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Lucky1Thr33's page

Pathfinder Society Member. 2 posts. No reviews. No lists. No wishlists.

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Well I hope this project is not a dead post, only been a month so I have hope. My group and I loved the WoT rpg and I would love to resurrect it through the PF rpg since I love the system. I am going to give my 2¢ in hopes of helping and I hope that the Project page thought will be done making it easier for a group effort.

-I believe for the Algai that the Barb/Monk combo is best giving the AC/Saves, limiting the types of weapons and feats they can choose(closer to the monk), like their own Bonus Feats group, while using the movement bonus from the Barb, Maybe something like the.... maybe like the City Barb archetype.

-The Wanderer should be based off the Bard but maybe replacing their spellcasting with more of a rogue talents like abilities.

-I would say that keeping the Channeler as a single class and working in Archetypes for the different types is a good option that way you basically only make 1 full class with a few tweaks to give you new options.

-I can definitely see the Warder as a semi-starting class because even in the books some Aes Sedai chose there warders for other reasons not just their experience, although most were chosen for their abilities and experience it was not impossible to see a un-blooded warder which is why they had warder training.

-I have no clue if anybody has worked on any of the PrC but I definitely want to see the Wolfbrother brought into play in this project. Perrin being my Favorite Character!

-I haven't read it yet but the GMG has something about Madness so maybe that can be used for the Male channelers with a bit of tweaking unless you are playing the campaign after the healing of the one power.

I know there is more I had opinions and ideas on but I just went blank.... it's 4am LoL I will try to check back often though. Consider me as a added dev if nobody minds my noobish homebrew abilities but I know the series and own the book as well. Hope this continues and that I am of help to the project.

Edit: I remembered part of it.

-Make Weavecraft the primary skill for channeling and then make a weavesight feat and maybe an improved version for those who can see better details. Maybe the DC is higher to see the weave so the feats give you bonuses towards seeing them. Or something like that anyways.

-Feats can be used to incorporate some of the Specialized abilities as well such as Crafting angreal and such or specialized Healing or even traveling or flight.


I know this has been left alone awhile but I felt I might chirp in. The general idea so far has been correct, you couldn't get both archetypes completely because the final features replace the same feature. But I am sure I have read before that it isn't against the rules to use parts of archetypes as long as they don't overlap onto the same abilities. Like the Ranger Archetype's Deep Walker (Ultimate Combat) and Beast Master (APG) they both have the Camouflage ability taken over, Deep Walker Camouflage and the Beast Master's Strong Bond. Well I got approval from the GM to omit 1 Characteristic, the Strong Bond and still play out the character design I wanted. Thus I believe it is perfectly "legal" as long as you don't expect to play out a character that has 2 abilities for the price of 1 even if they are the same.



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