A strike on Shayol Ghul (Inactive)

Game Master DEWN MOU'TAIN



"They attacked in the dark, destroying everything in their path. Thousands of them flowed out from the dark, appearing out of thin air, howling for blood. There was no hope for survival, only enough to see this messenger through. The last days are coming, Lord Dragon, Please help".

Glancing up, his eyes harder than stone, he speaks in a dead voice. we must strike back. to show the Dark One we are not scared. To inflict fear, not only onto the Trollocs, but also onto their masters, the Fades and the Forsaken. The strike must be vicious and brutal, scare the unscareable. One team sent in, to ram my banner down His throat. he finishes with slamming his fist into the table.
Send them in, and bade them farewell, for I doubt that they shall return

Looking for 4-6 players for a quick adventure. its a pretty straight forward adventure, some RP, lots of combat.

Wheel of Time rpg setting
level 18 (yes, 18)
Materials that can be used: Wheel of time rpg, the netbook Under the dragons banner, the web enhancements.
dice rolling: 2 sets of 4d6, pick the best roll.

allowed: 2 sa'angreal at level 4, or one at level 8* (for channelers)
ter'angreal armor and weapons with a total enhancement bonus of +8 (for fighters and and others)
Ter'angreal items to enhance skills up to a +10.

theres some more stuff, but i need to go back to work...
questions? just post and ill answer...


i am open to the use of 3.5 feats.


Interested. Perferrably either Aiel or Male channeler. Are you allowing Male channelers to start as Initiates?

Liberty's Edge

LOLS!

I think this character that I played in a sit down game is WAAAY too detailed to port here.. lol! Though this mission from the LORD DRAGON would be right up his ally!

Wheel of Time – {D20 D&D World}

“VALHERU” Terran Lancasterly - Midlander, Altara / Male { “Child of Light” – Ex ‘Whitecloak’ }
( Armsman 4th / Wilder 4th / Initiate 2nd / Commander 1st / Asha’ man 1st / Blademaster 1st )

Stats: STR 14 {+2}, DEX 15 [16 {+3} – 8th], CON 12 {+1}, INT 14 {+2}, WIS 15 [16 {+3} – 4th], CHR 15 [16 {+3} – 12th]
Character Level: 13th; Challenge Rating: 13; EXP: 78,001; Rep: 6
Base {+9 items} [+10 deeds] “+25”; MADNESS: 15 [35]

Encumberance: Light- 58lbs / Medium- 116lbs / Heavy- 175lbs / Lift- 350lbs / Drag- 875lbs; Load: 66lbs / “W” 93.5lbs
Natural Healing Rate: 1hp/ Lvl per 8hr ‘Night’s Rest’, Complete Bed Rest ‘Day & Night’ Doubles Heal Rate

Appearance: HT: 6’1”; WT: 210lbs; Eyes: Frosty Blue; Hair: Redish-Blonde; Skin: Tanned; Age: 19;
Tatoo on Right Palm – ‘Golden’ Dragon’s Fang
hp: 89; Init: +3 [+7]; Spd: 30’ft {“W” 20’ft}/ FL 90’ft {“W” 60’ft}; BaB: +9/+4; DB: +6 {+4 Arms}; Base Saves: +11/ +11/ +10;
(Melee) +11/+6; (Ranged) +12/+7; F/R/W: +13‘+14’/ +15’+16’/ +15‘+16’; (HD): {10}, ‘4’, ‘5’, ‘4’; {6}, ‘5’, ‘4’, ‘6’; {4}, ‘4’; {8}; {6}; {10}
AC/Defense: FF: 21{23wc, 25sh, 27sh+wc}; T: 19{21wc}[20 {22wc}^1]; NOR: 24[25^1], {26wc[27^1], 28sh[29^1], 30sh+wc[31^1]}
- (+6 DB, +3 DEX, +5 Breastplate, +4 Large Cuendillar Shield, +2 Warder Cloak; Dodge +1, Expertise-Full +5)
Attack Bonus:
Fist +11/+6 [exp-f: +4h];
Ranged Touch +12/+7 (No Armor);
<FIRE of the EARTH> Warder’s Sword-Ter= +12/+7 [exp-f: +7/+2];
Smith’s Hammer-Mw = +12/+7 [exp-f: +7/+2];
Mighty +2 Shortbow-Mw = +13/+8 [Mw: +14/+9];
Dagger-Mw = +12/+7 [exp-f: +7/+2];
‘h’ Heavy Lance = +11/+6 [exp-f: +6/+1] (um: +12/+7, ch: +13/+8, um & ch: +14/+9 [exp-f: +9/+4])
<SHOCKLANCE> -Mw = +13/+8 ‘Range Touch – No Armor’

Damage: Fist = 1d3+2sub {-4h real};
<FIRE of the EARTH> Warder’s Sword-Ter = 1d10+6+2d12 ‘Fire’ {19}, S, Md;
Dagger-Mw = 1d4 {19}, P, T, RaI: 10’ft;
Smith’s Hammer-Mw = 1d8+2 {x3}, B, Md;
Mighty +2 Shortbow-Mw = 1d6+2 {x3}, P, Md, RaI: 60’ft;
‘h’ Heavy Lance = 1d8+2 {x3}, P, Md, Reach 10’ft
<SHOCKLANCE> = 4d10 (16/x4), En, Md, RaI: 150’ft [8ch/day – recharge 1ch/4hrs]
* Non-Lethal Strike w/Lethal Weapon = -4h, Rec 1hp/ Lvl per hour {Staggered when Non-Lthl Dam exceeds current hp}

Backgrounds: Skill Ranks – Ride +4; Boarspear, Longsword, Leather Armor, Small Steel Shield, Tent

Special Abilities: The VOID = Composure – Take 10! +1hit {5rds}, +2 ‘Bluff/Diplomacy/Intimidate {10min}, Instant-Sleep – Fu rd act,
Ignore Temp +5 Concen vs distractions (DC25);

Rhuidean Tatoo: Golden Dragon’s Fang = ‘MoM’, 24’4”ft – HT, +8 Intim. - Daze [+2hit, Drop items, No MV/cast – Will DC23] – 3/day

Class Features (ARMSMAN): BaB +4; DB +3; F/R/W +4/+2/+1; Armor Prof.-L/M/H/Sh; Weap. Prof.-Sim/Mar; Rep +1; Bonus Feats;
Armor Compatibility-3rd = DB stacks w/Armor; Weap. Specialization-4th

Class Features (WILDER / INITIATE): BaB +1/+1, DB +4/+2; F/R/W {+2 +3}/ {+4 +2}/ {+4 +3}; Armor Prof.-L; Weap. Prof.-Sim; Rep +1/+1;
Bonus Feats = 1/2/ 4/ 6/ 8/etc…; Sense Saidin Use = 15’ft Radius; Overchanneling = +5’competance’ to Concentration & Fort SV;
The One Power = Affinities: AIR, FIRE, SPIRIT,
Talents: Elementalism, Traveling; Cross-Talent Weave = Any 0Lvl to 2nd Weaves;
Block = Excited{Composure – fu rd act, DC 15 (Opp. – DC 20, Sim. – DC 5) – 1hr}; Weavesight = +4’competense’
Males may take Eliminate Block feat at 1st;
Slow Aging – 3rd = Lvl/2 in years lived to age 1 yr

(Saidin) Weaves = Know : 63 Cast (DC 13+Lvl) = 0: 4 / 1: 3+3+1m / 2: 3+3+1m / 3: 2+2+1m / 4: 1+1m; Power Lvl = 15/ Ch Lvl = 7th

Prestige Class Features (COMMANDER): DB +1; F/R/W +1/+1/+1; Armor Prof.-L/M/H/Sh; Weap. Prof.-Sim/Mar; Rep +1;
Strategy = Diplomacy (DC10+ # Allies), fu rd action ‘Voice Range’ - Add CHR Mod [+2]’competence’ All Skill ck for 1min

Prestige Class Features (ASHA’ MAN): F/R/W +1/+0/+1; Weap. Prof.-Sim/Mar; Rep +1;
Support = Equipment & Weapons from Black Tower; Iron Will = +2 Will SV; Asha’ man Presence = +4 ‘comp’ Intimidate

Prestige Class Features (BLADEMASTER): BaB +1; F/R/W +0/+2/+0; Weap. Prof.-Sim/Mar; Rep +1; Parting the Silk = Max Dam – 13/day
Support = Equipment & Weapons from Black Tower; Iron Will = +2 Will SV; Asha’ man Presence = +4 ‘comp’ Intimidate

Feats: Strong Soul-BG (F & W Sv +1, Energy Drain & Death +1 Sv); Combat Expertice-G1 (+/-5 BaB to Def); Dodge-A1 (+1Def vs 1 Opp.);
Mobility-G2 (+4AC ’Dodge’ vs AoO); Spring Attack-G3 ( ½ MV, Attack, ½ MV; No AoO ); Exotic WP – Warder’s Sword-Lrn8;
Tie off Weave-W2 (Att. or MV act, Con Dur- lasts Chnlr Lvl ‘days‘ -4x Weave Lvl hrs); Whirlwind Attack-A4 (1 att. all Threat – BAB);
Eliminate Block-Lrn7; Multi-Weave-I1(Cast 2nd Weave hold One – Concentration DC 15); Mental Stability-G9 (-20 Madness);
Extra Affinity-I2 [AIR]; Exotic WP-Shocklance-Lrn9; Sense Residue-G12

Skills: (24 SP +4 BG +72vl, 6SP/level, 8SP/level) Appraise ‘I’ [+2], Balance ‘d’ +4[+7]*, Bluff ‘ch’ [+3 {+5cp}], Climb ‘s’ +1[+3]*,
Concentration ‘cn’ +2/+11[+14 ‘+16 - Trvl], Composure ‘w’ +2/+5[+10], Craft (Armorsmithing) ‘I’ +1[+3 ‘+5’],
Craft (Artistic Drawing) ‘I’ +1[+3], Craft (Blacksmithing) ‘I’ +1[+3 ‘+5’], Craft (Bowmaking) ‘I’ +1[+3 ‘+5’],
Craft ({Sa’}angreal) ‘I’ +4[+6], Craft (Ter’ angreal) ‘I’ +3[+5], Craft (Weaponsmith) ‘I’ +1[+3 ‘+5’], Diplomacy ‘ch’ +6[+10 {+11cp}],
Disguise ‘ch’ [+3], Escape Artist ‘d’ [+3]*, Forgery ‘I’ [+2], Gather Information ‘ch’ +2[+5], Handle Animal ‘ch’ +2[+5],
Heal ‘w’ [+3 ‘+7’], Hide ‘d’ [+2]*, Intimidate ‘ch’ +5[+12 {+14cp}, +8a ’rt’], Invert ‘I’ +1[+3], Jump ‘s’ +1[+3]*,
Know (Age of Legends) ‘I’ +1[+3], Know (Arcanna) ‘I’ +1[+3], Know (History) ‘I’ +1[+3], Know (Nobility&Royalty) ‘I’ +1[+3],
Know (Tactics) ‘I’ +1/+1[+4], Know (Weaponry) ‘I’ +1[+3], Listen ‘w’ +1[+4], Move Silently ‘d’ [+2]*,
Perform ‘ch’ (Wind Instrument) ‘ch’ +1[+4], Profession (Smith) ‘w’ +1[+4], Ride ‘d’ +7[+10], Search ‘I’ [+2], Sense Motive ‘w’ +2[+5],
Spot ‘w’ +2[+5], Swim ‘s’ [+2]*, Tumbling ‘d’ +2[+5], Use Rope ‘d’ [+3], Weavesight ‘I’ +1/+7[+10 ‘+14’], Wilderness Lore ‘w’ [+3]

Languages: Common (Midlander), Common (Arad Doman), Common (Ebou Dar), Noble (Old Tongue) {2pts}

Wealth: (Starting 180 Mk) 74 Gc, 530 Mk, 9 sp, 8 cp

Armor & Weapons: 40lbs, ‘h’ +93lbs, “W” 45lbs
Children of Light - Mail Shirt w/Gold Tint = DB+4, MDB +4, Ck -2, Spd 30’ft (25lbs);

Dagger-Mw = +1h/+1Rep {Caldor Crafted} (1lb);

Mighty +2 Shortbow-Mw = +1h/+1Rep {Terran Crafted} (2lbs);

(20) Arrows-Mw = +1h/+1Rep {Terran Crafted} (3lbs)

Smith’s Hammer-Mw w/gift wrap = +1Rep {Di’Jyll’s Gift} (8lbs); “W”

Tairen - Dragonhelm-Mw = +1Rep {Terran Crafted};

“W” Child of Light - Dragon Breastplate-Mw = DB+5, MDB +3, Ck -2, Spd 20’ft/+1Rep {Terran Crafted} (30lbs);

‘h’ Heavy Lance (10lbs)

Gear: Tabard (‘Dyed’ Sky Blue) w/Golden Sun Emblem; Noble’s Outfit; Asha’man Black Coat {Dragon & Sword Collar Pins};
Peace Sash – Andor Red; Necklace of TRACE Icons – [Balloch, Zah’ She, Di’ Jyll, Sister-Milia, Mother-Gimelwyn, Elyane];
Journal Book; Wooden Flute; Sea-Serpent Scale Gauntlets; Sea-Serpent Scale Boots; Cadsunae’s Handkerchief – Trace;
Healer’s Kit-Mw = +4’cir’, 10uses / 2x Healer’s Balm – 1d4{sub} or Stabilize – 1/day, 4x Anti-toxin - +5’cir’ Fort – 1hr (1lb);
Hair Ribbons ‘Red’ {Toh}; Armlet of Silk-wrapped Wedding Wreath ‘flowers’

Equipment: 83lbs
3x Candles; 3x Chalk Pieces; 3x Fishhooks; Flint & Steel; Ink Pen; Signal Whistle;

‘h’ Cold Weather Outfit = +5’cir’ Fort SV vs Cold {Wool Coat, Linen Shirt, Wool Cap, Heavy Cloak, Thick Pants, Boots; 7lbs}
(3) Traveller’s Outfit {Boots, Wool Breaches, Belt, Shirt w/Jacket, Cloak w/Hood; 10lbs}; Soap (1lb), Whetstone (1lb)
Military Saddle/ Saddlebags/ Bit & Bridle = +2’cir’ In saddle, 75% Stay on KO (39lbs);
Artisan’s Tools {Bowmaking, Drawing, Weaponsmithing}-MW = +2’cir’ (15lbs)

Possessions:
Leather Armor-BG = DB+2, MDB+6, Ck-0, Spd 30’ft (15lbs); Flask of Sky Blue Dye; Boarspear-BG (15lbs);
Small Steel Shield-BG – Enameled White w/Golden CoL Sun Emblem = DB+1, Ck -1 (6lbs); ‘h’ Longsword-BG (4lbs);
Home – Stone of Tear; HQ Palladin’s of Light – Stone of Tear {Garrison, Training}; Letter of Intro {Ser. Barringer of CAMELYN};
Ingot of Iron (7lbs); Obsidian Shards (5lbs); Sulfur (5lbs); High-Grade Iron & Magnesium (20lbs); Jug of ‘Poisoned’ Sea Folk Rum;
Gold Ring [Zah’ She & Caldor Crafted, Trace / Given to Mother]; Gold Ring [Caldor Crafted, Trace / Given to Sister]

Silver Medallion {Avendesora Tree Emblem w/Twin crossed Aiel spears at base; Engraved: Water & Shade, Strength & Victory,
Forever to the people of the Dragon}-MW [Trace / Given to Di’Jyll]

Backpack (2lbs)
Bedroll (5lbs), Winter Blanket (3lbs), Iron Pot (10lbs), Common Lamp (1lb), 2x Belt Pouches (2lbs),
Rope Hemp – 100’ft (20lbs), 2x Sack (1lb), Tent-BG (20lbs), 3x Torches (3lbs), Waterskin (4lbs), Grappling Hook (4lbs)

WEAVES KNOWN: Balefire {Bf: a, e, f, s, w / 9 }; Control Weather* {Cd: a, f, w / 7}, Harness the Wind {Cd: a, w / 0-7},
Lightning {Cd: a, f / 4-8}, Raise Fog {Cd: a, w / 2-8}, Ring Blast* {Cd: a / 2-8},
Warmth {Cd: a, f / 0-2}; 1st Brother or Sister {Co: s / 1}, Bond Warder {Co: s / 4},
Compulsion {Co: a, e, f, s, w / 3-5}, Detect Channeling* {Co: a, s / 0-2},
False Trail {Co: a, e, s / 0-8}, Sense Shadowspawn {Co: s / 0},
Trace {Co: s / 0-3};
Earth Delving {Es: e / 1-4}, Grenade {Es: e, f / 0-4}, Polish {Es: e / 1-3},
Make Cuendillar* {Es: e, s / 5}, Riven Earth {Es: e, f / 4-6}; Arms of Air {El: a / 0-11},
Arrows of Fire {El: e, f / 3-7}, Blade of Fire {El: a, f / 0-4}, Create Fire {El: f / 0-5},

Current {El: s, w / 0-7}, Cutting Lines of Fire {El: a, f / 6-8}, Dry {El: w / 2},
False Wall {El: a, e / 1-6}, Firey Sword {El: a, f, s / 1-3},
Fireball {El: a, f / 1-5},
Fly {El: a, s / 4}, Harden Air {El: a / 0-4}, Immolate {El: f, s / 3-6},
Light {El: a, f / 0-2}, Move Water {El: w / 4}, Tool of Air {El: a / 0-3},
Whirlpool {El: s, w / 3-7}; Advanced Healing* {H: a, e, f, s, w / 4-12},
Cleanse {H: s, w / 3}, Delve {H: s / 0-2}, Heal {H: a, s, w / 0-8}, Heal the Mind {H: a, s, w / 1-4},
Restore {H: e, s, w / 2-6}, Sever {H: s / 5}; Disguise {IL: a, f, s / 1-3},
Distant Eye {IL: a, s / 2}, Eavesdrop {IL: a, s / 0}, Folded Light {IL: a, f / 0-3},
Mirror of Mists {IL: a, f, s / 0-1}, Voice of Power {IL: a, f / 0};
Bridge Between Worlds {T: e, s / 7-11}, Create Gateway {T: s / 3-7},
Skimming {T: a, e, s / 4-8}, Use Portal Stone {T: s / 3-6};
Barrier to Sight {Wa: a, f, s / 0-9}, Circle of Silence {Wa: a, f, w / 0-9},
Dream Shielding {Wa: s / 0-10}, Fire Trap {Wa: a, f, s / 2-4},
Keeping* {Wa: a, e, s / 0-9},
Master Ward {Wa: a, e, f, s, w / 4-12}, Shield {Wa: s / 2-6}, Strike of Death {Wa: a, f, s / 7-11},
Ward Against Channelers {Wa: f, s / 0-9}, Ward Against People {Wa: a, f, s / 1-10},
WARD SHIELD {Wa: a, s / 2}, Ward Against the One Power {Wa: a, e, f, s, w / 3-12},
Ward Against Shadowspawn {Wa: a, f, s / 0-9}, Ward Bore {Wa: a, e, f, s, w / 4}

Decorations/Honors: Altaran Child of Light - Officer; Ward of Lord Captain Geofram Bornhald; Andorian Guardsman;
Knight Commander – “The PALLADINS of LIGHT” (Mercenary Charter 30 Gc); Commander - Dragonsworne

Homeland/Fealty: Altara & Andor Boarderlands / The Dragon Reborne – Rand al’Thor

Started Adventuring: At 18 Summers, born on Sunday. Now Tarran Wanders the lands helping where he finds those in need, fighting
injustice and evil. He tries to inspire hope and courage to the weak and innocent in his one armsman quest to find truth, purity, and
salvation in deeds Heroic, True and Selfless. Father - Brandil Lancasterly, Mother - Gimelwyn {Lancasterly} Sedai – Yellow Ajah,
Sister – Milia Lancasterly {younger}

Terran’s Wondrous Items: 26lbs, “W” 48.5lbs
<Fire of the Earth> Heron Cuendillar Warder’s Sword +1 - Ter’ angreal = +2 dam, Fiery Sword {4th} – 0Lvl ‘Act’ {Terran Crafted} = +1Rep (15lbs)

Cuendillar Shocklance = Range Touch – No Armor, 4d10 (16/x4), En, Md, RaI: 150’ft [8ch/day – recharge 1ch/4hrs] (7.5lbs)

Ebon Scepter – Ter’ angreal = Weave Sac. {1st}, Affin. {Fire}, Sz-S, Create Illusions – 30’ft rad [Will DC20],
Concen. DC18 – Uncon. 1d6+3hrs{fantasies} (2lbs)

{shld} “W” Large Cuendillar ‘Steel’ - Child of Light - Dragonshield = +1Rep, DB+2{+4}, Ck -2 (22.5lbs)

{he} Cuendillar Hair Clamp engraved - United Flame of Aes Sedai & Dragon’s Fang- Ter’ angreal
= Feat [Mental Stability -20 Madness] {Terran Crafted}

{shou} Warder Cloak/Children of Light (White) = +2DB, -10 spot (1lb)

{wa} Silver Mesh Belt w/Golden Eagle Buckle- Ter’ angreal = Feat [Improved Initiative +4 Intv] {Terran Crafted} (1lb)

{ar} Steel Armlets engraved w/Hosts of Heroes following the Light- Ter’ angreal
= Feat [Heroic Surge – Extra Move or Attack action 1per 4Lvl per day, 2/day] {Terran Crafted} (1lb)

{f1 & 2} Ring Set – Two Piece “Knight w/Lance” & “Charging Warsteed” - Ter’ angreal = 2 Feats
[Mounted Combat – Ride ck for Mount AC; Ride-By Attack – Mv, attack, Mv ‘No AoO’] {Terran Crafted}

Miscellaneous –
Father’s Cuendillar Signet Ring – Angreal [Trace from Mother] = Power 3, Attunement - Male

Bracer of Elemental Warding - Ter’ angreal = Warmth {3rd} – Constant, Elemental Attack -2 Power Lvls

Jenasa’s Golden Key – Sa’ angreal = Power 6 ‘Use Portal Stone’, Power 4 ‘All Traveling Weaves’, +2 Concen. w/Travel ( 0.5lbs)

Malkieri Braided Metal Sheath - Ter’ angreal, Mw = Feat [Quickdraw – Free action Draw Weap.], +1Rep {Terran Crafted}

{No Slot} Ring of Ambidexterity - Ter’ angreal = Feat [Ambidexterity – Free action Draw Weap.] {Zha’ she Crafted}

Organization: The PALLADINS of LIGHT
A faction of The Children of Light started by Tarren Lancasterly in Tear. The PALLADINS, as they are known in Tear, are Chartered as a Mercenary Company and in Tarren’s opinion organized in response to the injustice and unacceptable practices employed by the Children of Light that being - fear, tyranny and cruelty in their paranoid view in seeing evil where none exists. The PALLADINS were originally composed of homeless children but as the organization grows who knows how large it may grow as the blue-tabarded, white-cloaked young heroes spread across the lands opposing injustice, protecting the innocent , fighting shadow-spawn and spreading their beliefs of justice, equality, tolerance and faith in the face of deep-rooted old systems of oppression that many kingdoms represent.

All must take The Oath: “I swear, by the Light of the Creator and by my Hope of Rebirth - To stand for Justice & Tollerance,
To Protect the Innocent, To oppose the Wicked, To fight the Shadow of the Evil One, To inspire Hope and Equality,
and To Stand with my brother and sister PALLADINS in the face of hardship and Death.”

Total Members : Tairen: 29m / 9f
New Members proceed through the ranks –
Devoted (Take ‘The Oath’) – Blue Tabard, Padded Armor, Knife
Disciple (The Martial; WP-Simple & Martial, AP-LIght) – Child Sunburst Medallion
Defender (The Ethics; AL-LG ‘effective’) – White Cloak, Armor, Weapon
PALLADIN (The Quest; Class – Warrior or Armsman 1st ) – Shield, War Horse, Golden Sunburst ‘Child of Light’ on Tabard

Organization: ASHA’MAN {Old Tongue – “Guardians”} – The Black Tower Created by Rand al’Thor in an effort to prepare for Tarmon Gai’don, the Order of the Asha’man represent something feared since the breaking of the world – an organized brotherhood of men who can channel.

New Members proceed through the ranks –
Soldier (Wilder/Initiate 1st) – Black Long Coat, Padded Armor
Dedicated (Armsman 1st / Initiate or Wilder 2nd) – Silver Sword Collar Pin, Longsword
ASHA’MAN (Armsman 1st / Initiate or Wilder 5th ) – Gold & Red Dragon Collar Pin, Chain Shirt

{67 total Lvls} – Dedicated: 11x, ASHA’MAN: 4x; Arm 1st / Wild 5th / Init 3rd / ASHA’MAN 1st (x1)

Terran Followers:
2x Armsmen – 4th [Paladin of Light] = {Cptn.} Beon Tavris – Tarien {male} / {Cptn.} Filicia Lassara – Tarien {female}; Weap Focus {Longsword},
Mounted Combat, Ride By Attack, Weap. Spec {Longsword}
hp: 34, +4BaB, +3DB, F/R/W +6/+3/+2; S16, D13, Cn14, In10, W12, Ch8; Breastplate [+5AC/ +ac, 19{sh 21}], Large Shield [+2AC],
Longsword-Mw [+9h, 1d8+5], Lance [+8h’+10ch’, 1d8+3’ch x2’], Blue Tabard w/Golden Sunburst, Child Sunburst Madallion, White Cloak;
Light Warhorse
Armsmen - 1st / Wilder 5th/ Init 3rd/ Asha’man 1st = Shivan Heret - Tarien {male}; Earth Singing, Elementalism, Traveling; Air, Earth, Fire, Spirit;
Eliminate Block, Multi-Weave, Sense Residue, Tie Off Weave, Mental Stability – S13, D14, Cn12, In10, W15, Ch10
Hp: 44 / Mad 7[27], +4BaB, +6DB, F/R/W +10/+9/+12; Weaves [0: 4, 1: 4+1+1m, 2: 3+1+1m, 3: 3+1m, 4: 2+1m, 5: 1+1m], Balefire,
Sense Shadowspawn, Trace, Earth Delving, Grenade, Polish, Arms of Air, Blade of Fire, Create Fire, False Wall, Shield[2],
Fiery Sword[1], Fireball[1], Harden Air, Light, Tool of Air, Heal, Heal the Mind[1], Folded Light, Barrier to Sight, Immolate[3]
Ward Against Shadowspawn; Riven Earth[3], Create Gateway[3], Skimming[3], Circle of Silence, Fire Trap[2], Seal[1], Fly[4]
- Weap. Focus-A1 {Longsword}; Chain Shirt [+4AC, 22], Longsword-Mw [+8h, 1d8+1], Black Longcoat w/Sword & Dragon Pin
Brass Bracelet – Angreal = Power 1, Attunement – Male

Armsmen - 1st / Wilder 5th/ Init 3rd/ Asha’man 1st = Dwarin Kelson - Andorman {male}; Elementalism, Healing, Warding; Air, Fire, Spirit, Water;
Eliminate Block, Multi-Weave, Sense Residue, Tie Off Weave, Mental Stability – S13, D14, Cn12, In10, W15, Ch10
Hp: 44 / Mad 7[27], +4BaB, +6DB, F/R/W +10/+9/+12; Weaves [0: 4, 1: 4+1+1m, 2: 3+1+1m, 3: 3+1m, 4: 2+1m, 5: 1+1m]
Sense Shadowspawn, Trace, Grenade, Arms of Air, Blade of Fire, Create Fire, False Wall[1], Fiery Sword[1], Fireball[1], Fly[4],
Harden Air, Light, Tool of Air, Delve, Heal, Heal the Mind, Rend, Renew, Folded Light, Move Water[2], Whirlpool[2], Ring Blast[2],
Restore[2], Ward Against Shadowspawn; Advanced Healing[4], Cleanse[2], Shield[2], Circle of Silence, Fire Trap[2], Seal[1]
- Weap. Focus {Longsword}; Chain Shirt [+4AC, 22], Longsword-Mw [+8h, 1d8+1], Black Longcoat w/Sword & Dragon Pin

4x Wilder 1st [Soldier – Asha’man] = Geret, Khahal, Viseron, Ian – ‘Variable’ {male}; Elementalism; Air, Fire; S13, D14, Cn12, In8, W15, Ch10
Hp: 7 / Mad 3, +0BaB, +3DB, F/R/W +2/+4/+4; Weaves [0: 2, 1: 1+1+1m]
Sense Shadowspawn[1], Trace[1], Earth Delving[1], Grenade[1], Polish[1], Arms of Air, Blade of Fire, Create Fire, False Wall[1],
Fireball[1], Harden Air, Light, Tool of Air, Heal[1], Heal the Mind[1], Folded Light, Barrier to Sight[1],
Ward Against Shadowspawn[1]
- Weap. Focus {Longsword}; Padded [+1AC, 16], Black Longcoat
Noble [Tear] - 2nd [Paladin of Light] = {Lieut.} Jesoph Jurai Kaldoni – Tarien {male}

10x Warriors [Paladin of Light] = 2x Corp. [2nd ], 8x Priv.[1st] – Tarien {6x males, 4x females}; Weap Focus-A1{Longsword}, Mntd Cmbt-G1
hp: 17 / 11, Studded Leather [+3AC, 16{sh 17}], Small Shield [+1AC], Longsword [+3h, 1d8+1], Lance [+2h’+4ch’, 1d8+1’ch x2’],
Blue Tabard w/Golden Sunburst, Child Sunburst Madallion, White Cloak; Light Warhorse

2x Wanderers - 1st = Gwena “Longstrider” – Altaran {female}; Davic Vsulin – Illianer {male}

2x Commoner [Servants] - 1st = Chadwick – Tarien {male} ‘child 12’; Mjorin Reshei – Cairhienin {male} ‘elderly 50+’

HAWKWING - Heavy Warhorse / Male (Large Animal)
Stats: STR 18 { +4 }, DEX 13 { +1 }, CON 17 { +3 }, INT 2 { -4 }, WIS 13 { +1 }, CHR 6 { -2 }
Alignment: N; Challenge Rating: B; Size Mod: Large[-1]
Appearance = Pure White
(HD)hp: (4d8+12) 30; Init: +1; Spd: 50’ft; BaB: +2; Base Saves: +2 / +4 / +2
(Melee) +6; (Ranged) +3{?}; F/R/W: +7 / +3 / +2; Face/Reach: 5’x10’ / 5’
AC: FF 17; T 10; NOR: 18 (-1 Size, +1 Dex, +4 Natural; +4 Chain Shirt Barding)
Attacks: 2 Hoves = +6h, Bite +1h; Damage: Hoves 1d6+3; 1d4+1
Feats: --
Skills: Listen +7, Spot +7
Racial Abilities: Low-Light Vision; Scent – Detect Opponents 30ft (Upwind x2 / Downwind x.5), Tracking – WIS (DC10 +2/per hr)
* Carry Capacity = L: 300lbs / M: 600lbs / H: 900lbs / D: 4,500lbs
Equipment: Military Saddle/ Saddlebags/ Bit & Bridle – Blue w/Child of Light Emblems= +2’cir’ Stay in saddle, 75% Stay on KO (39lbs);
Chain Shirt Barding – Enameled Blue = (+4AC, 50lbs);
Mounted Combat –
Rider may full attack w/Ranged weap. or use move equivalent action; Rider Resists trip w/Ride ck
Fast Mount or Dismount = Move action or ‘free’ action on Ride ck (DC 20); Rider & Mount Attack = Ride ck (DC 10);
Guide w/Knees = Ride ck (DC 5); Avoid Fall = Ride ck (DC 15) or 1d6 dam; Att. Med Creat. = +1{higher ground};
Mounted Archery = MV(x2) –4h / MV(x4) –8h at ½ of total move; Charge = +2h ‘1AT’/ -2AC;
Overrun = Trip att.{melee touch att. & Opp. STR ck +4 vs Sz-Md, +4 w/four legs ’to resist’} / succ.- full MV or fail - MV 5’back
Cast Spell [½ MV cast ½ MV] = Concentration ck – MV(x2) DC 10+Lvl / MV(x4) DC 15+Lvl

DRAGONWING - Raken / Male (Huge Exotic Animal) Morat’raken “Flier”
Stats: STR 16 { +3 }, DEX 17 { +3 }, CON 15 { +2 }, INT 2 { -4 }, WIS 12 { +1 }, CHR 6 { -2 }
Challenge Rating: C; Size Mod: Huge[-2]
Appearance = Grey with Redish vaned wings
(HD)hp: (5d10+10) 37; Init: +1; Spd: 10’ft, Fly - 180’ft; BaB: +3; Base Saves: +4 / +3 / +1
(Melee) +4; (Ranged) +2{?}; F/R/W: +6 / +6 / +2; Face/Reach: 10’x20’ / 10’
AC: FF 11; T 11; NOR: 14 (-2 Size, +3 Dex, +3 Natural)
Attacks: 2 Claws = +6h, Tail +6h; Damage: Claws = 1d6+3; Tail = 1d4+4
Feats: Alertness
Skills: Climb +13, Listen +4, Spot +13
Racial Abilities: Low-Light Vision; Climb & Spot = +8’racial’
* Carry Capacity = L: 460lbs / M: 920lbs / H: 1,380lbs / D: 6,900lbs; Fly Range – 400 miles
Equipment: Military Saddle/ Saddlebags/ Bit & Bridle = +2’cir’ Stay in saddle, 75% Stay on KO (39lbs)

‘History’
Coren, 10-28-998 NE {New Era}
I am Terran Lancasterly… or at least I have no choice but to accept this until I have discovered the truth behind the lies I have been fed all my life! I have decided to write this journal of my quest as a way of, by the grace of the Creator (May his light shine upon me and bless my lost soul); gaining some understanding of the reasons for the insidious lies that I have been beguiled by all my life having only now come to realize how I and so many others have been led astray by treacherous and cruel men who hide their wickedness behind a veneer of purity..
I was raised as an orphan ward of the Children of Light. I was told my father, Byrant Lancasterly, was a respected officer in the Children of Light who was slain while I was just a babe fighting Darkfriends. I was told that my mother betrayed my father and I have never been told her name. My step-father, Lord Captain Geofram Bornhald, was a stern but fair man. He taught me to value honor, duty, purity, and justice above all other concerns.
The Lord Captain was not a man given to being very emotional. I think what ability he had to show affection died with his deeply mourned wife, Suzanne. Even the Lord Captain’s own son, Officer Dain Bornhald, rarely received any tenderness. But sometimes I would catch a brief glimpse of the Lord Captain’s warm smile at my accomplishments more often than for Dain, his own flesh and Blood son! This fact did not go unnoticed by either of us that I was the Lord Captain’s favorite ‘son’ as he always expected more of me and pushed me the hardest to accomplish. This treatment perplexed and frustrated, nay… now I must admit it for what it was, it was anger, and hatred that Dain felt toward me. Dain resented always being compared to me. It is likely the reason we have never been good brothers or friends. As the years went by I grew and learned believing from the heart all that I was taught.
I was indoctrinated into the Children of Light having seen only 7 summers. I was trained in the philosophy and discipline of the Children. The doctrines of non-tolerance for any who might consort with the shadow of the Dark One, especially those that dared to dabble in the use of the One Power, the Creator’s sole possession, was drummed into me presumably so thoroughly that I would obey without question. Constantly the Questioners and my instructors would task me to remembering the children’s doctrines. Chief among my training was the use of martial arms and combat as a soldier of Light. I naively soaked it all up and excelled in my studies and combat training. My instructors always seem to push me harder than my fellow students, and the Questioners always were there watching my progress. I took it merely to mean my step-father, being a high-ranking Officer of the Children has requested special attention to my training. I felt my life had purpose and a Great Quest to rid the world of evil as an Officer in the Children of Light; I was not to truly understand until years latter why I was pushed so hard. The training was… hard and sometimes cruel but I believed I was being refined in the crucible of trial to a fine and pure-hearted man. Perhaps that was the case for me… but maybe too ‘Pure-Hearted’ for the Children’s use.
It was the year of my 17th name day that my eyes began to be opened. I had earned my Cloak, Arms and Armor and had just been promoted to Officer. The Lord Captain Commander Pedron Niall himself placed my cloak at my shoulders in the Fortress of Light in his office in Amador. It was the proudest day of my life. I was assigned to the Company of Questioner Trovine Hullus as his personal assistant and protector in the service of the Hand of Light. He was seeking truths about the recent False Dragon Logain that was apprehended in Andor. It was believed that there were still followers of the False Dragon that took refuge in the boarders of Altara and the Questioners wanted them rooted out.
I traveled with him and assisted in all that was asked of me. Questioner Hullus watched me like a hawk constantly posing moral questions for me as we traveled with the 10 men I was put in charge of as if testing the depth of my faith. He seemed impressed, but counseled me that I was perhaps too forgiving in my views of punishing the wicked and darkfriends. I had always believed that so few people of the world truly know what it was to live a righteous and purpose-filled life that it was unkind to expect them to immediately understand and that one had to be gentle and show by example and the gentle hand of personal example that the ways of the Children of Light were the best ways. Most people are ignorant not evil. Questioner Hullus thought this was unnecessarily soft but my devotion to the Children of Light was admirable.
Then we came to the little village of Bright Hill. It was small enough to not be on any map. Hullus went into his investigations for it was rumored that Logain had indeed passed through this town in his travels and quest for power. I was disturbed by how the Questioner used the ignorance of the people to spread fear of our presence. My men were a small portion of his retinue, but I was truly trouble how the Questioner’s men treated the civilians with such disdain and self-importance, they were unnecessarily rude and intimidating, as if they thought everyone in town was secretly a Darkfriend. It was one thing to persecute a Darkfriend for his or her evil allegiance. I had personally fought and apprehended those who were confessed Darkfriends and it was unfortunate but necessary that they be stopped many times this meaning their death. However, it was another to be cruel and unkind to the ignorant and innocent. I told the Questioner about some of his men’s actions and he told me, “Sometimes Fear is the best tool for rooting out the wicked for they fear to have their wickedness brought to the light of truth!” Hullus told me that I was young and in time I would loose all doubt about what we must do.
Then an event happened that would change my life. I was walking the street of Bright Hill the next day and I came across four Soldiers of Light harassing a pretty young mother and her daughter. She was from the outskirts of town and was a dye-maker. She was selling her dyes for healing herbs and food-stuffs in town. She was a small woman with long honey colored hair, dressed along with her golden-locked daughter in a sky-blue dress of wool. Apparently one of the Children had gotten some of her Blue Dye on his cloak and he was calling it intentional on her part. I knew that Soldier and it was more likely his fault as I had seen him in practice, he wields his sword like a field plow in his clumsiness. They seemed to be enjoying how frightened they had made the young mother. Having seen enough and outranking them I stepped up and told them to leave her alone it was obviously an honest mistake. I told the soldier to go to the commissary in our encampment and replace his cloak and also put himself down for an additional two hours of sword training tomorrow to take the edge off his clumsiness. The soldiers snapped to attention and obeyed but I could see the surly looks on some of their faces. The young mother was shocked that I had stepped in for her favor. She had very pretty blue eyes and I realized why indeed the soldiers had taken to bothering her. I told her that we were not here in Bright Hill to bring fear but to root out evil and apologized for her being troubled. She smiled and walked away with her equally pretty daughter. I decided then that sometimes I must protect the innocent from the not so pure intentions of fellow Children of Light as some abuse their power to take advantage of those weaker. It was a monumental assessment for it had always been drummed into me that the Children could do no wrong nor act without just cause.
We were to spend a week in Bright Hill before moving on to the next planned stop. Four days after Followers of the False Dragon were apprehended and put to the Question. I was indeed impressed by Questioner Hullus’ discovery for I had seen nothing in town that would have suggested that the False Dragon’s cohorts were present. I did not assist Hullus in his interrogation of the prisoners so it was with some shock when late in the evening on the 6th day in town Hullus sent for me to join him in his interrogations. I went to his private tent on the far side of the encampment used for questioning.
… It was… terrible. There were prisoners who had been beaten almost to death all were in chains. Some of them I recognized from the town. They had been simple people, a blacksmith, a hostler, and several farmers. Their crime that was; all had assisted Logain’s army when he came thorough this small town… I don’t believe any of them even ever saw Logain only his followers. And the Questioner Hullus was inside questioning the Young Mother I had met in town. She had been stripped whipped and burned by the hot pokers he had beside him in a brazier. There were his 6 soldier assistants with the Questioners red crook upon their livery in the tent with him. Questioner Hullus seemed animated in the firelight of the tent and his eyes burned with an uncomfortable amount of fervor. He greeted me as if there was nothing out of the ordinary about the young woman being tormented in the tent with him. He told me that here was another of the Dark Ones minions. A he pressed the woman to repeat what he had told her she held her silence shame painted on her face at her nakedness before me. Hullus grabbed a poker and pressed it against her sweat covered flesh to the sizzle of burning meat and her screams. I was sickened to the core. It took all my will to remain impassive and calm.

Eventually he forced out of her that she was a healer as well as a dyer. She used herbs and Wisdom lore of her mother to heal the sick and infirmed. Hullus reveled in her confession that the One Power might have been involved. He tried to convince her to admit that she consulted with the Dark One for power to reinvigorate the wounded by filling them with his corruption, but she resisted.
He paused and turned to me saying, “See Terran, I heard what this witch had done to beguile you in the market a few days ago… you must always be careful of the Dark One’s tricks especially with your mother having been one of the accursed Aes Sedai witches of Tar Valon! It is in your blood but you can resist its evil call.”
His words hit me like a hammer. Then it all made sense… I had never questioned about my mother beyond what I was told.
I said just to say anything to take his baleful gaze of zealotry away from me, “She has confessed to her crimes but she is young surly she can find absolution guided by the Hand of Light?”
He looked back at the weeping woman and said, “I… think so. I’ll see to it.”
He turned back to me and said, “Get some rest Terran, you still have your shift of guard duty tonight.”
I addressed him, “Sir… surly you don’t think any of these prisoners had anything to do with the False Dragon Logain? I mean even the woman here was she even in town when Logain’s army passed through?”
He smiled as if speaking to a child, “Ah you are so young Terran! The people must be made to understand that aiding such minions of the Dark One is just as bad as being a follower as well. This woman helped heal some of Logain’s soldiers as the hostler sold horses, the blacksmith repaired weapons and armor, and the farmers sold grain to his troops.”
Then he said something that turned my heart cold with its implications. He said, “Sometimes we must overlook the simple truths so the greater truths may be revealed. Even lies can serve the pursuit of the wicked and darkfriends, a much greater good than the immediate truth.”
It chilled my very soul… how many lies had I been told? Did it then matter if the young mother used the One Power or just simple herbs if she could be tortured into confessing it was so? What was the truth about my mother and father… the simple truth?
But I kept my tongue and probably my life as well, by merely saluting and taking my leave. I could not force the questions in my mind away… how many people had I pursued, apprehended or killed because I was told they were confessed dark friends, and those thoughts would return the memories of their fear-lined faces as I followed my orders. My heart was sickened to the very core…Had I killed the innocent or turned the innocent over to the Questioners to die in torment? Oh Light! I prayed it was not so, but deep in my heart knew otherwise.
I was awakened for my watch late in the evening. I tired to find solace in the simple regimen of duty but my mind was plagued by uncertainty about my dedication to the Children of Light… I didn’t think all of the Children were consumed by overzealous Cruelty but… those who were are firmly in control. How could I resolve this and still follow my duty when I was not sure if I was hurting innocent people?
My thoughts were in turmoil when I found I had wandered near the Questioner’s tent. I distinctly heard a child weeping. I knew the Questioner was already turned in and there should be no one near the tent of question. I waited until the guards passed on their patrol and entered the tent. Words cannot begin to describe the horror I witnessed. The young mother was splayed out on a torture rack and she had been… flayed like a fish with sections of her flesh skinned in patches. Her body was a broken ruin her beauty stripped of her along with the empty eye sockets of her once lovely face… and yet she still lived! Her breath came in rasping gasps. The weeping came from her daughter who was chained to a post and had metal spikes driven through her bleeding knees and terrible bruises colored her face arms and legs, her breath came with a gurgle as if she had caught a winter cold. She was terrified of me but too tired to cry out more than a sob. I knew I could not let this stand and without thinking I went to the child maiden and freed her of her chains. I told her I would save her. Then I heard her mother gasp and call to me. She begged me to end her life… I had never knowingly killed an innocent but to do any less would have been cruel. I whispered to the young mother I that I promised to save her daughter, she thanked me for my kindness and told me I was a true Child of Light. I was the most terrible thing I have ever done but I slipped my sword into the young mother’s heart and wept with shame and joy she could no longer suffer when she lie still. I unbound her from the rack and wrapped her in a blanket tying her across my shoulders determined to give her a respectable burial. My pristine white Child of light Tabard was stained with blood but I paid it no mind. I was following my heart. I picked up her daughter, the young maid, and held her until her sobs stopped whispering to her, “Your mother will never scream again little one… she’s in no more pain.”
Her breathing still came in gurgles but she hugged me and her sobs lessened. I waited my time and carried both of them when the guards made their pass. I made my way to the stabling lines of the camp this late at night few were out and none paid much attention as I carried my burdens to my steed Dawnstar. The Light must have blessed my efforts for no one stopped me or even approached me. As a Soldier of light my gear was always ready to move in a moment’s notice but I had to leave a few things behind as I loaded my steed and took saddle. It then occurred to me what I was planning to do… I was leaving the Whitecloaks. No one ever left the Whitecloaks… but my mind was determined. I rode out of our encampment with little notice from the guards; with my being an Officer. There was no doubt in my mind though that what I had done would be discovered. My life with the Children of Light was over. I had heard enough lies. I rode for many minutes before I paused unsure where to go. Then the young maid said that her home was more to the west and south of town, so lacking better direction I made for her house… probably the last place anyone would think to find me at least at first.
The dyer was a small house with a large barn that stored the dyes and vats. The young maid had passed out and I used the time to remove the metal spikes driven into her knees… I didn’t think she would ever walk the same again. I cleaned and bound her wounds but I feared it was futile her breathing still came in gurgles and her chest showed the signs of broken ribs. She was bleeding inside… and I knew in my heart that she would not last the night. I placed her upon her bed in the house and went outside to bury her mother. It was near dawn when I was done. My tabard was stained with mud and blood I tried to wash it scrubbing it with raw hands and tearing eyes upon the scrubbing board and bucket but the blood stains would not come out… I was stained not just my tabard with innocent blood.
I went to sit by the young maid as dawn broke. She awoke and thanked me for trying to save her. I told her not to speck such nonsense that she was not going to die, but the truth was on my face.
She smiled and said to me, “You are …{choke} a good man {coff} Ser! You should try to help others, you are …{gasp} my hero at least.”
She smiled and I held her one final time and the young maid died in my arms.
I wept for long minutes… I never learned either of their names!
I knew I could not continue as a Child of Light anymore. I dressed the young maid in one of her sky blue dresses like I had her mother and buried her in a small grave next to her mother. I promised to the Light above I would indeed help others if I could and be a hero for the innocent. I promised to return here every year on Adar 1st to place flowers on these graves in remembrance of my oath. I took my tabard and dyed it in the sky blue dyes the young mother seemed to favor. I turned my back on the Children of Light but not their cause to fight evil and injustice but also I fight for truth and purity of purpose. I will indeed help others if I can perhaps some of the Children of Light will see the error of their ways by my example and join me… I have a flask of blue dye and an open heart to welcome them to my quest. I continue on proudly with my Whitecloak at my back and a world against me but, my soul is free and clean.

Liberty's Edge

Oh... yeah... Terran can't work cause we developed new weaves that made sense as we advanced the game...

New/Revised Weaves for Wheel of Time

CLOUD DANCING

Control Weather
[Air, Fire, Water](Common)
Level: 7
Casting Time: 10 minutes
Range: 2 miles
Area: 2 mile radius centered on caster; see text
Duration: 4d12 hours; see text
Saving Throw: None
Weave Resistance: No

Description: You change the weather in the local area. It takes 10 minutes to cast the spell and 10 additional minutes for the effects to manifest. The current, natural weather conditions are determined by the GM. You can call forth weather appropriate to the climate and season of the area you are in.

Season Possible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential Rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw

The caster controls the general tendencies of the weather such as the direction and intensity of the wind. You cannot control specific applications of weather such as where lightning will strike, or the path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not all of a sudden). The weather continues as you left it for the duration, or if the caster is still concentrating on the weave, until you perform a standard action to select a new weather condition (which fully manifests itself 10 minutes later). Contradictory conditions cannot exist simultaneously, i.e. fog and high winds.
Control Weather can do away with atmospheric phenomena (naturally or otherwise) as well as create them.

Ring Blast
[Air](Rare)
Level: 3-9
Casting Time: 1 action
Range: See text
Target: Centered on self
Area: See text
Duration: Instantaneous
Saving Throw: Reflex half
Weave Resistance: No

Description: Compressed air fires off in all directions from the caster with concussive force. Knocking back any surrounding objects or people to the edge of the area of effect; throwing them to the ground and causing them to take damage. Higher levels of this weave will knock the targets farther back and cause more damage. Although the weave takes effect immediately, the compression wave builds up over a time that can last up to several rounds, depending on the strength required.

Casting Level Collateral Damage Damage Area Affected Brew Time
3 fragile objects broken, overturn tables and chairs 2d4 10 ft circle none
5 blow door off hinges 2d8 25 ft. circle 1 round
7 collapse small structure 3d10 50 ft. circle 3 rounds
9 uproot trees, destroy large structure 5d10 100 ft. circle 5 rounds

CONJUCTION

Detect Channeling
[Air, Spirit](Common)
Level: 1-3
Casting time: 1 action
Area of Effect: Medium (100ft. + 10ft. / level)
Target: Centered on caster
Duration: Concentration
Saving Throw: Will negates
Weave Resistance: Yes

Description: A web of the One Power pulses out in all directions from the caster letting him know if there is a person or persons channeling in the area. Rather than relying on visual cues, this weave will at first level indicate the direction of any active channeling within the area of effect. At second level the caster knows what level of weave is being cast as well as the direction. And at third, the caster knows how many channelers are in the area, the levels of weaves they are casting, and their direction.
+1 casting level: This weave detects the channeling of a member of the opposite sex.

EARTH SINGING

Make Cuendillar
[Earth, Spirit](Lost)
Level: 5
Casting Time: Instantaneous
Range: Touch
Target: Object Touched
Duration: Concentration
Saving Throw: None
Weave Resistance: No

Description: Permanently transforms any object of solid iron or steel into pure cuendillar. The transformed object now has infinite hardness and is impossible to destroy even with the use of the One Power. Such attempts to destroy the object only make it more resistant to damage. Once transformed any joints that the object had are frozen in place as if it were all made of the same piece. Also it is impossible to stain the object or to adhere something to the object once transformed. It also causes the object to gain half-again its own weight, i.e. an object weighing 10 lbs would now weigh 15 lbs. However, it takes time to transform an object, depending on the concentration check. It takes a DC of 25 minus the player’s channeller level to make five pounds of the object into cuendillar per round. For every 2 points over the DC another five pounds is converted. Should the check fail the object remains unchanged. It is impossible to make body armor out of cuendillar or vice-versa since it is impossible to transform composite materials or to glue straps onto it once it was transformed. Shields can be made into cuendillar if they are made of solid iron with iron handles before being transformed, but because of the increase in weight the armor the wielder incurs an additional -1 to the dexterity penalty and increases the defense bonus by 2.

ELEMENTALISM

Arrows of Fire
[Earth, Fire](Rare)
Level: 3-7
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Target: up to 10 targets no more than 15 ft. apart
Duration: Instantaneous
Saving Throw: none
Weave Resistance: Yes

Description: The caster raises both hands and red filaments form at casters fingertips which fire off at the target(s) causing damage depending on the casting level. The filaments always hit the targets. The caster can fire 1 arrow at 1st level and gains an additional arrow for every two levels of experience in a channeller class for a total of 10 at 19th level. The filaments can be aimed at a single or multiple targets up to the number of arrows fired. Damage is rolled per arrow fired.

Casting Level Damage
1 1d4+1
3 1d8+3
5 1d10+5

Blossom of Fire
[Air, Earth, Fire](Lost)
Level: 9
Casting Time: 1 round
Range: Long (400 ft. + 40 ft. / level)
Area: Primary (10 ft. circle + 1 ft. / level) Secondary (50 ft. circle + 5 ft. / 2 levels)
Duration: Instantaneous
Saving Throw: Reflex (see text)
Weave Resistance: No

Description: A vertical red shaft springs up emitting a shrill whine shortly before exploding in a horizontal disc of 10 ft. plus 5 ft. per 5 channeller levels of the caster. All targets within this primary area of effect must make a reflex saving throw (DC 19 + the caster’s Wisdom modifier) in order to survive the blast. Those that fail die from explosive decapitation. If a save succeeds, then the target takes 1d6 points of damage per the caster’s channeller level, knocked prone, and is stunned and deafened for 3d4 minutes. Those targets that are outside the primary target area up to 50 ft. from ground zero plus an additional 5 ft. per 2 channeller levels are knocked prone and take 3d8 points of damage, and are stunned and deafened for 1d6 minutes.

HEALING

Advanced Healing:
[Air, Earth, Fire, Spirit, Water](Lost)
Level: 4-12
Casting Time: See Text
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will Negates (harmless)
Weave Resistance: Yes

Description: As per the Heal weave, however the target incurs no subdual damage. Also the recipient of an advanced healing can receive the benefits of another healing weave after one hour of being healed.

Casting Level Casting Time Recovered Hit Points
4 1 action 1 + channeller level
5 full action 1d8 + channeller level
6 1 minute 2d8 + channeller level
7 10 minutes 3d8 + channeller level
8 10 minutes 4d8 + channeller level
9 20 minutes 5d8 + channeller level
10 20 minutes 6d8 + channeller level
11 30 minutes 7d8 + channeller level
12 30 minutes 8d8 + channeller level

ILLUSION

Hiding the Gift
[Fire, Spirit, Water](Lost)
Level: 4
Casting Time: 1 full round
Range: Self or Touch
Target: Self or Creature touched
Effect: Hides one’s ability to channel
Duration: Concentration
Saving Throw: Will negates (harmless)
Weave Resistance: yes

Description: A tight web of the Power envelopes the target and effectively blinds other channelers to the fact that the caster can channel. There are no outward effects that would normally give the target away as being able to channel unless the target actually spins a non-inverted weave. However this weave must be inverted (DC 14) to be effective. This weave cannot be detected unless the caster has not inverted the weave or is in the process of weaving it.

Doppelganger
[Air, Earth, Fire, Spirit, Water](Lost)
Level: 9
Casting Time: 1 minute
Range: Long (400ft. + 40ft. / level)
Effect: See text
Duration: Concentration
Saving Throw: None
Weave Resistance: No

Description: A mirror image of the caster comes into existence. The caster can see and hear everything that the doppelganger can with a kind of double-vision. The caster can also cause the illusion to move around to within the weaves range. Through the construct the channeler can speak, interact with objects, and even channel weaves as if the channeler were right there. In order to cast weaves through the construct, the caster must spend a slot twice as high as the effect calls for. The construct has no hit points, but can be made to appear wounded. The caster makes a bluff roll, while those who see the illusion make a sense motive check to see if they can tell if it is real or not. To destroy the illusion, opponents must disrupt the caster in some way, usually by attacking him, and causing him to drop the weave. The caster cannot move or else they receive a -10 penalty on a concentration check the round the caster moves. Also the caster cannot go faster than half his movement rating or else lose the weave entirely.

TRAVELING

DeathGate
[Earth, Fire, Spirit](Lost)
Level: 9-12
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft. / level)
Effect: See text
Duration: Concentration
Saving Throw: Reflex negates
Weave Resistance: No

Description: A silvery vertical blue streak rotates open into a doorway to a random location within 10 miles of the gate’s opening or to the place between worlds. This gate then spins from open to close to open again moving in a direct line away from the caster up to its maximum range. The gate travels 60 ft. in one round. Any shadowspawn that fails a saving throw is instantly swallowed by the gateway as it passes through the square, only to appear dead at the gate’s destination. Those that make their saving throw take 3d10 points of slashing damage from the cutting edge of the gate. The saving throw is equal to 10 plus the spell’s level plus the caster’s Wisdom modifier in order to evade the gate. The deathgate remains active until the caster stops concentrating or the gate moves out of medium range which ever happens first.

Casting Level Maximum Gateway Size
9 5 ft. wide by 10 ft. tall
10 10 ft. wide by 15 ft. tall
11 30 ft. wide by 20 ft. tall
12 100 ft. wide by 25 ft. tall

WARDING

Keeping
[Air, Earth, Spirit](Rare)
Level: 0-9
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. / 2 levels)
Area: See text
Duration: See text
Saving Throw: None
Weave Resistance: No

Description: This weave keeps foodstuffs and other perishables fresh and free of vermin for extended periods of time. By expending larger weave slots a greater volume will be kept fresh for a longer time. This weave also preserves older books, paintings, or tapestries, keeping the lines and colors clear and legible as well as keeping the pages and cover from crumbling due to age. Some Aes Sedai draw analogies between this weave and the legendary “stasis boxes”, which are supposed to keep any object kept within from decaying all together. Like other warding weaves this can be fashioned into a dome shaped area or to the shape of the room or container. This weave must be tied off once cast or the effect is nullified. The duration listed is how long the objects will remain at the same level of freshness, after which the items will age normally.
+1 casting level: Increases the area or duration of the weave by one stage.

Casting Level Area Duration for perishables Duration for dry goods Duration for wine and alcohol Duration for books and artwork
2 5 ft. radius circle 3 hours 1 month 12 days 1 year 20 years
4 10 ft. radius circle 9 hours 4 months 6 days 3 years 50 years
6 25 ft. radius circle 3 days 9 hours 8 months 18 days 9 years 85 years
8 50 ft. radius circle 11 days 9 hours 1 year 12 months 18 years 1.3 centuries
10 150 ft. radius circle 4 months 10 days 3 years 10 months 36 years 4 centuries
12 300 ft. radius circle 1 year 6 months 7 days 7 years 4 months 90 years 7 centuries

Liberty's Edge

Hehe... forgot the crafting of Sa' Angrel... we made rules for that too..lol. Its shown in the Books but never addressed in the game...

New / Revised Rules for Wheel of Time

Armor Proficiency:
Those who are proficient in armor gain the defense bonus along with their class bonus. However for medium armor reduce the bonus by 1, or if wearing heavy armor reduce the bonus by 2 unless the character has the Armor Compatibility feat. The normal -2 penalty applies for each additional class that the character has levels in, not including prestige classes. Also any defense bonus gained from prestige classes is applied along with the armor’s defense and normal class bonuses.
Example: Eban al’Abas is a 4th level noble, 3rd level armsman, and a 3rd level Warder who wears a breastplate and a warder’s cloak. At 3rd level armsman, he gains the class ability of armor compatibility which gives him the full bonus for medium and heavy armor. He also gained the same feat from his 1st level of the Warder prestige class, but he doesn’t gain any additional benefits for having this ability twice. So adding the bonuses together (3 from noble, 3 from armsman, -2 from multiclassing, 2 from Warder, 2 from dexterity, 5 from the breastplate, and 2 from the warder’s cloak) for a total defense of 25.
Example: Zah’she Firesong is a 4th level wilder, 3rd level initiate, and a 3rd level Wise One wearing studded leather armor. She has the proficiency for light armor so she gains the full bonus for the studded leather. After adding the bonus together (+4 from wilder, +3 from initiate, -2 from multiclassing, +1 from Wise One, +3 from dexterity, and +3 from studded leather) for a total defense of 22.
Example: Joric Toral is a 10th level woodsman who wears hide armor and a warder’s cloak. Because of his class he is able to wear medium armor, but since he doesn’t have armor compatibility he takes a -1 penalty to the armor’s defense bonus. After adding the bonuses together (+7 from woodsman, +3 from the hide armor, -1 for not having armor compatibility, +2 from dexterity, and +2 from the warder’s cloak) for a total defense of 23.

Craft Rules:

The Craft Rules Are Broken! The 3.5 rules for Craft don't work. Or, to be more precise, they do work, but they don't work very well or make much sense. Here're the basics:
1. Determine the price in silver pieces (silver pennies) of the item to be made.
2. Spend a week working.
3. Make a Craft check against the designated DC.
4. If successful, multiply the Craft check result by the DC.
5. Subtract the product from the cost of the item in silver pieces.
6. Once the product equals or exceeds the cost of the item in silver pieces, you're through.
Looks good on paper, but in practice there are some oddities.
Oddity Number One: Bobrick wants to Craft a one-pound silver ball. Tralala wants to Craft a one-pound gold ball. However much one-pound of silver is worth, a pound of gold is worth ten times as much. Thus, working on basically the same project (melting metal and pouring it into a mold), Tralala must spend much longer on her one-pound ball simply because hers is made of gold.
Oddity Number Two: Gimlet son of Groin wants to Craft some full plate. Full plate costs 15,000 silver pieces and faces an armorsmithing DC of 18. Gimlet has a +8 total for Craft (armor-smithing). Let's be unrealistic and say that he rolls a 20 for each and every Craft check. 28 times 18 equals 504, which means it'll take Gimlet almost 30 weeks to finish his full plate! So much for hav¬ing time to adventure.
Oddity Number Three: Frick and Frack are twin craftsmen engaged in a contest to see who craft an item the quickest. Frick is going to make a high-quality box (value 20 silver pieces, Craft DC 15), and Frack is going to make a crowbar (value 20 silver pieces, Craft DC 10). Both Frick and Frack are minimally skilled with only a +1 modifier to Craft. Again, let's assume they both roll nothing but 20s. Here are the contest's results:
* Frick: 21 times 15 equals 315, which is 15.75 times higher than the box's cost.
* Frack: 21 times 10 equals 210, which is 10.5 times higher than the crowbar's cost.
* The Winner Is: Frick, despite the fact he is making the more complicated item, actually gets his work done more quickly than Frack. If it's broke, Fix it!

There are two parts to every Craft attempt: the time required and the DC. The time required is influenced not by an item's price in silver pieces, but rather by its complexity. The DC is likewise influenced.

Complexity time unit DC modifier
Very Simple 4 hours +0
Simple 1 day +2
Moderate 2 days +4
Complex 4 days +8
Very Complex 1 week +10

Very Simple: Basically all one piece or one material of simple shape. Examples: crowbar, quarterstaff.
Simple: Pretty much all one material, but requiring a more specialized shape. Examples: many simple weapons, backpack, most common articles of
clothing, simple traps such as pits.
Moderate: Requires diverse materials or differ¬ent parts that must be integrated into a whole. Examples: Most martial and exotic weapons, bows, all
shields, locks, simple traps using simple mechanical triggers, acid.
Complex: Requires diverse materials, moving parts, different parts, and/or decorative bits. Examples: Most types of armor, strength bows,
crossbows, most vehicles (excluding large ocean¬going vessels), alchemist's fire, smokesticks, tingertwigs.
Very Complex: Requires diverse materials, moving parts, different parts, decorate bits, and/or multiple functions or uses. Examples: ocean¬going
vessels, unusual armors (such as barding), antitoxins, tanglefoot bags, sunrods, thunder-stones.

Time Unit: How long must be spent working before a Craft check is permitted.
DC Modifier: This is added to base DC 10 of all Craft all checks.
Masterwork Items: In addition to the normal increase in cost, a masterwork item has a 50% increase in time unit. A long sword is a moderate¬ly complex item with a time unit of 2 days. A mas¬terwork long sword has a time unit of 3 days. Furthermore, any masterwork item has its
Craft DC increased by +4. Thus, the masterwork long sword faces a DC 18 Craft check.
Unusual Materials: A craftsman working with an unusual material (such as adamantine) faces a 50% increase in time unit. This is in addition to any
increase in time unit due to masterwork. An adamantine masterwork long sword has a time unit of 4 days. Also, unusual materials are
harder to work with and increase the item's DC as shown below:

Material DC Modifier
Adamantine +6
Darkwood +2
Dragon hide +4
Iron, cold +2
Mithril +4
Silver, alchemical +2

Thus, the adamantine masterwork long sword faces a DC 24 Craft check.

Tools (or Lack Thereof):
As always, a character must have the necessary tools for a Craft check. Crafting may be possible without tools, but a -2 penalty to the Craft check applies. Of course, masterwork tools can provide a +2 bonus to the Craft check oops! What happens if the Craft check fails? Well, that depends on how badly it failed. When con¬fronted with a failed Craft check, there are up to
three possible bad effects:
1. If the Craft check fails, die item is not com¬pleted. Work for another rime unit and try again.
2. If the Craft check fails by 5 or more, half of the raw materials are ruined. Pay half the raw materials cost to replace the ruined materials.
3. If the Craft check fails by 10 or more and you are using Craft (alchemy), your laboratory explodes. Pay to replace it as well as the ruined raw materials (as number 2 above). Also make a DC 10 Reflex save to avoid Id6 points of fire damage.

Eureka!
What happens if you really ace the Craft check? Can a character get finished more quickly than the time unit? There certainly are, but
there are limits. For every 5 points greater than the item's DC is the Craft check, halve the item's time unit, but no time unit can be halved this way more than twice.

Putting the Fix into action
Here's how the amended Craft system works:
1. Determine the complexity of the item to be made. As always, the DM's input here may be decisive.
2. Pay 1/3 of the item's cost, including mas¬terwork and unusual materials increases, in order to acquire necessary raw materials.
3. Make a Craft check. If successful, the item is completed in the item's time unit.

Let's go back and look at our oddities again, but this time we'll use the amended Craft system:
Bobrick wants to Craft a one-pound silver ball. Tralala wants to Craft a one-pound gold ball. Both items are very simple. They thus have a time unit of 4 hours and face a DC 10 Craft (one-pound ball) check. Assuming their respective Craft checks succeed, both finish their one-pound balls in the same amount of time (but not for the same price, since gold costs more than silver).
Gimlet son of Groin wants to Craft some full plate. Full plate is complex. It has a time unit of 4 days and faces an armorsmithing DC of 18. With a good enough Craft check, Gimlet finishes his armor in 4 days and has plenty of time to go adventuring.
Frick and Frack are twin craftsmen engaged in a contest to see who craft an item the quickest. Frick is going to make a high-quality box (moder¬ate complexity, 2 day time unit, DC 14), and Frack is going to make a crowbar (very simple, 4 hours time unit, DC 10). Unless Frack is incredi¬bly unlucky with his skill checks, he'll win the contest.

Craft: (Sa’)Angreal - Prerequisites: Multiweave, Sense Residue, Tie off Weave, Weavesight 8 ranks
This is the ability to make an item to increase one’s own ability to channel. Gender specific, angreal and sa’ angreal are sought out by channelers of all stripes. Rare and precious, these items are highly prized and guarded jealously by those that possess them. Like the ability to make ter’ angreal, this particular art was lost during the Breaking of the World. Thanks to the devastation wrought over the millennia since, many of these powerful items were lost, misplaced and found later, or have since become odd decorations and family heirlooms, their special nature hidden and forgotten.
However, recently the means to make these great tools of the Power has risen to the surface. Crafting an angreal requires team of at least 2 linked channelers (only the leader needs to know how to craft it) +1 per each additional level of enhancement , of which there must be at least 1 male and 1 female present in the circle, otherwise the attempt fails outright. If a woman leads the circle, than the angreal will be attuned to saidar; if male than it will be attuned to saidin. Though not easy to make, not to mention exhausting, the process is relatively simple and straightforward, and once a channeler understands the basic premise he or she can make the attempt to create one.
The creative process in not without its perils. In order to proceed, the channelers must sacrifice all their weave slots for the day and must have access to a slot equal to the enhancement bonus. This represents the amount of effort that the crafter must go through in order to make these powerful items. In addition the creation process takes three hours per level of the enhancement bonus of the angreal that they are attempting to make. The level of the enhancement bonus must be chosen before the work can begin, and once begun it cannot be interrupted, or the attempt will be wasted and all weave slots will be expended for the day.

Enhancement Time DC
Modifier Unit Requirement
+1 3 hours 18
+2 6 hours 21
+3 9 hours 24
+4 12 hours 27
+5 15 hours 30
+6 18 hours 33
+7 21 hours 36
+8 1 day 39
+9 1 day 3 hours 41

For each additional person in the circle above the necessary requirement, add a +2 to the crafting roll.
Should the roll be up to 5 points below the listed DC the crafting fails and all weave slots of the participants will be expended for the day. For results up to 10 points below the DC all participants suffer from a splitting headache for 3d4 hours and are unable to channel for 2 days. Those that fall above 10 points below the DC, then all channelers in the circle fall unconscious for 2d4 hours and are unable to channel for 1d8+1 days.
The object that the craftsman is trying to enchant must be of +1 masterwork quality or better.

Craft: Ter’ angreal - Prerequisites: Multiweave, Sense Residue, Tie off Weave, Weavesight: 8 ranks.
This is the ability to create a wondrous item that uses the One Power to perform a specific function. There are many kinds of ter’ angreal that have a number of different abilities. Tools of the Power, these items were used by channelers and non-channelers alike in a variety of jobs. Unlike angreal and sa’ angreal, ter’ angreal were prolific and came in all shapes and sizes. Thusly, when the Breaking happened, while many ter’ angreal were lost, there were still many more to be discovered by the survivors. Like the ability to craft angreal, this skill was lost to the ravages of time until recently. After careful research and study (intelligence check DC 20), or with a capable teacher a channeling character that meets the prerequisites may put ranks into this skill.
To begin, a crafter must have possession of a +1 masterwork item to enchant, either made by the channeler or by someone else. After that the creator must sacrifice a specific level weave slot for the day. Then the crafter must choose the effect or effects that they wish to imbue into the item and roll their craft check versus the necessary DC. These fall into a few categories which are listed below.

Description Weave Time DCs
Of Function Sacrifice increment and modifiers
*Ter’ angreal that boosts a specific weave by 1 level 1, 1st level 3 hours 15
Weave level enhancement up 1 lvl/point +2 hours/lev +3/point of added enhancement
*Ter’ angreal that boosts/reduces weaves 1, 5th level 8 hours 25
within a talent by 1 level
Increased enhancement up 1 lvl/point +2 hours/lev +3/point of added enhancement
**Ter’ angreal that mimics a specific weave = 1st or desired effect lvl 6 hours 20
**Ter’ angreal that mimics a specific feat - 6 hours -
Normal feats 1, 3rd level - 20
Channeling affinity or sense residue 1, 4th level - 25
Lost ability feats 1, 5th level - 25
**Ter’ angreal that increases a stat by 1 point 1, 5th level 10 hours 25
Increase stat enhancement up 1 lvl/point +1 hour/lev +3/point of added enhancement
*Ter’ angreal that enhances a specific skill by 1 rank 1, 1st level 6 hours 25
Increase skill enhancement up 1 lvl/point +1 hour/lev +1/point of added enhancement
**Ter’ angreal of unique function GMs discretion ???? GM’s discretion
Reduce weave sacrifice cost for item activation - +1 hour/lvl +2/level reduced
Ter’ angreal that needs no weave sacrifice to activate 1, 5th level +5 hours +10
Ter’ angreal that is an exact copy of another - N/A -5
Ter’ angreal similar to another - N/A -2
Additional function - see above +5
*=no activation cost, **= has an activation cost

Boosting weaves
A ter’ angreal that works like an angreal, but only for the purposes of a specific weave. Simply add the item’s power rating to the weave slot that is expended to determine the new level of the weave cast. The enhancement bonus can be increased up to but no more than +3. This ability can be combined with a unique function, but no others. This ter’ angreal must be used by a channeler to activate. Ter’ angreal of this type do not require a weave sacrifice to activate.
Example: Jo’hana din Kalidar Undertow of the Atha’an Miere makes a small crystal globe into a ter’ angreal that boosts her ability with the current weave by 2 levels. First she sacrifices a 2nd level weave slot. Then she rolls 28 for her skill check versus the DC of the item (20 for the base, +3 for the additional point of enhancement) which is 23 and a success. 6 hours later, the task is complete and she can use her ter’ angreal.

Boosting/Reducing weaves in a Talent
The ter’ angreal that either increases or reduces the effective level of all weaves within a specific talent. Only one ability, whether it is boosting or reducing, can be assigned to the item and no other ter’ angreal functions can be added either. The boosting ability is the same as the effect of an angreal, and is applied to all weaves cast within the talent that the item is attuned to. The reducing function works much differently, however. This ability is only active when the wielder is targeted by a weave effect from the specific talent that the ter’ angreal is programmed for. When a channeler targets the holder of this ter’ angreal, subtract the item’s power rating from the weave slot that the caster spent to make the effect and treat the resulting number as the new casting level of the weave. If the result puts it at a lower slot than the weave’s listed range of effects, then the weave fizzles and is wasted. Should the result fall within the weave’s range of effects, then use the effect listed for that level. However, should the wielder not be the target of a weave, but instead falls into the area of effect of one, subtract the item’s power rating from the weave’s slot level for the purposes of determining damage and duration only, and only for the wielder of the item, all other targets receive damage and duration effects as normal. This ability cannot be deactivated at the will of the wielder. The only way for the effect to stop working is for the item to be removed from the wielder’s possession. The boosting function is useful only to channelers, and the reducing function can be used by anyone who wields the ter’ angreal and requires no additional changes in DC, time, or weave sacrifices during creation to make it useable by non-channelers as this effect is powered by outside forces. The power rating of the ter’ angreal starts as a +1 and can be increased up to +3 but no further.

Mimicking weaves
This ter’ angreal creates a specific weave. In order to activate it, a channeler expends a weave slot equal to the effect they wish to perform. This item can also be used by non-channelers, but the slot level of the effect must be selected by the crafter, used to imbue the item during creation, and cannot be changed afterward. Also, if the weave’s duration is concentration, then the effect happens as long as the channeler holds the activation weave, or the non-channeler wears the item. And all effects based on levels of experience are determined by the creator’s level when the item was crafted. The weave sacrifice used in the creation of the item for non-channelers the sacrificed slot must equal to the casting level the desired effect of the weave.
Example: Caldor Magunthus Kazenthe’ is attempting to make a ring with the 2nd level effect of disguise built in so that his friend Troi Dellan can use it. Normally he would sacrifice a 1st level weave which is the first effective level, but has to use a 2nd level to set the level for his non-channeling friend as well as a 5th level slot to power the item. His skill check is a 35 versus the DC of the item (20 for the base, +10 to enable a non-channeler to use it, +2 for the use of a second level weave slot effect) which is 32.

Mimicking feats
A ter’ angreal that gives its user access to a feat that they do not already possess. The weave slot sacrificed during creation depends on what kind of feat is to be instilled into the item; for more details see the table above. For a channeler to activate this type of ter’ angreal, he or she must make a weave sacrifice equal to the weave sacrificed in its creation with a few exceptions; see the ‘reducing activation costs’ heading below. The power of this ter’ angreal is active for as long as the channeler continues to hold the activation weave, or for as long as the non-channeler wields the item. Non-channelers cannot gain the effects of the added affinity or sense residue feats since. Also, if the prerequisites of a feat bestowed in this manner are not fulfilled, then the item simply doesn’t work, lost talents being the only exception if the “latent” feat is its only requirement.

Increasing stats
A ter’ angreal that when worn, increases one of a character’s vital statistics such as strength, dexterity, constitution, intelligence, wisdom, and charisma. Only one statistic can receive the bonus and the crafter decides what stat is boosted at the time of creation. The base DC and weave sacrifice gives the character a 1 point bonus to the designated stat. A higher stat boost is possible but the crafter must increase the slot sacrificed by 1 level, the time increment and the DC by 3 per point of additional enhancement past +1. Additional enhancement is possible only up to a maximum of 4 points. To activate this item, a weave sacrifice equal to the level of enhancement is required. For example: if a ring which would garner a channeling character a +3 bonus to dexterity would sacrifice a level 3 slot to activate the weave. This item can be made for use by channelers and non-channelers alike, with the appropriate crafting modifiers.

Increased skill ability
This ter’ angreal bestows increased proficiency with a single skill. However the skill selected must be one that can be used untrained. The base cost gives the wielder a +1 competence bonus to checks for one skill that the creator selects. To increase the bonus gained the crafter must raise the slot sacrifice by 1, increase the time increment by 1 hour, and the DC by 2 for every additional point above the 1st. So for an item that will give a +9 to the wielders bluff check would cost a 9th level weave, requires a craft check versus a DC of 34 and take 9hours to make. This item has no associated weave slot cost, and the item is effective as soon as it is worn.

Unique function
A ter’ angreal that has an ability that exceeds or is not covered by any of the other headings. Seek advice from your GM when you craft anything that falls under this heading for the DC, time, and weave sacrifice that is required.

Reduce activation cost
This is a special option that allows a channeler to use a lower level weave slot than normal to activate a ter’ angreal. Like other modifiers combine the time increments and the DC modifiers to find the new crafting requirements. For every level the activation cost is lowered, increase the DC by 2 and the time increment by 1 hour.

No activation cost
This option makes it so that the ter’ angreal when crafted, does not cost weave slots to activate. The ter’ angreal functions for as long as the user is wearing or touching the item and concentrates on the desired effect. During the crafting process the crafter need only sacrifice a 5th level slot, increase the time increment by 5 hours, and adding +10 to the DC to gain this feature for use with this item.

Exact copy
Creating a ter’ angreal that is an exact copy of one that the crafter already possesses is much easier than making one from scratch. When making a copy of a ter’ angreal lower the crafting DC by 5.

Similar function
After studying a ter’ angreal from one of the above headings, the process of making similar ones is relatively easier. When rolling the craft skill in these instances, reduce the DC by 2.

Additional Function
The number of functions that ter’ angreal can perform are endless, however a single ter’ angreal usually has one function. Adding abilities to an existing ter’ angreal is impossible, but more than one function can be imbued during the creation process. This adds +5 DC for every additional enchantment after the 1st to the craft check of the item. In the case of imbuing two abilities into an item, the second ability DC is increased by 5, for three abilities the second is at +5 and the third is at +10 and so on.
Example: Vina Sedai wishes to make a ter’ angreal to give her warder the normal feats of quick draw and weapon focus: longsword. After commissioning a masterwork longsword in Tar Valon, she sets to work on her creation. First she rolls for the DC of the first ability, getting a 33 total versus(base DC 20, +10 to be used by a non-channeler) the DC of 30. After 6 hours and spending a 3rd level weave slot, the first part of the enchantment is done. Then she makes her second craft check, getting a 36 versus the DC(base DC 20, +10 non-channeling user, +5 for being an additional function) of 35, spends a 3rd level slot and another 6 hours imbuing the second ability. Note that both feats are normal in nature and have a DC of 20 to craft each one separately. However since both are being instilled into the warder’s new sword, the cost of the second feat’s crafting DC goes up by 5 points. Should she have also wanted to add the feat weapon finesse: longsword she would have had to roll her crafting skill versus a DC of 30 in addition to the other costs. Also note that reducing the weave sacrifice necessary to activate the item or making the item so that it doesn’t need weave sacrifices to activate do not count as additional functions.
An unsuccessful skill roll that falls up to 5 below the listed DC will result in a ter’ angreal that causes an extreme headache that lasts for 2d4 hours during which the player is at -2 to attack and all saving throws. A failure that is more than 5 below the listed DC the item develops severe flaws in it’s surface and shatters causing 1d6 points of damage for every 10 points of crafting DC.


yes, male channelers can start off as initiates...

and sunphoenix...DAMN!
i need to read through it all...but wow! just wow...

Liberty's Edge

LOL. Sorry.. it is a bit much. A rule of thumb we used for our game also... is that considering how Rand, Matt, and Perrin got so much better as the series went along in a relatively short period of time... we didn't think they were like level 35 or some madness as that. so we decided that any feat that only removes a penalty... such as exotic WP, Weapon Proficiencies, and some VERY specific feats... like Two-Weapon fighting and or Ambidexterity... with time, a teacher and role-play they could be learned without having to have a feat slot for the level. but feats such as Improved Initiative, Power Attack, cleave...etc... feats that gave new abilities always needed a feat slot to purchace.

Well until the skill of crafting ter’ angreal allows weavers to make items that granted feats...

So you will find that Terran has a pair of feats appended Lrn7 or 8.. this means these two feats were learned at 7th and 8th level...without feat slots.

Honestly I didn't really expect to be allowed to play him... if this games goes off.. I'd probably just try to make an approximation of him.
I'd just make another Alias to cover modifying his sheet... its been sooo long since I played him...

We had prophesy's of the Dragon but no other material to go on so we sort of extrapolated from the given rules what we read in the books.


I'm interested. Have never run an 18th level character in this system before. Need to think on what kind of character. When were you planning on starting?


lets shoot for friday, jan 13th, as a start time...


Sounds good, I will work on a character today


Here is my work in progress... sorry its real sketchy.. and incomplete. Been busy at work...will finish in a few days...


no worries...i too have been swamped with work. ill push the start date out another week, to jan 20th.


So...is this still recruiting?


Not sure. I didn't want to put any more effort into it if there were only two people that showed any interest...

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