of the law.

Niketsu. let me sleep on it. Ill answer tomorrow

Hama, would be nice to see a gleeman. be ready
to play come monday

Rizzenmagnus, you had asked for a list of PF magic objects we might wish to have as Ter'Angreal, and so here are a few possibilities. These are just ideas, and I wouldn't want, or be able to afford, all of them, but they all seem like they have good potential. Let me know which of these seem to you like they might work.

Diadem of Insight: this Ter'Angreal appears to be a simple band wrought of silver and steel. When worn upon the brow it enhances the wearer's natural insights, giving strength to their intuitions, perceptions, and self-awareness.

Headband of Inspired Wisdom +2:

Headband of Inspired Wisdom
Aura moderate transmutation; CL 8th

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.

This simple bronze headband is decorated with an intricate pattern of small green gemstones. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

Construction Requirements
Craft Wondrous Item, owl's wisdom; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Ring of Wholeness
This ring appears to be a finely wrought ring of gold featuring a sunburst at the centre, surrounded with fruits around the edges, and stars and the moon depicted upon the inner surface. When worn by someone who can channel, it appears to allow them to take their energy directly from the one power, and use it to sustain them.

Ring of Sustenance:

Ring of Sustenance
Aura faint conjuration; CL 5th

Slot ring; Price 2,500 gp; Weight —

This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Construction Requirements
Forge Ring, create food and water; Cost 1,250 gp

Ethercloth cloak
This cloth is made by a Ter'Angreal loom, not unlike the one that makes the Warder's cloaks. When worn, it seems to help the wearer avoid all manner of injury. They are harder to focus weaves upon, better able to resist duress, and the cloak even seems to slightly displace the body of the wearer, allowing them to avoid harm that might otherwise come to them.

Cloak of Resistance +2:

Cloak of Resistance
Aura faint abjuration; CL 5th

Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.

These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Construction Requirements
Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)

Portal Bag
This bag is inscribed with numerous odd symbols, many like those found on the mysterious Portal Stones found across the world. While how it works is unknown, the inside of the bag appears to be far, far larger than the outside, and it allows the transport of heavy loads without increasing the weight of the bag itself. How it functions is not particularly well understood, but some think it might actually send objects to another world for storage, or perhaps just barrow physical space from one of them.

Bag of Holding II:
Bag of Holding
Aura moderate conjuration; CL 9th

Slot —; Price see below; Weight see below

This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions.

Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.

Bag Type
Bag Weight Contents Limit Contents Volume Limit Market Price
I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp
II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp
III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp
IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.

If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

Editor's Note: Bag of Holding refers to the space inside as "non-dimensional" whereas the rules on extradimensional spaces explicitly refer to bags of holding as examples of extradimensional spaces.

Construction Requirements
Craft Wondrous Item, secret chest; Cost 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)

Bag of Holding, Minor

Source Classic Treasures Revisited

Aura moderate conjuration; CL 9th

Slot —; Price 1,000 gp; Weight 3 lbs.
This more economical version of the bag of holding functions in the same manner, but its internal measurements are smaller than those of a regular bag of holding. It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.

Construction Requirements
Craft Wondrous Item, secret chest; Cost 500 gp

Chime of Opening Presented without change, as it doesn't really need any new flavour.

Chime of Opening:
Chime of Opening
Aura moderate transmutation; CL 11th

Slot —; Price 3,000 gp; Weight 1 lb.

A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. a chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level.

The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can make a caster level check Against the lock or binding, using the chime's caster level of 11th. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. a silence spell negates the power of the device. a brand-new chime can be used a total of 10 times before it cracks and becomes useless.

Construction Requirements
Craft Wondrous Item, knock; Cost 1,500 gp

Rizzen, if we wanted to set aside some of our starting money to indicate an angreal that had come into our possession, at how much would one be valued, if possible?

Aside from power wrought weapons and armor, all starting angreal and ter'angreal must be rolled for. These items are still rare amd cannot be purchased.

And ill allow the heirloom weapon trait.

Ok. Well let's play Wheel of Angreal! 1d100 ⇒ 76

Also, there's no problem with my power-wrought armor being a shield if my guy doesn't wear armor right?

Roger. I think rare ter'arngreal is more in line with the flavor of the setting anyway, but you had said to make proposals, so I did.

Tandem Arandell wrote:

Ok. Well let's play Wheel of Angreal! 1d100

Also, there's no problem with my power-wrought armor being a shield if my guy doesn't wear armor right?

So can that be any minor ter'angreal from the book in addition to the ones you listed?

seeing as there isn't much that I need to buy, can I spent 4000 to upgrade the armour provided into a +2?

Sovereign Court

Let's see about the wheel of angreal 1d100 ⇒ 25

Anyway, a question, can my character take Acrobatics for performing backflips and juggling, or should i take a perform skill for that?

Natalya Sedai wrote:
seeing as there isn't much that I need to buy, can I spent 4000 to upgrade the armour provided into a +2?

Without magic items, there really is very little to spend money on.

Natalya, I will add the warder status to Meridian's character sheet.

@ Rizzen - Does everyone get a roll on the wheel of ter'angreal, or just the Aes Sedai? Also, will Warders be able to sense darkspawn?

Tandem, what do you have in mind?

Meridan. Any one can roll only the sedai can qualify for angreal. If you roll high enough I can adjust the chart toallow for a more rare ter'angreal.

And ill allow the upgrade of armor.purchase

Oh, I thought that was for the Channelers. Well here's Warrick's roll then! 1d100 ⇒ 69

Also, regarding the +1 armor that we get as our 'standard issue'.... for those that aren't choosing to wear armor, would you allow say the 'amulet of natural armor +1' type instead of physical armor? Or should we just keep the +1 armor for if / when the need to use it arises?

Wheel of Loots: 1d100 ⇒ 40.

Its not +1 atmor, just plain masterwork armor. But you can sell it at face value. As for the amulet of nat armor, no. that is a ter angreal. Since you made your roll, I will say you have a ter'angreal tjat is nat armor +1

Ahh ok. I was confused or misread something somewhere. That works for me.


Tandem, what do you have in mind?

Meridan. Any one can roll only the sedai can qualify for angreal. If you roll high enough I can adjust the chart toallow for a more rare ter'angreal.

And ill allow the upgrade of armor.purchase

I didn't actually have anything in mind, I was more asking so that I could browse and skip anything that was not viable. I think I could make use of either an anchor or the sheath of keen blade.

Also, I was thinking that we got a +1 power-wrought as well for some reason. So, do we automatically get the "starting package" masterwork weapon and armor, as well as starting wealth to purchase items? Just trying to get a handle on what materials we can purchase.

Also, I was wondering if we can use composite longbows? And are we rolling for HP?

Sovereign Court

One more question? Since the Wanderer is pretty much a rogue, do i get a HD bump from d6 to d8 or not?

hama: yes.

tandem: starting package is provided, no cost.

comp long bows are allowed.

max HPs

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