MW Aiel Spear:+12 / +7 (1d6+3)(18-20)x2; 20 ft Range
MW Dagger:+12 / +7 (1d4+3)(19-20)x2; 10 ft range
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Feats:
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Blooded (+2 Initiative and perception) Combat Expertise(-2 attack, plus 2 AC) Improved Grapple(+2 CMB & CMD when grappling– do not provoke AoO) Latent DreamerEnables access to Dreamwalking feats
Dreamwalk:
While asleep, you can bring yourself into the dream realm. You arrive dressed as you would normally dress and carrying the equipment you would normally carry and at the location where you are in the real world. You can attempt to appear in a different location by making a Composure check. DC varies according to how well you know the location. (DC15 for very familiar up to 30 for a place you've never been.
While in Tel'aran'rhiod, you can move act and channel just as in the real world. You may exit Tel'aran'rhiod at any time. With a Composure check (DC15) you may awaken immediately in the real world.
Bend Dream Dream Jump
Remove Block Multiweave Extra Affinity: Spirit Extra Talent: Warding Splitting the Flows( Cast simultaneous weaves up to wisdom modifier in number. Weaves cast cost +2 levels per additional weave. Requires Composure ck DC16 for first, 20, for 2nd weave, and upward in increments of 4 for additional weaves) Skill Focus: Channel +3 (now +6) bonus to Channel checks
Extra Talent: Traveling
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Skills:
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Acrobatics (9) +15 Appraise (0) +2 Bluff (1) +5 Channel (11) +24 (+5 to Overchannel)
[b]Climb (4) +10 Composure (1) +8 Craft (0) N Diplomacy (1) +5 Dreaming (10) +17 Disable Device (0) N Disguise (0) +1 Escape Artist (0) +3 Handle Animal (0) N Heal (1) +8 Innuendo (0) N Intimidate (6) +12(+4 W.O.) Invert (8) +13 Knowledge Arcana (1) +6 Knowledge Waste (1) +6 Linguistics Perception (9) +18(+2 blooded) Perform (0) +1 Pick Pocket (0) N Profession (0) N Read Lips (0) N Ride (0) +3 Sense Motive (6) +13 Sleight of Hand (0) +3 Stealth (10) +16 Survival (1) +8(1 free background rank) Swim (0) +3 WeaveSight (12) +17
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The One Power
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Affinities:Air, Spirit Talents:Elementalism, Warding, Travelling
Weaves per Day:
Level 0: 6+0 - DC 14
Level 1: 4+2 - DC 15
Level 2: 4+1 - DC 16
Level 3: 3+1 - DC 17
Level 4: 3+1 - DC 18
Level 5: 2 - DC 19
Level 6: 1 - DC 20
Weaves Known:
Threading the Needle (learned via weavesight check)
Cloud Dancing:
Foretell Weather
Warmth
Raise Fog (frm Jasmine)
Conjunction:
False Trail
Trace
Elementalism:
Arms of Air
Fiery Sword
Fireball (frm Alathea)
Harden Air
Immolate
Light
Tool of Air (frm Litheene)
Wall of Flames (frm Analin)
Wand of Fire
Healing:
Heal
Heal the Mind
Delve (frm Alathea)
Rend (from Alathea)
Illusion:
Eavesdrop
Disguise (frm Alathea)
Mirror of Mists
Warding:
Barrier to Sight (frm Litheene)
Circle of Silence (frm Alathea)
Cut Weave
Dream Shielding
Shield
Ward against People (frm Alathea)
Weave Deflection
Worn or Carried
Wise One's 'Outfit' (2 lb)
Waterskin (4 lb)
Signal Whistle
Knife (1 lb)
Clear Orb a channel of spirit into the orb enables the user to see any weaves cast by both male and female channelers. Grants a +4 to viewing previously cast weaves. Sacrifice a weave slot and the orb will illuminate the weaves used within a 30ft radius, making the weaves visible to both channelers and nonchannelers
Dream Ring
Clear Amulet - +2 Con
Weight Carried or worn: 21
Class Abilities:
Algai: 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.)
Fast Movement (+10 to speed when not wearing armor)
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 aconsiderable 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.
Spears of Death: - 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.
Dance the Spears (+2 initiative)
Uncanny Dodge (Retain Dex bonus to defense regardless of being flat-
footed or struck by an invisible attacker. (She still
loses dex bonus to defense when immobilized.)
Wise One: Support: (receives all necessary requirements from clan & sept - room / board, weapons & equipment, funds needed for specific purposes & missions)
Iron Will: (+2 on Will Saves)
Great Fortitude: (+2 on Fort Saves)
Wise One presence: (+4 on Intimidation checks)
Endurance: Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.