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Jesse Heinig wrote:I did the math and I would have a level 10 character with 22 hit points.That's why I'm suggesting dumping STR or CHA
Sorry to be contrarian, I just tend to have a concept in mind as I'm building a character and I simply don't have a concept right now that supports a noodle-armed weakling or a maladaptive a$~#+&*. :/

RIZZENMAGNUS |

Question For the Dai'Dore class feature Improved Weapon Finesse, do we only get it for one weapon or do we get the Pathfinder Weapon Finesse feat that applies to all typical weapon finesse weapons and a one additional weapon [quarterstaff or a one-handed weapon] that weapon finesse typically does not apply to?
For Wheel of time, itll only apply to one chosen weapon. its basically giving a character the ability to choose a weapon that is not a light weapon, say for example a smiths hammer, and use dexterity instead of strength for attacks.

RIZZENMAGNUS |

Seth86 wrote:Sorry to be contrarian, I just tend to have a concept in mind as I'm building a character and I simply don't have a concept right now that supports a noodle-armed weakling or a maladaptive a*~*!!$. :/Jesse Heinig wrote:I did the math and I would have a level 10 character with 22 hit points.That's why I'm suggesting dumping STR or CHA
whats your concept? let's see what youre thinking.

Kayden Al'Connor |
Kayden Al'Connor wrote:Question For the Dai'Dore class feature Improved Weapon Finesse, do we only get it for one weapon or do we get the Pathfinder Weapon Finesse feat that applies to all typical weapon finesse weapons and a one additional weapon [quarterstaff or a one-handed weapon] that weapon finesse typically does not apply to?For Wheel of time, itll only apply to one chosen weapon. its basically giving a character the ability to choose a weapon that is not a light weapon, say for example a smiths hammer, and use dexterity instead of strength for attacks.
Thank you. Sticking with unarmed strike for the improved weapon finesse class feature, as it is a core part of the character concept.
Question: Is it a case by case decision by you for WoT classes that grant a WoT feat whether we get the WoT version of the feat or the Pathfinder version of the feat?
I had asked since for regular feat selection we use the Pathfinder feat versions so was not sure if WoT class features that give the WoT version of the feat if we use the WoT feat version or the Pathfinder version.
Had you ruled it granted the PF version of Weapon Finesse with the the ability to add a single weapon that normally is not applied I was going to ask if you would allow improvised club weapons, and if not than the club. Not that he typically uses a club, but if he rages out he might grab a nearby object to use quite effectively as a club.

Kayden Al'Connor |
I worked with Kayden and the three refugees-turned adventurers (Liam ad the sisters Aoife and Orla) having just reached 5th level when they and Kayden's uncle Cormac started adventuring in the wilds of the borderlands, and that they had one encounter (of challenging difficulty) each day. This resulted in them leveling up to 6th level after the fight with the trollocs on the 7th day; leveling up to 7th level after the fight with the trollocs on the 12th day; leveling up to 8th level after the fight with the trollocs on the 16th day; and leveling up to 9th level after the huge fight with the trollocs, with the help of the wolves, on the 17th day to reclaim the wolves' ancestral burial ground (and gained what will become each of their masterpiece weapon or armor: gauntlet (Kayden), breastplate (Liam), handaxe (Cormac), daggers (Aoife and Orla). I also worked with Kayden's uncle Cormac being at the start of 10th level the day the trollocs killed Kayden's parents, brother and family dogs. Kayden, Liam, Aiofe and Orla reached 5th level by the time they reached the wilds of the borderlands. Cormac reached 11th level by the time they entered the wilds of the borderlands.
To come up with Kayden's history of madness, I used Geoff Hall's Madness version, as he is the author of the wolfbrother feats from UtDB being used for the campaign.
I worked with Kayden getting average rolls for the +1d6 gained madness from wolfbrother feats and gaining madness symptoms that would match up with the possible ranges for the secret GM-rolled +1d6 madness rolls. This approach will have the same possible madness symptoms regardless of what the secret 1d6 Madness gained rolls for his wolfbrother feats.
At 5th level, Kayden has a +3 Will bonus and a +7 Handle Animal bonus
Adventuring in the wilds of the Borderlands
Day 1
Kayden begins the day with a Madness Rating (MR) of 3.
He sees a wolf about a hundred yards away. "Beware the trollocs that roam these parts," Kayden hears someone whisper to him. He turns his head and sees none of his companions are close enough to him to have been the whisperer. +1 Madness (MR 4)
The group encounters a few trollocs and kills them. Kayden enters wolf rage for the first time during the fight. +1 Madness (MR 5)
He spots the (same?) wolf off in the distance after the fight with the trollocs. "You fought well, pup." someone whispers to Kayden.
"As did all of us," Kayden speaks, "and I'm not a pup!"
Cormac, confused, speaks "None of us called you a pup, Kayden.
"Must have been one of the trollocs then."
+1 madness (MR 6)
As the group is making camp for the night, Kayden spots two wolves in the distance. "He's pretty quick for a pup," Kayden hears whispered to him and turns his head to see that once again none of his companions are close enough to have whispered the words to him.
"They are not the ones speaking to you right now, pup. We are."
Kayden, thinking it couldn't possibly be the wolves he is hearing, turns back to look at them and thinks, "I think I am losing it."
"No, you are discovering your true self, pup."
What sounds like a different voice whispering, "Muddy Paws, stay close to this one."
"I will, Splasher."
Unseen wolves howl in the distance. Splasher sprints away while Muddy Paws remains watching Kayden and the camp.
+1 madness (MR 7)
Day 2
In the morning, while Kayden is grooming his horse, he notices a wolf (Muddy Paws) about a hundred yards away with a dead rabbit in its jaws, "This is for you, pup." The wolf releases the rabbit and moves further away from the camp.
+1 madness (MR 8)
Kayden goes over and picks up the rabbit to bring it back to camp. As he starts to walk back towards the camp he spots the wolf by a nearby tree blocking the view of the wolf to others at the camp. He notices the top of the wolf's front paws have small patches of mud on them. Thinking it mad, he thinks, "Thank you, Muddy Paws."
"You are welcome,"The wolf sniffs the air between it and Kayden, "Dusty Horse."
Cormac finds a trail of a few trollocs and the group finds and kills them. Kayden entered wolf rage during the fight. +1 madness (MR 9)
While making camp, Kayden spots Muddy Paws off in the distance and converses with him telepathically. +1 madness (MR 10)
The following days follow the same pattern. Telepathically communicating with Muddy Paws at the start at the end of the day and encountering a small group of trollocs that the group slays, which Kayden entered wolf rage during the fight.
Day 3
Morning talk with Muddy Paws; +1 madness (MR 11)
Enters wolf rage during fight with trollocs; +1 madness (MR !2)
Evening talk with Muddy Paws; +1 madness (MR 13)
Gained Heightened Senses from gaining 10 madness from entering wolf rage and telepathic communication with Muddy Paws (and Splasher). +1d6 (4) madness. (MR 17)
Day 4
Madness Triggers: Injury
Morning talk with Muddy Paws; +1 madness (MR 18)
Enters wolf rage during fight with trollocs; +1 madness (MR 19)
Got injured during fight with trollocs and failed his Will save. Madness symptom he manifested was aversion for 2d6 (7) hours. While the group makes camp for the evening, Kayden walks away, the others thinking he is just doing his typical evening bladder draining, until Kayden is gone for longer than is expected. Three of them stay at the camp while Cormac looks for his nephew's trail.
Cormac tracks him and finds him calmly standing beside a tree, scratching the left ear of a wolf with mud on its paws. The wolf looks up at Cormac before sprinting away. +1 madness for conversing with Muddy Paws (MR 20)
"Kayden, are you alright? It's not a good idea to wander by yourself at night around here."
"I'm okay, Uncle Cormac. Let's head back to camp."
Day 5
Morning talk with Muddy Paws; +1 madness (MR 21)
Enters wolf rage during fight with trollocs; +1 madness (MR 22)
Got injured during fight with trollocs and failed his Will Save. Madness symptom he manifested was aversion. Kayden takes longer than usual again for his evening bladder draining. Cormac tracks him and once again finds him with the same wolf, scratching one of the wolf's ears.
+1 madness for evening talk with Muddy Paws (MR 23)
Day 6
Morning talk with Muddy Paws; +1 madness (MR 24)
Enters wolf rage during fight with trollocs; +1 madness (MR 25)
Got injured during fight with trollocs and failed his WIll save. Madness symptom he manifested was aversion. Kayden takes longer than he should for his evening bladder draining. When Cormac finds Kayden he is sitting against a tree, with the wolf on its side beside him, as Kayden is scratching the wolf's stomach.
+1 madness for evening talk with Muddy Paws (MR 26)
Day 7
morning talk with Muddy Paws, +1 madness (MR 27)
Gained Wolfdream as bonus feat from gaining an additional 10 madness from entering wolf rage and telepathic communication with Muddy Paws. +1d6 (3) madness (MR 30)
enters wolf rage during fight with trollocs; +1 madness (MR 31)
Got injured during the fight with trollocs and failed his Will save. The madness symptom he manifested was paranoia for 2d6 (7) minutes.
After the fight is over, while the healer of the group goes to tends Kayden's wounds, Kayden pushes the healer away from him, "Stay away from me!".
Cormac, a worried look on his face, speaks in a calming tone, "Kayden, you got hurt during the fight and we want to take care of your wounds."
Kayden, unaware he is starting to get in a fighting stance retorts back, "Tend to your own wounds first."
Cormac approaches Kayden, reaching out a hand to gently touch his shoulder, "No one here wants you hurt. You're bleeding, let us bandage you up."
Kayden runs past his uncle and away from camp. Cormac and Liam chase after Kayden.
"Kayden, stop running!"
After about a minute of chasing Kayden, the two of them catch up to Kayden and pin him down.
Kayden, thrashes about, trying to punch and kick at the two of them to get away, akin to a cornered animal that is trapped and unable to escape a predator, sweat starting to form on his face and dampening his hair.
"Kayden, it's me, your uncle Cormac. I think the weapon you were stabbed with might have been poisoned. Stay still so I can check the wound."
Kayden continues to thrash, ignoring his uncle's words.
After about five minutes, Kayden regains control of himself, "Okay, okay, I'm fine. Kindly let go of me so I can walk back to camp with you without your hands on me."
Kayden and the refugees-turned adventurers level up to 6th level.
Kayden takes the typical amount of time for his evening bladder emptying before returning to camp.
Evening talk with Muddy Paws; +1 madness (MR 32)
While he sleeps that night he enters the wolfdream and converses with Muddy Paws and Splasher.
Day 8
Madness Triggers: injury, Will saves
Kayden's Will save bonus is +3 and his Handle Animal bonus is +8.
Morning talk with Muddy Paws; +1 madness (MR 33)
Enter wolf rage during fight with trollocs; +1 madness (MR 34)
Entering rage triggers madness check: symptom that manifests was paranoia for 2d6 (7) minutes.
Kayden, feeling like the trollocs and his allies mean him harm, does a fighting withdrawal and then runs away from the threats of the trollocs and humans.
Cormac and the rest of the group, hard-pressed with one of their number taking off, faced with a more dangerous situation. As one of the refugees-turned adventurers was about to receive a trolloc's axe to his skull, Muddy Paws joins the fight to even the odds. After the fight, Muddy Paws sprints off to catch up to Kayden.
"You should not leave your allies more vulnerable to trollocs, Dusty Horse."
Kayden, hit with sudden guilt at the realization his taking off might have resulted in his group being outnumbered by the trollocs, "What is wrong me? They might be dead because I ran away."
Muddy Paws, rubs his blood-soaked snout against Kayden's leg, "The trollocs are dead. This is the blood of two of them."
"Thank you for helping my friends, Muddy Paws." Kayden puts his shaking right hand on top of Muddy Paws' head, letting the presence of his furred friend calm him now.
Muddy Paws walks beside Kayden as he walks back to the others.
"What was that, Kayden!?!?" Liam yells at Kayden returns, "Had it not been for some wolf. That wolf!" Liam points at the wolf with trolloc blood dripping from its snout, "I would be dead with an axe in my head!"
Hanging his head in shame, Kayden mutters, "I'm sorry."
"Look at me!"
Kayden looks up at his friend, notices the blood running down from the left side of his head. "Liam, I am sorry. I don't understand what's going on!"
Cormac asks, "Kayden, have you been communicating with that wolf with your thoughts?"
"How did you know that?"
"What are you talking about, Cormac?" Orla asks.
"Why did you ask Kayden if that wolf can hear his thoughts?" Aiofe asks.
"It seems my nephew is a wolfbrother. Wolfbrothers, like wolves, are allies in the fight against shadowspawn."
"Some ally, I nearly got my skull cleaved in two!" Liam shouts, "How can we trust him to not take off like that again when we need him to be focused on killing trollocs with us?"
"We already have the answer. The wolf made up for the absence of Kayden during the fight," Cormac continued, "From what I recall, Kayden's best chances at not losing control like that again is remaining in the borderlands with the wolf helping us fight trollocs until he regains proper control of his mind again or," Cormac's voice falters as he thinks about the other outcomes, "or his mind becomes completely like a wolf's, if trollocs don't end him before one of those two outcomes happens."
"I can not ask that of any of you. The three of you should head back to Two Rivers." Kayden tells his fellow midlanders.
"Hoshposh! We are not going to abandon you so you die here, Kayden." Orla speaks.
"Olra speaks true. Isn't that right, Liam?" Aiofe looks at Liam.
Liam, still peeved, "That trolloc nearly killed me!"
"Do you think Kayden would leave you here to die if things were the other way around, Liam?" Aoife asks.
Touching his blood-soaked patch of hair, Liam nods his consent, "Can someone check my head bandage, I think I need some more..." he does not finish as he slumps unconscious to the ground.
evening talk with Muddy Paws; +1 madness (MR 35)
While in the wolfdream that night, Splasher tells him about a wolfbrother who lived many generations ago, named Claw Forger, who after he died, wolves dragged his body to a wolf burial mound. The mound has been overgrown for years, but the metal claw he forged is still waiting for a wolfbrother worthy of the metal claw to recover it, and that she thinks Dusty Horse (Kayden) might be the wolfbrother they have been waiting for to claim Claw Forger's metal paw.
Day 9
Morning talk with Muddy Paws; +1 madness (MR 36)
Entering wolf rage during fight with trollocs triggered madness check: madness symptom manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions. +1 madness for wolf rage (MR 37)
Evening talk with Muddy Paws; +1 madness (38)
While in the wolfdream that night, Muddy Paws tells him Splasher is telling other wolves about him, Dusty Horse.
Day 10
morning talk with Muddy Paws; +1 madness (MR 39)
Entering wolf rage during fight with trollocs; +1 madness (MR 39); madness symptom he manifested was claustrophobia for 2d6(7) minutes, not impacting his focus on killing the trollocs with his companions.
Evening talk with Muddy Paws; +1 madness (MR 40)
During the wolfdream that night, Muddy Paws is with him when Splasher is accompanied by five other wolves Kayden has not met before.
Day 11
Morning talk with Muddy Paws; +1 madness (MR 41)
Madness triggers now include communicating with wolves.
Enter wolf rage during fight with trollocs; +1 madness (MR 42), madness symptom that manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions.
Evening talk with Muddy Paws; + madness (MR 43), madness symptom that manifests was claustrophobia for 2d6 (7) minutes, having no effect on him as the group is in the wilds of the borderlands.
During the wolfdream that night, Muddy Paws is with him when Splasher is accompanied by five other wolves, none of which were the one of the five he met the night before.
Day 12
Morning talk with Muddy Paws; +1 madness (MR 44), madness symptom that manifested was claustrophobia for 2d6 (7) minintues, making him wander a little ways from camp.
Enter wolf rage during fight with trollocs; +1 madness (MR 45); madness symptom that manifested was claustrophobia for 2d6 (7) minutes, not impacting his focus on killing the trollocs with his companions.
Kayden and his fellow midlanders leveled up to 7th level. Cormac leveled up to 12th level. Kayden gains the Acceptance of Fate feat; -10 madness (MR35). Kayden no longer gains madness by communicating with wolves or entering wolf rage. Communicating with wolves is no longer a madness trigger.
That night during the wolfdream, Muddy Paws is with him when Splasher is accompanied by five other wolves, none of which were the ones he met during the two previous wolfdream nights.
Day 13
Kayden's Will save bonus is +4 and his Handle Animal bonus is +9
During the fight with trollocs the madness symptom that would have manifested was paranoia, but Kayden unknowingly used The Dark One's Own Luck that caused him to gain a result of claustrophobia instead so his madness did not impact his focus on killing trollocs with his companions.
During the wolfdream that night, Muddy Paws, Splasher and the fifteen wolves he met during the previous three nights of wolfdreams were surrounded by an overgrown mound by a small pond that Splasher was wading at the edge of and making small splashes in the water.
"You are a few days from the mound, Dusty Horse. Come with your friends to help you dig."
Day 14
Kayden tells his companions about his dreams. They decide to look for the mound.
Kayden inadvertently uses The Dark One's Own Luck to manifest the claustrophobia symptom during the fight with the trollocs for the next three days.
The wolf dream that night and the following night are the same as the one by the pond, with Splasher telling him he and his friends are closer to the mound than they were the day before.
Day 16
After the fight with the trollocs, Kayden and the other midlanders level up to 8th level.
The wolf dream that night Muddy Paws and Splasher and the other fifteen wolves from the previous dreams are there. Splasher tells Kayden that several trollocs are by the mound and she and some of the other wolves will be ready to help him and his friends defeat the trollocs at the mound.
Unbeknownst to Kayden, he used The Dark One's Own Luck to gain a higher number of wolves to come to his aid (storywise, the wolves were waiting for a wolfbrother who had human allies that were adept of slaying trollocs to help the wolves reclaim their ancestral burial mound).
Day 17
During the night all the wolves he met in his wolf dreams except for three made it to the camp.
Kayden's Will save bonus is +4 and his Handle Animal modifier is +10.
When Kayden awoke Muddy Paws, Splasher and a dozen of the fifteen wolves he met during his wolfdreams were gathered near the camp.
"Dusty Horse, tell your friends we go to the mound when they are ready."
Kayden and his human and wolf allies reached the mound and defeated the trollocs there. Kayden nor any of his human allies, including his uncle met their deaths that day, but seven of the wolves died in reclaiming the mound for the wolves.
After spending a few hours digging, they located the decayed skeleton of Claw Forger. Kayden claimed the left-handed masterpiece gauntlet. Liam claimed the masterpiece breastplate armor. Cormac claimed the masterpiece handaxe. Aoife and Orla each claimed one of the masterpiece daggers.
Kayden and his fellow midlanders leveled up to 9th level and Cormac leveled up to 13th level. Kayden gained the Mental Stability feat; -20 madness (MR 15).
The five humans traveled to Two Rivers after the fight at the wolves ancestral burial mound. Splasher told Muddy Paws to continue to travel with Kayden, who's new wolf name is Metal Paw.
I left Liam's, Aoife's and Orla's classes open, in case you and other players would like to make use of them once they arrive back at Two Rivers.

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Jesse Heinig wrote:whats your concept? let's see what youre thinking.Seth86 wrote:Sorry to be contrarian, I just tend to have a concept in mind as I'm building a character and I simply don't have a concept right now that supports a noodle-armed weakling or a maladaptive a*~*!!$. :/Jesse Heinig wrote:I did the math and I would have a level 10 character with 22 hit points.That's why I'm suggesting dumping STR or CHA
A couple years back there was a different WoT game on the boards run by you, but you weren't feeling it so you cancelled it. I was thinking of rebuilding the White Ajah that I had there.

RIZZENMAGNUS |

RIZZENMAGNUS wrote:Kayden Al'Connor wrote:Question For the Dai'Dore class feature Improved Weapon Finesse, do we only get it for one weapon or do we get the Pathfinder Weapon Finesse feat that applies to all typical weapon finesse weapons and a one additional weapon [quarterstaff or a one-handed weapon] that weapon finesse typically does not apply to?For Wheel of time, itll only apply to one chosen weapon. its basically giving a character the ability to choose a weapon that is not a light weapon, say for example a smiths hammer, and use dexterity instead of strength for attacks.
Thank you. Sticking with unarmed strike for the improved weapon finesse class feature, as it is a core part of the character concept.
Question: Is it a case by case decision by you for WoT classes that grant a WoT feat whether we get the WoT version of the feat or the Pathfinder version of the feat?
I had asked since for regular feat selection we use the Pathfinder feat versions so was not sure if WoT class features that give the WoT version of the feat if we use the WoT feat version or the Pathfinder version.
Had you ruled it granted the PF version of Weapon Finesse with the the ability to add a single weapon that normally is not applied I was going to ask if you would allow improvised club weapons, and if not than the club. Not that he typically uses a club, but if he rages out he might grab a nearby object to use quite effectively as a club.
hmmmmmmmmmmmmmmmmm... now you got me reconsidering my previous decision.
let me ponder this and i'll get back to you...
Kayden Al'Connor |
Kayden's month of madness in the wilds of the borderlands**spoiler omitted**
Caught a number tracking mistake for his madness rating on Day 10. His madness rating is 1 higher than stated in the above post, starting with the fight with the trollocs on Day 10. I am updating his profile with the correct numbers and changing the average 1d6 results to 1d6, 2d6 and 3d6 for easier tracking for you.
His final madness rating after leaving the borderlands was 3d6+6.

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Here is my submission. I'll create an alias if I'm selected.
Haven't selected equipment yet and I have a couple of unspent feats.
Ideally, I'd like something to boost a stat or my overchanelling.
Are the various "Get a +1 innate bonus to a stat" feats from Under The Dragon Banner legal?
Sahela Jamal is a L1 Noble/L2 Wilder/L4 Initiate/L3 Windfinder
She has never managed to remove her Block. She must be happy in order to channel.
In general, Sahela is a friendly, happy person who loves her life. While she very definitely has a decadent streak a mile wide she can put it aside and rough it when the circumstances call for it. And she is compassionate and caring, never putting her pleasure above others rights. Pleasure should be mutual, not taken at the expense of others.
She has a bubbly, nearly irrepresible personality. She always likes to look On The Bright Side of Life.
Despite the above, she is a shrewd merchant and a credit to both her Clan and Family. She is fiercely loyal to both of these. She has a strong sense of responsibility to those under her command, those she considers her friends, etc.
Sahela Jamal is the third born child of a noble merchant family from Arad Doman. She had a fairly typical childhood for a Domani noble woman, learning the arts of seduction and learning how to work within her families business empire.
That all changed when she discovered that she had the ability to channel the One Power. Not particularly wanting to join the Aes Sedai she successfully hid this ability for awhile. But one day family business took her onto an Atha'An Miere ship where her ability was quickly discovered. Both because she seemed fairly strong in weather magic and because they could see the value in having a noble merchant significantly in their debt they swore Sahela to secrecy and agreed to train her in both The Power and in their culture.
She spent several years mastering her power, although she was never able to overcome her block. Possibly because it so rarely actually affected her, she was always a good natured happy person and she quickly mastered the self control required to attain that emotion more or less at will.
At this point in her life she was truly a daughter of two cultures. While she chafed at the discipline required on ship she loved the fun loving attitudes of the Atha'An Miere in general and soon mastered the skills required to function on shipboard (she already was quite adept at the merchant skills needed). Never being fully accepted by the Atha'an Miere they still greatly valued her, especially her contacts into the Jamal family business. And having somebody who was quite willing to travel on land as well as on ship was a great asset.
From the point of view of her family, having access to the trade networks of her adopted clan was also of great benefit.
Both her adopted clan and her family benefited from the relationship, both were quite happy with her progress in the Power, both were very eager to keep her abilities quiet.
And then Tarmon Gai'don came and the need for secrecy vanished. Given that her Clan wasn't participated directly but her family was she joined a company of soldiers loyal to the Jamal family fighting on the side of the Dragon Reborn and led by her elder brother. The Jamal company was too small to have any huge impact on the fight but it gained a reputation of being a solid, well lead, well disciplined force capable of achieving the missions assigned to it. Sahela was a significant asset. While she wasn't capable of raining down fire from the skies on the enemies she WAS very good at getting weather to help conceal her troops, usethe magic to set up ambushes, etc. The Jamals and her Atha'An Miere clan could (and did) hold their heads high over their contribution to the great victory.
Since the victory at Tarmon Gai'don she has spent much of her time with the Athan'An Miere and has finally been granted the rank and status of Windfinder which they had previously been unwilling to give to one not fully of their people.
She has spent the last few years mastering her skills with the Power, working with her clan, and trying to find diplomatic solutions to the Seanchen occupation of her homeland. She is getting a bit bored of the quiet life and is seeking an opportunity for adventure.
Str 11 Dex 13 Con 15 Int 13 Wis 16 Cha 16
BAB +4, Fort +9, Ref +10, Will +17. Def +7(+1 Dex), Rep 7
Background : Domani, Seductive
L1: L1 Noble (Noble Knowledge, Inspire Courage)
L1 Feat : Great Fortitude
L2: L1 Wilder : Block, Cross-Talent, Overchanneling, Affnity Air, Talent Cloudwalking
L3: L2 Wilder : Wilder Feat: Extra Affinity (Water)
L3 Feat - Skill Focus (Composure)
L4 L1 Initiate : Talent (Elementalism) Affinity (Spirit)
L4 L1 Initiate Feat : Extra Affinity (Fire)
L5 L2 Initiate : Tie Off Weave
L5 Feat - Skill Focus Invert
L6 L3 Initiate : Slow Aging
L7 L4 Initiate : Multiweave
L7 Feat - Untaken
L8 L1 Windfinder Iron Will, Windfinder Presence
L9 L2 Windfinder : Multiweave
L9 Feat - Untaken
L10 L3 Windfinder - Windfinder Control
Total Skill ranks 1 (Background) + 10*8 (all classes are 4 + 2 Int +2 Background) +6 (Favored class Initiate) = 87
Bluff (8) : 14
Composure (10) : 22 (+5 to overchannel)
Diplomacy (9) : 15
Disguise (4) : 10
Heal (1) : 7
Intimidate (10) : 20
Invert (10) : 21
Knowledge Arcana (1) : 7
Knowledge Architecture and Engineering (1) : 7
Knowledge Blight (0) : +3
Knowledge Geography (1) : 7
Knowledge History (1) : 7
Knowledge Local (1) : 7
Knowledge Nature (1) : 7
Knowledge Nobility (2) : 8
Knowledge The Age of Legends (0) : +3
Perform (Flute) (1) : 9 (masterwork)
Perception (1) : 7
Profession Merchant (10) : 16
Profession Sailor (4) : 10
Sense Motive (1) : 7
Weavesight (10) : 19
Total 87
4 L0, 7 L1, 6 L2, 3 L5 2 L4 1 L5
Talent - Cloud Dancing, Elementalism
Affinities - Air, Water, Spirit, Fire
Weaves known: 6 (Wilder Base) +8 (Extra levels) +3 (Wis) = 17
Cloud Dancing Focus
Harness the Wind [Air, Water]
Raise Fog [Air, Water]
Elementalism Focus
Arms of Air [Air]
Current [Spirit, Water]
Harden Air [Air]
Light [Fire, Air]
Whirlpool [Spirit, Water]
Healing
Delve [Spirit]
Heal [Air, Spirit, Water]
Renew [Air, Spirit, Water]
Illusion
Disguise [Air, Fire, Spirit]
Folded Light [Air, Fire]
Mirror of Mists [Air, Fire, Spirit]
Disguise Clothing [Air, Fire, Spirit]
Noble - Noble Lore (+1 to all knowledge skills, all used untrained)
- Inspire Courage (talk for entire round, +1 to hit, damage, morale) lasts while heard +4 rounds thereafter. Use once per combat

RIZZENMAGNUS |

the list so far...
looks complete:
Sahela Jamal is a L1 Noble/L2 Wilder/L4 Initiate/L3 Windfinder
kayden al'conner. 1 woodsman/4 dai'dore/5 wanderer.
needs to post character
lazar (aka critzible), 4wanderer/6 dai'dore.
the Hmmmmm....
seth86, asha'man
malinor
corrick
the "Im stumped"
Jesse Heinig
the "hey! just found ya!"
evindyl

RIZZENMAGNUS |
1 person marked this as a favorite. |

Thank you. Sticking with unarmed strike for the improved weapon finesse class feature, as it is a core part of the character concept.Question: Is it a case by case decision by you for WoT classes that grant a WoT feat whether we get the WoT version of the feat or the Pathfinder version of the feat?
so ive thought about it.
im going to say that if there is a feat that can be found both in the WOTrpg or the Pathfinder system, the pathfinder system will take precedence.

Kayden Al'Connor |
Kayden Al'Connor wrote:
Thank you. Sticking with unarmed strike for the improved weapon finesse class feature, as it is a core part of the character concept.Question: Is it a case by case decision by you for WoT classes that grant a WoT feat whether we get the WoT version of the feat or the Pathfinder version of the feat?
so ive thought about it.
im going to say that if there is a feat that can be found both in the WOTrpg or the Pathfinder system, the pathfinder system will take precedence.
Thanks for that clarification for WoT class-granted feats.
Looping back around to my orginal question then. Since the Dai'Dore WoT Improved Weapon Finesse class feature now grants the PF Weapon Finesse feat, do all Dai'dore characters with that class feature also choose the quarterstaff or a single one-handed weapon (which weapon finesse typically does not apply to) that they can make use of weapon finesse with for the Improved part of Improved Weapon Finesse class feature?
If yes, would you allow improvised (club) weapon as a viable option?

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This is almost identical to the last one. Fixed one error (I had the Con and Int swapped), used some of the Affinity (stat boost) feats.
Will worry more about equipment (and will create an alias) if selected
Sahela Jamal is a L1 Noble/L2 Wilder/L4 Initiate/L3 Windfinder
She has never managed to remove her Block. She must be happy in order to channel.
In general, Sahela is a friendly, happy person who loves her life. While she very definitely has a decadent streak a mile wide she can put it aside and rough it when the circumstances call for it. And she is compassionate and caring, never putting her pleasure above others rights. Pleasure should be mutual, not taken at the expense of others.
She has a bubbly, nearly irrepresible personality. She always likes to look On The Bright Side of Life.
Despite the above, she is a shrewd merchant and a credit to both her Clan and Family. She is fiercely loyal to both of these. She has a strong sense of responsibility to those under her command, those she considers her friends, etc.
Sahela Jamal is the third born child of a noble merchant family from Arad Doman. She had a fairly typical childhood for a Domani noble woman, learning the arts of seduction and learning how to work within her families business empire.
That all changed when she discovered that she had the ability to channel the One Power. Not particularly wanting to join the Aes Sedai she successfully hid this ability for awhile. But one day family business took her onto an Atha'An Miere ship where her ability was quickly discovered. Both because she seemed fairly strong in weather magic and because they could see the value in having a noble merchant significantly in their debt they swore Sahela to secrecy and agreed to train her in both The Power and in their culture.
She spent several years mastering her power, although she was never able to overcome her block. Possibly because it so rarely actually affected her, she was always a good natured happy person and she quickly mastered the self control required to attain that emotion more or less at will.
At this point in her life she was truly a daughter of two cultures. While she chafed at the discipline required on ship she loved the fun loving attitudes of the Atha'An Miere in general and soon mastered the skills required to function on shipboard (she already was quite adept at the merchant skills needed). Never being fully accepted by the Atha'an Miere they still greatly valued her, especially her contacts into the Jamal family business. And having somebody who was quite willing to travel on land as well as on ship was a great asset.
From the point of view of her family, having access to the trade networks of her adopted clan was also of great benefit.
Both her adopted clan and her family benefited from the relationship, both were quite happy with her progress in the Power, both were very eager to keep her abilities quiet.
And then Tarmon Gai'don came and the need for secrecy vanished. Given that her Clan wasn't participated directly but her family was she joined a company of soldiers loyal to the Jamal family fighting on the side of the Dragon Reborn and led by her elder brother. The Jamal company was too small to have any huge impact on the fight but it gained a reputation of being a solid, well lead, well disciplined force capable of achieving the missions assigned to it. Sahela was a significant asset. While she wasn't capable of raining down fire from the skies on the enemies she WAS very good at getting weather to help conceal her troops, usethe magic to set up ambushes, etc. The Jamals and her Atha'An Miere clan could (and did) hold their heads high over their contribution to the great victory.
Since the victory at Tarmon Gai'don she has spent much of her time with the Athan'An Miere and has finally been granted the rank and status of Windfinder which they had previously been unwilling to give to one not fully of their people.
She has spent the last few years mastering her skills with the Power, working with her clan, and trying to find diplomatic solutions to the Seanchen occupation of her homeland. She is getting a bit bored of the quiet life and is seeking an opportunity for adventure.
Str 11 Dex 13 Con 13 Int 16 Wis 18 Cha 16
BAB +4, Fort +7, Ref +10, Will +18. Def +7(+1 Dex), Rep 7
Background : Domani, Seductive
L1: L1 Noble (Noble Knowledge, Inspire Courage)
L1 Feat : Inteligence Talent
L2: L1 Wilder : Block, Cross-Talent, Overchanneling, Affnity Air, Talent Cloudwalking
L3: L2 Wilder : Wilder Feat: Extra Affinity (Water)
L3 Feat - Skill Focus (Composure)
L4 L1 Initiate : Talent (Elementalism) Affinity (Spirit)
L4 L1 Initiate Feat : Extra Affinity (Fire)
L5 L2 Initiate : Tie Off Weave
L5 Feat - Skill Focus Invert
L6 L3 Initiate : Slow Aging
L7 L4 Initiate : Multiweave
L7 Feat - Charisma Talent
L8 L1 Windfinder Iron Will, Windfinder Presence
L9 L2 Windfinder : Multiweave
L9 Feat - Wisdom Talent
L10 L3 Windfinder - Windfinder Control
Total Skill ranks 1 (Background) + 10*9 (all classes are 4 + 3 Int +2 Background) +6 (Favored class Initiate) = 97
Bluff (10) : 16
Composure (10) : 23 (+5 to overchannel)
Diplomacy (10) : 16
Disguise (6) : 12
Heal (3) : 10
Intimidate (10) : 20
Invert (10) : 22
Knowledge Arcana (1) : 8
Knowledge Architecture and Engineering (1) : 8
Knowledge Blight (0) : +4
Knowledge Geography (1) : 8
Knowledge History (1) : 8
Knowledge Local (1) : 8
Knowledge Nature (1) : 8
Knowledge Nobility (3) : 10
Knowledge The Age of Legends (0) : +4
Perform (Flute) (2) : 9 (masterwork)
Perception (3) : 10
Profession Merchant (10) : 17
Profession Sailor (3) : 10
Sense Motive (1) : 8
Weavesight (10) : 20
Total 97
4 L0, 7 L1, 6 L2, 6 L3 3 L4 1 L5
Talent - Cloud Dancing, Elementalism
Affinities - Air, Water, Spirit, Fire
Weaves known: 6 (Wilder Base) +8 (Extra levels) +3 (Wis) = 17
Cloud Dancing Focus
Harness the Wind [Air, Water]
Raise Fog [Air, Water]
Elementalism Focus
Arms of Air [Air]
Current [Spirit, Water]
Harden Air [Air]
Light [Fire, Air]
Whirlpool [Spirit, Water]
Healing
Delve [Spirit]
Heal [Air, Spirit, Water]
Renew [Air, Spirit, Water]
Illusion
Disguise [Air, Fire, Spirit]
Folded Light [Air, Fire]
Mirror of Mists [Air, Fire, Spirit]
Disguise Clothing [Air, Fire, Spirit]
Noble - Noble Lore (+1 to all knowledge skills, all used untrained)
- Inspire Courage (talk for entire round, +1 to hit, damage, morale) lasts while heard +4 rounds thereafter. Use once per combat

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Jesse Heinig wrote:hmmmmm.... i dont remember that character, so youll have to help me out.A couple years back there was a different WoT game on the boards run by you, but you weren't feeling it so you cancelled it. I was thinking of rebuilding the White Ajah that I had there.
Here is the former alias. I could easily go in a different direction if the team is already loaded with channelers.

Corrik |

RIZZENMAGNUS wrote:@jesse: ohhhh yeah. you can keep those stats and level up jocasta if you wantSounds great, I’ll do that. If anyone wants a character connection (sibling, rival, lover, spouse, fellow student, etc.) just lemme know.
Need a warder? I'm out of town at the moment but I'll have my char info up soon.

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Ok, so I would like to propose
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Male Aiel Algai’d’siswai 6/Wilder 4
N Medium humanoid (Human)
Init +6 ; Reputation: 3; Senses Perception +13
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Defense
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AC 25, touch 24, flat-footed 25 (+9 Defense, +4 Dex, +1 Dodge, +1 Shield)
hp: 94 (6d10 + 4d6 + 10 Con)
Fort +6, Ref +12, Will +9
Defensive Abilities: Uncanny Dodge (Do not lose Dex, No Flanking)
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Offense
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Speed: 40 Ft
Melee: Unarmed +11/6 or +9/9/4 (d8+3; x2)
Aiel Spear +13/8 (2d6+4; x3)
Ranged: Shortbow +12/7 (d6; x3) 70 ft
Special Attacks: Aiel Flurry (Extra attack, +d6)
Weaves (CL 4; Concentration +18)
Talent: Elementalism: Arms of Air [0-12], Blade of Fire [1-5], Create Fire [0-6], Current [0-7], Cutting Lines of Fire [7-9], Dry [1], False Wall [1-6], Fiery Sword [2-4], Fireball [2-6], Fly [5], Harden Air [0-5], Immolate [4-7], Light [0-3], Move Water [3], Tool of Air [0-4], Wand of Fire [1], Whirlpool [3-7],
Weaves Known: False Trail [0-8], Sense Shadowspawn [0], Grenade [0-4], Heal [0-8], Renew [0-4], Dream Shielding [1-11], Folded Light [1-4], Barrier to Sight [1-10], Circle of Silence [0-9], Master Ward [4-12]
Level 0 (4):
Level 1 (3):
Level 2 (3):
Level 3 (2):
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Statistics
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Str 17, Dex 18, Con 13, Int 11, Wis 16, Cha 10
Base Atk +8; CMB +11; CMD 25
Racial Abilities:
Background Skills : Stealth, Perception, Survival
Class Abilities:
Spears of Death (Aiel Flurry) +1d6: The Algai’d’siswai master a deadly fighting style of grace and perfection, so smooth and confident are their actions that, to others, it looks as beautiful as a dance. At level one, an Algai’d’siswai may make a flurry of attacks. When taking a full-attack action, they can make one extra attack at their full base attack bonus, but receive a -2 penalty on all attack rolls for one round. At level six, all their attacks with a single-handed piercing weapon deals an extra +1d6 damage. At level fifteen, this damage increases by another +1d6. Anything immune to critical hits is also immune to this extra damage.
Fast Movement:When wearing no armor, the Algai’d’siswai has a speed modifier of +10.
Hardiness: Algai’d’siswai have nearly unstoppable endurance. Once per day, they may attempt a Con ability check (DC 15) when fatigued. If successful, they are no longer fatigued, as if they had rested for 8 hours.
Unarmed Strike: Algai’d’siswai are highly trained in fighting unarmed, giving them a considerable advantage when doing so against “weaker” Wetlanders. An Algai’d’siswai fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents. He may choose to deal regular or subdual damage at no penalty, and can also make a critical hit (20/x2) while dealing regular damage. An Algai’d’siswai's unarmed attacks may be with either fist interchangeably or even from elbows, knees, and feet. Making an off-hand attack makes no sense for an Algai’d’siswai striking unarmed. An Algai’d’siswai using a dagger or Aiel spear can strike with his unarmed base attack, including his more favorable number of attacks per round. His damage, however, is standard for the weapon, not his unarmed damage, but gains the extra damage granted by his Spears of Death ability (see below). An Algai’d’siswai fighting with a one- handed weapon can make an unarmed strike as an off-hand attack, but he suffers the standard penalties for two-weapon fighting. Likewise, an Algai’d’siswai with a weapon (other than a dagger or Aiel spear) in his off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with Aiel Flurry (see below).
Ji’e’toh: All Algai’d’siswai follow a strict code of honor. Should an Algai’d’siswai ever break this code, they must atone for their actions or be unable to progress in levels as an Algai’d’siswai.
Uncanny Dodge (Retain Dex bonus to Defense/Can’t be Flanked): Starting at 2nd level, the Algai’d’siswai gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to Defense if immobilized.)
At 5th level, the Algai’d’siswai can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a Wanderer the ability to use a flank attack to sneak attack the Algai’d’siswai. The exception to this defense is that a Wanderer at least four levels higher than the Algai’d’siswai can flank him (and thus sneak attack him). At 10th level, the Algai’d’siswai gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
Dance the spears (+2 bonus to initiative):
Partial Armor Compatibility: Algai’d’siswai are well trained in the use of the Aiel buckler. Beginning at 3rd level, the Aiel’s Defense bonus from class levels and the bonus granted by an Aiel buckler will stack.
Stealth Movement: Algai’d’siswai may add half their Reflex save bonus to all Move Silently and Hide checks.
The One Power
Affinities: Fire
Overchanneling:
Block (Serene): Composure DC 15-20 to be Serene and touch the One Power. State lasts for up to one hour before having to regain their Compsure.
Slow Aging: Divide level by 2 to see how many years pass for each year gained by the Wilder.
Feats:
Disciplined:+1 to Will Saves and +2 Bonus on Composure Checks
Dodge: +1 to AC
WF (Aiel Spear): +1 to hit with Aiel Spear
Extra Affinity: Spirit
Extra Affinity: Earth
Tie off Weave: Turn a concentration spell into indefinite duration. Must be able to see the weave to remove it.
Sense Residue: Weavesight DC 5 to notice the residue of weaves that have recently been cast and released. Make a second check to identify or learn the weave.
Skills: Acrobatics +14 [10], Composure +18 [13], Knowledge History +13 [13], Linguistics +13 [13], Perception +16 [13] Stealth +9 [5], Survival +5 [5], Weavesight +11 [11]
Languages: Common (Aiel), Seanchan, Atha’an Miere, Borderlands, Cairhien, Arad Doman, Ebou Dari, Illian, Midlands, Tairen, Tarabon, Trolloc, (), ()
Combat Gear: Aiel Spear, Aiel Shortbow, 20 Arrows, Aiel Buckler, Dagger
Gold: Silver: Copper:
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Tracked Resources
-------------------- Weight
Cadin’sor 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
*= Carried in backpack.
Total Weight lbs lbs light or less/ medium / heavy
Dhearic came of age shortly before Rand was declared the Dragon Reborn. He was a member of the White Mountain Sept of the Chareen Aiel. He crossed the mountains with the Aiel who eventually joined under the Dragon Reborn. During that time he began to touch the source, but he was youthful and jittery and so rarely had the composure to touch the One Power. By the time he was fully cognizant of what he could do the Dragon had cleansed Saidin. Because of that, the Wise Ones decided he should not be sent north. But they also refused to let him join the Black Tower at that time.
After the war was over, Dhearic continued to work with the Aiel to create and ensure the Peace Accords would be honored. It was decided that he had enough control, that he did not need to seek the guidance of the tower. He was sent as part of the Aiel Septs who traveled to Arad Doman, and has spent several years trying to keep the peace between the Seanchan and the Westland nations.
Algai’d’siswai gives a bonus to Initiative. Can we switch that to something else? I believe before you changed it to Quick Draw instead. Or maybe a bonus to Reflex?
I did not finish my equipment as I was not sure about how much money we would have.
The name may be subject to change based on what is available, but I Will have an Aiel name from the book.
Ring of Protection
Bracers of Armor (If they allow me to keep my defense)
Items that might let me cast more weaves per day
Magical Aiel Spear
Magical Aiel Buckler
Stat Boost things.

Jocasta Riverwood |

Still tooling things but the broad points are done, info in the profile. @Jesse Heinig, let me know if you are interested in warder bonding Den to Jocasta.
Lemme do a little reading, I seem to recall the White being the least likely to have a Warder at all, but I could be misremembering (that might be Reds). Also Jocasta is a little more worldly than other Whites and unconventional in her interactions with the rest of the world, so she may not follow form.

RIZZENMAGNUS |

Denyth "Den" Nilonche wrote:Still tooling things but the broad points are done, info in the profile. @Jesse Heinig, let me know if you are interested in warder bonding Den to Jocasta.Lemme do a little reading, I seem to recall the White being the least likely to have a Warder at all, but I could be misremembering (that might be Reds). Also Jocasta is a little more worldly than other Whites and unconventional in her interactions with the rest of the world, so she may not follow form.
its +5 years post TAR. I'll leave it up to you if you want a warder or not.

Jocasta Riverwood |

Jocasta Riverwood wrote:its +5 years post TAR. I'll leave it up to you if you want a warder or not.Denyth "Den" Nilonche wrote:Still tooling things but the broad points are done, info in the profile. @Jesse Heinig, let me know if you are interested in warder bonding Den to Jocasta.Lemme do a little reading, I seem to recall the White being the least likely to have a Warder at all, but I could be misremembering (that might be Reds). Also Jocasta is a little more worldly than other Whites and unconventional in her interactions with the rest of the world, so she may not follow form.
Yeah, I'm chewing on it. It's always more fun with another player.