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Well I guess it's just me, in that case I will continue an I will post what I come up with in this thread, if someone else sees this an wants to help by all means.


So I really would like to move forward with this project if anyone else is still interested.


Is anyone coming back?

As a side note, I am setting up a play by post website in the near future and was wondering if I should create a section for ths project and move our work there?


So I understand that most people are enjoying their holiday, and that is why there hasn't been much action on this thread. However I am rushing head long back into this project, but understand others may not jump right back in, so I will work myself by posting the stuff out of Pathfinder core that we can/should use, I am going to start with rage powers that can easily be used for Algi.

Clear Mind
Fearless Rage
Guarded Stance
Internal Fortitude
Intimidating Glare
Low-light Vision (?)
Mighty Swing
No Escape
Powerful Blow
Quick Reflexes
Raging Leaper
Renewed Vigor (?)
Rolling Dodge
Roused Anger
Scent
Surprise Accuracy
Swift Foot
Unexpected Strike


I meant no insult by what I said, and did not intend to insinuate your a munchkin.

I have heard no such news, and will operate as if it didn't exist until it's confirmed.

I agree that the PrC is a huge commitment without much of the reward, however a template can also be abused in some ways. However the template is likely the best option and the regulation of power will likely just fall on the DM.

So I am looking at:

Abilities Modiefies: +2 Str, +2 Dex, +2 Con
Other Abilities: DR 2/-, Defensive Awareness (Dex), Endurance, and an upgrade of one step to hit die(Not retroactive)

Is it to much, or not enough?


Kryzbyn, that was one of the strangest arguments I think I have ever heard. You brutally boiled down what should be a completely RP based decision into a munchkined out consideration of the rules.

While yes most Aes Sedai do use a similar logic, Towers of Midnight saw an inversion of this, and I doubt it's the only time.

Well we will have to be careful to balance out this template so it's simultaneously worth this level but not so strong to make everyone want it.

However we need to find someway to make sure it's not abused, I mean an Aes Sedai can have as many warders as they want. I think that may have been the original purpose of using the Prestige class.


Also:
7) fill in woodsmen with more abilities, likely taken from ranger
8)Rebuild many of wanderers abilities making it a more choice oriented everyman class
9)Add more to noble so their progression isn't so bland(I mean it feels like you should PrC out of noble asap as you get allof your abilities by 4th level.)
10) See if replacing Armsmen with fighter and giving them armor compatibility is the most viable option.
11) Overall goal bring all of the classes and PrCs in line with the Pathfinder vision and equal in power (With the slight discrepancy that channeling innately brings, like all spellcasters really do.)

I can see taking Warder and giving it a redux as more of a transformative class like Dragon Disciple is, and opening up the specific feat slots as bonus feats. I like their near Uncanny dodge however as flavor. I kinda ant to lower the prereqs a bit, cause in theory if you have een bonded you should be able to enter this class, and an Aes Sedai need not bond only a warrior.


The best I could think of Ji'e'toh would be something similar to Pali's code of conduct.

Yes I do not want to overpower the class, the last thing we need are black veiled Aiel running around everywhere. The class it looks like will be their Battle Focus(? or should we take Dance the spears and work it into this?) Uncanny Dodge, Improved Uncanny, Evasion, and their battle abilities, along with the other abilities worked in.

Ok as to order from chaos, I want to focus on Algai first, along with having a few others work on filling out Woodsmen. Once we finish one class we can move to the next. We should work on channeler last aswe seem to have some decisions to make, as I originally posted I am pro on the original system, but I can see the appeal of spell points.


sorry I meant the no str/dex bonus for warders, it makes perfect sense for algai to get the bonus to str/dex

Algai should also have Endurance in there somewhere.

The only monk abilities I meant were Evasion and improved evasion. Algai are meant to fast dangerous warriors who run circles around wetlanders.

Do you think there is any way to work Ji'e'toh into the class?


I like that Cha for men who must conquer and Wis or women who must merge serenely.


why Wanderer's Lore?

I want Algai to feel like a barbarian/monk hybrid because in many ways that's what they are.

I don't like the +2 to str and dex, it really only makes them hardier, so the DR and con bonus with endurance is nice. But is +2 Con, DR x/- that progresses and Endurance worth a level?

I like doing Channeler as one class with Intiate or Wilder as a choice, maybe we can expand on that and have different flavors of Intiate showing the different traditions.

I don't think we should do Channelers as a new race. Although we could do a feat like Star Wars if you want them to pay more, not sure.

The spell pool option seems like a viable option. If it's like the one out of Unearthed Arcana then it's just like Psionics out of EPH (And I liked that book), however I want to compare, I mean I guess the change over of angral and sa'angral would be easy enough and yet harder as it would make it limited in a way.

The goal is to change over as much as we can, only having to make up what we have to. They gave us a good system with this game, I would like to use as much as possible.

I also want to bring up what is one of the most important rules. This is an rpg based on a book, we won't be able to get everything right. People in the book have more freedom in many ways and often get plot related power-ups, levels are not so clear cut. However if we work hard enough we can get this nearly perfect, and that should be awesome anyway.


Yeah I was talking about the non-magical side. What I was considering was expanding on rogue talents to add some more social abilities ( and of course removing the inappropriate ones.) I was also considering giving them the standard progression of sneak attack, but making it an option to have sneak attack or some other ability that has a constant progression, the question is a one time choice, or to make it a level by level choice.

I also wanted to give Wanderer something akin to Bardic Knowledge, after all Mat was rather good at picking up rumors, and that obviously gave him knowledge, bark anybody?

I kinda like the invert as part of weavesight, the only problem with making it part of a feat is when a channeler saw someone invert a weave they could do it as well.

I really like adding composure to concentration, of course I'm not sure if we should make the composure thing just for channelers, cause as they say it's not a trick of the One Power, in fact I have kinda figured out how to do it irl, at least with the cold, heat is my nemesis.

Well I was planning on using the defense bonus as written, because this isn't a setting filled with large amounts of armor (except Armsmen)

I was planing on adding bits of monk (mostly defensive stuff like evasion and improved uncanny dodge) and I love the Veil powers idea. Definite free action. Most of it should revolve around movement and extra damage.

The thing about Wilder/Intiate is with the exception of the intial flavor, in universe they really arn't that different.

I like warder as a template, do you think we can balance it to EL0, cause I mean the fact that you can be kinda compelled and the fact that if your squishy dies your filled with an urge to run at the nearest thing with a blade.

I think one of the fan expansions had a flame and the void feat (and I would love to get their permission to update their stuff as well) However it really shouldn't grant more then +2, it gives an advantage sure, but it doesn't make you unstoppable. It should also take a concentration check.


I have both books myself.

I envision the change over being mostly simple. Take out the base WoT skills and replace with the Pathfinder versions, except for the knowledges of course, add in the the Channeler specific skills making Weavecraft line up with Pathfinder Spellcraft. The same can be done with most feats trading them out for the Pf version, making the +2 to two skills have that catchy if 10 or more ranks feature.

I actually want to mostly leave channeling as is, I love how the system works, and despite looking Vancian, it's very open and versatile.

I want to stick to the design philosophy of having a new ability at each level so we will need to make new abilities. I also want to keep WoT's unique good, average, bad save progression instead of the normal good and bad save progression.

Well the current breakdown of what we need to do is:
*20th level abilities for each class.
*Almost complete overhaul of Wanderer, adding in more choices, so one can build a rogue or a bard type
*I want to add a little bit to Noble,just so it comes more in line with power and you feel rewarded for taking the whole of it.
* Fill out Woodsmen (maybe out of ranger), and Algai'd'siswai (Likely adding in Evasion, and improved uncanny dodge.)

Once we finish with the base classes and skills and feats I feel we can move onto the prestige classes and creatures, which the creatures I believe will pose the greatest difficulties as many of them will have to be rebuilt.

My end goal is to have stats for every major character, item, weave, or event in the books.


You sign up right here. I'm glad to have your help, so I can imagine you have access to Pathfinder core, do you have access to WoT core?


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So I have been looking through my WoTC 3.0 Wheel of Time book and continue to desire to play in a game. However I really got into d20 with 3.5, so I always meant to convert it to 3.5 but never got to it. However now that I have finished Towers of Midnight, I find my desire renewed, however I feel to skip to Pathfinder (Because I am rather fond of those rules), while keeping much of the core of the game intact.

I have gone over some preliminary study and found most Prestige classes really don't need anything except level 10 abilities, and the channeling base classes don't need much work (Beyond each having a level 20 ability and giving Initiate d6 in hp instead of d4)

However some classes need almost entire overhauls, such as Wanderer. Others just need some blanks filled in. Armsmen can almost entirely just use the pathfinder Fighter, with the armor compatibility added.

However this is a lot of work for one person, and I find groups tend towards more tempered and balanced decisions, so I am here to find if anyone wants to help. I am also going to post on the Dragonmount forums and hopefully get an awesome team together who are interested in completing this quest.