Meridian Anterian |
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.
Niketsu Sedai |
I added in my background story. I just have a bit to do with a few last skill points and a feat.
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.
Warrick Gentara |
RIZZENMAGNUS |
hgsolo |
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 Sedai |
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.
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.
Warrick Gentara |
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
RIZZENMAGNUS |
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.
RIZZENMAGNUS |
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)
Tandem Arandell |
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.
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.
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
Niketsu Sedai |
** spoiler omitted **
Niketsu Sedai |
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
Aura moderate transmutation; CL 8th
Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
Description
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
Aura faint conjuration; CL 5th
Slot ring; Price 2,500 gp; Weight —
Description
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
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.
Description
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.
Aura moderate conjuration; CL 9th
Slot —; Price see below; Weight see below
Description
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.
Description
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.
Aura moderate transmutation; CL 11th
Slot —; Price 3,000 gp; Weight 1 lb.
Description
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?
Warrick Gentara |
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?
Tandem Arandell |
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.