A proper Wheel of Time rpg recruitment thread


Recruitment

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Here we go! a proper recruitment thread for a WOT pbp by yours truly!

Character Creation rules:
Attributes: Roll 4d6, drop the lowest.
HP: MAX As other players who have played in my games before will attest, you need them for my games.
Starting Level: 5th (dont forget your +1 attribute at 4th level)
Where the game is starting in the book series: The Dragon Reborn.
Location: For the preamble, The game will start in the great city of Illian. In the Square of Tammaz, just after you swore an oath to find the Horn of Valere.
Due to book/game starting point, the Asha'man Prestige class is closed to male channelers. A male cannot be an Initiate.

Source Material:
Wheel of Time RPG book
Pathfinder books
the netbook Under the Dragons Banner (UtDB)
Special link to source material

The big list of Homebrew WOT rules:

Skills:

Skill Changes:
Update old 3.0 list to Pathfinder list:
Acrobatics – old balance, jump, and tumble
Composure – Combines Concentration and WoT channeling skill Composure (change made by Rizzen)
Handle Animal – now includes Animal Empathy
Linguistics – old Decipher Script, Forgery, and Speak Language
Disable Device – includes old Open Lock
Diplomacy – includes old Gather Info
Stealth – combines old hide and move silently
Perception – combines old Search, Spot, and Listen
Survival – combines old Intuit Direction and Wilderness Lore
Sleight of Hand – combines old Pick Pocket and Use Rope
New Skill List:
Acrobatics
Appraise
Bluff
Climb
Composure *
Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Handle Animal
Heal
Innuendo
Intimidate
Knowledge
Linguistics
Perception
Perform
Pick Pocket
Profession
Read Lips
Ride
Sense Motive
Sleight of Hand
Stealth
Survival
Swim

*Composure is open to anyone to take

**When I, the DM say "give me a composure check" or "give me a concentration check" i am referencing the Composure skill.
*** When a non channeler takes the Composure skill, they can only utilize the check for bonuses to Bluff, Diplo, Intimidate checks. And the check to fall asleep fast.

Channelling skills:
Composure: channelers have full access to the composure skill benefits
Invert: at this time, this skill is closed to players.
Weavesight: No changes
Special
SwordForms skill: Found in the netbook Under the Dragons banner.
I like using these sword forms as a skill rather than being stuck to the Blademaster Prestige class. As the story has progressed the forms were better described and as such, i feel that this way of conveying Blademaster skill is better than what is found in the Prestige class.

yes to background skills Channeling skills nor the swordform skill are considered background skills.


feats and changes:

Feats: Pathfinder feats are utilized, along with feat progressions (1st, 3rd, 5th, etc). Feats found in the netbook Under the dragons banner are allowed by DM approval. (its been a while since i have looked at these. So give me a chance to re-review the feats to ensure that they will roughly balance within the party.)

Do not take any initiative enhancing feats. In my pbp games, I dont bother with using initiative.Instead real life manages that when combat occurs

Wolfbrother feats found in the netbook UTDB are used for those who want to follow the path of the wolfbrother. This removes the PrC Wolfbrother.


classes and homebrew changes
Class restrictions: Male initiates.
class changes:

Algai’dis’wai – Use the class from Under the Dragon’s Banner – this replaces the core 3.0 version of the class.
Armsman: Change bonus feat progression to every even level (2,4,6,8,10, etc) (Source Post #663 Jonasty’s Campaign)
Initiate: Hit die is now a d6, bumped up from d4 (Source Post #661 Jonasty’s campaign)
Noble: (Dragon Reborn #1039) The resources from the UTDB will take affect over the "call in a favor" shown in the wotrpg book.
noble knowledge: as like bardic knowledge, nobles have greater access to books, and may have read a plethora of topics to help them learn to be better, or worse, nobles. THis allows nobles to make all knowledge checks untrained, and can add 1/2 his/her noble level to said checks.
Inspire Confidence: as per the bard rule but with a minor tweak. The increase in bonus applied to those listening will be +1 every 5 levels. so at level 15, the noble can apply a +4 unnamed bonus to those listening. this effect lasts as long as the noble speaks, but should he stop speaking, the effects will last the noble level+charisma modifer in rounds. The noble cannot use inspire confidence and instill fear within the same combat.
Instill fear and doubt: the reverse of the bard rule. the noble has the ability to demand attention to himself, even in the heart of combat. with this attention, he is able to cast doubt upon his opponents, making them second guess their cause. perhaps he points out the infallacy of it all, perhaps he offers money. either way, his speech saps the will of those he and his army is fighting. this ability affects up to 2x the nobles HD in creatures if they are 4HD or more less than him, if less than 3hd or up to 3HD more he affects his HD in creatures. If 4HD or more above his HD, he affects 1/2 his HD in creatures. all creatures listening are allowed a Will save DC= to noble level plus charisma modifier plus 10. The noble cannot use instill fear and instill courage in the same combat.
inspire greatness: as per the bard special ability
inspire competance: as per the bard special ability.
Woodsman: (The Taint Discussion #16)
Natures warrior ability (3.0) is now replaced with favored enemy and favored terrain from Pathfinder’s Ranger class.
Favored Enemy List: Myrddraal, Trolloc, Draghkar, Gray Man, Darkhound, Country (Tear, Illian, Andor, etc…)
Favored Terrains: Blight, forest, Aiel Waste, Desert, Wetland/Marsh, Plains, Urban

Equipment: As per the WOTRPG book, pg 112. Take max starting wealth listed on the table and multiply by 5. Ie: noble is 5d6x10 at first level, equals 300mks. times 5th level, 1500 mks. pretty rich noble. You can purchase masterwork tools, but can only choose either a MW weapon, or MW armor.
unknown ter'angreal Everyone can make a d100 roll. on a 99-100, one of the items you purchased is actually a ter'angreal of some sort. I will work with you to figure that out and what not.

channeler selecting weaves:

Characters start with the number of weaves for first level, as specified in the wilder or initiate class descriptions. For progressive levels, Channelers are allowed to learn as per the WOTrpg book. Characters are also allowed to add a number of weaves known equal to single highest key attribute modifier for class. Ie: Initiates utilize both INT and Wis to determine bonus weaves per day. (example: Karli has a int of 17, Wis of 14. Based on these, karli can learn +3 weaves in total due to high Int modifier)
Restrictions: weaves found in WOTrpg and UtDB are allowed, so long as you qualify to the above

Choosing Weaves: If you meet the level requirements neccessary to cast a weave, you can freely choose any Common weave.
If the weave description says Lost, its not allowed. period.
If it is Rare, and you meet the minimum casting ability without modifiers (feats and such), you may roll a D100. If you roll above 90%, you can learn the rare weave

Background traits in the WOTrpg vs pathfinder:
The WOTrpg book has background traits built into it, but there is a limited selection. And a few of them provide an initiative bonus. You can use a pathfinder background trait, but it needs to be modified to the WOT setting with an apt descriptive text. Or if the WOTrpg book as a trait that you like, but has an initiative modifier for a benefit, we can work out a proper replacement.

Special note
Group size will be a max of 6.

im sure i have forgotten something. Any questions, just ask.

I'm going to bed. Good night!


I am considering a Ogier of some sort. Will see what I come up with.

Stats: 4d6 ⇒ (5, 3, 5, 6) = 19 16
Stats: 4d6 ⇒ (2, 2, 6, 2) = 12 10
Stats: 4d6 ⇒ (4, 3, 6, 6) = 19 16
Stats: 4d6 ⇒ (5, 3, 6, 4) = 18 15
Stats: 4d6 ⇒ (5, 4, 3, 1) = 13 12
Stats: 4d6 ⇒ (6, 4, 2, 1) = 13 12


Not sure yet what I'm going to go with. Wanted to see the starting place, and make sure we were 'hunters the horn.'
stat: 4d6 - 1 ⇒ (4, 1, 5, 5) - 1 = 14
stat: 4d6 - 2 ⇒ (5, 2, 5, 2) - 2 = 12
stat: 4d6 - 1 ⇒ (1, 1, 3, 3) - 1 = 7
stat: 4d6 - 1 ⇒ (6, 2, 1, 1) - 1 = 9
stat: 4d6 - 2 ⇒ (2, 4, 2, 3) - 2 = 9
stat: 4d6 - 3 ⇒ (3, 6, 6, 5) - 3 = 17
Wow, interesting set of dice, I'll see what I can do with those...


4d6 ⇒ (4, 6, 2, 1) = 13 12
4d6 ⇒ (4, 4, 6, 5) = 19 15
4d6 ⇒ (6, 4, 2, 5) = 17 15
4d6 ⇒ (4, 1, 1, 6) = 12 11
4d6 ⇒ (4, 1, 4, 4) = 13 12
4d6 ⇒ (4, 2, 4, 2) = 12 10


Hey Rizz, neither source materials confirm we start with the Human Racial trait Bonus Feat and Skilled. We did not use them in the previous games, but I thought I would ask if we are using them here. I'm just looking for all the help I can get with my fourteen point build :)


Dot. I'll have to bust out my books and see what I even want to play.


Robert Henry wrote:
Hey Rizz, neither source materials confirm we start with the Human Racial trait Bonus Feat and Skilled. We did not use them in the previous games, but I thought I would ask if we are using them here. I'm just looking for all the help I can get with my fourteen point build :)

Humans are the norm here in the Wheel of time. As such no racial bonus exists.


The Wheel weaves as the Wheel wills....

1: 4d6 ⇒ (5, 1, 4, 4) = 14 13
2: 4d6 ⇒ (6, 6, 1, 3) = 16 15
3: 4d6 ⇒ (3, 6, 2, 6) = 17 15
4: 4d6 ⇒ (1, 6, 6, 4) = 17 16
5: 4d6 ⇒ (5, 4, 6, 5) = 20 16
6: 4d6 ⇒ (2, 3, 5, 5) = 15 13

And Ebou Dari Wilder it is!

Apologies RH!

EDIT: @ GM thank you for the links. I can't find my WoT book!


I am thinking a WolfBrother woodsman.

1: 4d6 ⇒ (1, 5, 3, 1) = 10 9
2: 4d6 ⇒ (6, 5, 4, 5) = 20 16
3: 4d6 ⇒ (2, 4, 5, 5) = 16 14
4: 4d6 ⇒ (1, 5, 1, 4) = 11 10
5: 4d6 ⇒ (1, 6, 6, 4) = 17 14
6: 4d6 ⇒ (1, 3, 4, 1) = 9 8


MrStr4ng3 wrote:

I am thinking a WolfBrother woodsman.

[Dice=05: 4d6 ⇒ (1, 6, 6, 4) = 17 14

Hey MrStr4ng3: 17 - 1 = 16


Robert Henry wrote:

Not sure yet what I'm going to go with. Wanted to see the starting place, and make sure we were 'hunters the horn.'

[dice=stat]4d6-1
[dice=stat]4d6-2
[dice=stat]4d6-1
[dice=stat]4d6-1
[dice=stat]4d6-2
[dice=stat]4d6-3
Wow, interesting set of dice, I'll see what I can do with those...

Ooof.

First glance, i see a Noble. Sink the 17 into cha, get the +1 for level 4, total 18. Having a charasmatic noble as "the face" isnt a bad idea.


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Maybe put the 14 in charisma the 17 in intelligence and the 12 in wisdom. Dump all the physical stats, then I could play a smart nobleman who's weak, sickly and undersized.

He could say stuff like: 'That's what I do, I drink and I know things.'


I am thinking Matt, but as a Wilder...lol.


@Robert Henry Thanks for the catch

16,16,14,10,9,8 is a good spread

unknown ter'angreal: 1d100 ⇒ 4


Robert Henry wrote:

Maybe put the 14 in charisma the 17 in intelligence and the 12 in wisdom. Dump all the physical stats, then I could play a smart nobleman who's weak, sickly and undersized.

He could say stuff like: 'That's what I do, I drink and I know things.'

Looking to prove himself in the real world?


Dorian 'Grey' wrote:
I am thinking Matt, but as a Wilder...lol.

Oh, Blood and Ashes!


4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12
4d6 - 3 ⇒ (4, 5, 3, 3) - 3 = 12
4d6 - 2 ⇒ (2, 3, 3, 6) - 2 = 12
4d6 - 4 ⇒ (5, 5, 6, 4) - 4 = 16
4d6 - 1 ⇒ (6, 6, 6, 1) - 1 = 18
4d6 - 1 ⇒ (1, 6, 5, 5) - 1 = 16

I have a few ideas on the go, but one is a young Aes Sedai, newly raised.


RIZZENMAGNUS wrote:
Robert Henry wrote:

Maybe put the 14 in charisma the 17 in intelligence and the 12 in wisdom. Dump all the physical stats, then I could play a smart nobleman who's weak, sickly and undersized.

He could say stuff like: 'That's what I do, I drink and I know things.'

Looking to prove himself in the real world?

A third born child wanting to see the world and possibly tell a great story. Especially if he's going 'Gleeman.'

As you know I normally play martial or 'skill' characters. I hadn't really read much about the 'noble' characters, nor the 'gleeman' prestige class. Trying to decide if I can put it together and if I'd go 'gleeman' or not.

Also trying to decide high charisma or high dexterity. Charisma apparently helps 'favor' and 'resources' but doesn't effect 'inspire' or 'coordinate.' Dex obviously helps AC and range or finesse weapons. Both of which would make him more help in a fight.

Just thinking out loud, well in type but you know what I mean
Charisma or dexterity 17 the other 14, intelligence 12, Wisdom and strength 9, the constitution 7. I know that's a bummer, but it makes him a sickly child that has lived much longer than anyone thought he would. Also, if he dies, I can reroll a new character and hope for better stats :)

Dark Archive

Stat 1: 4d6 ⇒ (3, 1, 6, 1) = 11 10
Stat 1: 4d6 ⇒ (5, 5, 3, 4) = 17 14
Stat 1: 4d6 ⇒ (6, 1, 5, 5) = 17 16
Stat 1: 4d6 ⇒ (5, 2, 5, 6) = 18 16
Stat 1: 4d6 ⇒ (6, 3, 6, 6) = 21 18
Stat 1: 4d6 ⇒ (1, 3, 2, 2) = 8 7

I plan to do a male multiclass Wilder.

Does armor stop you casting Weaves in this system? It doesn't look like it but I thought I would check.


Malinor. wrote:


Does armor stop you casting Weaves in this system? It doesn't look like it but I thought I would check.

nope. it doesnt. As long as youre not blind/vision is impaired, you can cast a weave.

also, just to point out, the WOT classes have built in Defense bonuses. You as the PC, will utilize either the defense bonus for AC, or armor and shield worn total bonus for AC, which ever Bonus is highest.


link to the old, but mostly complete list of house rules that apply to My WOT games

Dark Archive

I know that armor doesn't stack without the class ability.

It looks like there are a lot of people wanting to channel. And I am not feeling inspired by what I am seeing there. So I am looking at doing an Aiel who got caught up in the moment or an Armsman or Dai'Dore Blademaster using the new skill.

The Exchange

Stat1: 4d6 ⇒ (1, 2, 1, 4) = 8 7
Stat2: 4d6 ⇒ (3, 3, 6, 1) = 13 12
Stat3: 4d6 ⇒ (5, 5, 4, 1) = 15 14
Stat4: 4d6 ⇒ (4, 6, 5, 1) = 16 15
Stat5: 4d6 ⇒ (6, 1, 6, 1) = 14 13
Stat6: 4d6 ⇒ (2, 4, 1, 6) = 13 12

Hm, not that bad as it usually is with me rolling. Not quite sure what to make out of it yet. Thinking wanderer of some sorts, possibly woodsman/armsman. Maybe going for blademaster.


Oh man I totally want in on this. I might have missed it, but when is the creation deadline?

Stat 1: 4d6 ⇒ (5, 4, 3, 3) = 15 12
Stat 2: 4d6 ⇒ (1, 3, 4, 6) = 14 13
Stat 3: 4d6 ⇒ (4, 5, 3, 2) = 14 12
Stat 4: 4d6 ⇒ (1, 2, 1, 1) = 5 4 YIKES!!!
Stat 5: 4d6 ⇒ (5, 3, 5, 3) = 16 13
Stat 6: 4d6 ⇒ (1, 6, 5, 1) = 13 12

well.... I don't believe I had Matt's dice for my stats. Not really sure what to say or do about this one other than bow out?


Stats: 4d6 - 1 ⇒ (3, 6, 4, 1) - 1 = 13
Stats: 4d6 - 1 ⇒ (2, 4, 1, 6) - 1 = 12
Stats: 4d6 - 4 ⇒ (6, 4, 4, 4) - 4 = 14
Stats: 4d6 - 1 ⇒ (1, 2, 2, 3) - 1 = 7
Stats: 4d6 - 3 ⇒ (5, 3, 6, 5) - 3 = 16
Stats: 4d6 - 2 ⇒ (6, 2, 4, 6) - 2 = 16

Might be interesting... just waiting for something from the boss.


@ GM are we doing character creation as stated in WoT?
Skill ranks done 3.0 method or PF1e?
Only difference is Feat progression and choices must be PF1e equivalent?

Just trying to mentally build him using WoT, PF1e and your House modifications.

Male Ebou Dari Wilder 5. Most likely Spirit and Earth but not certain as yet.

Str 13 Dex 16 (15+1 @4th) Con 15 Int 13 Wis 16 Cha 16


Mr Clint wrote:

Oh man I totally want in on this. I might have missed it, but when is the creation deadline?

[dice=Stat 1]4d6 12
[dice=Stat 2]4d6 13
[dice=Stat 3]4d6 12
[dice=Stat 4]4d6 4 YIKES!!!
[dice=Stat 5]4d6 13
[dice=Stat 6]4d6 12

well.... I don't believe I had Matt's dice for my stats. Not really sure what to say or do about this one other than bow out?

Well I will still put a submission together. I suppose a Borderlander Woodsman might be the best option of having 4 Charisma. That being said DM, if you aren't allowing Improved Initiative is there anything that I could switch out the Partial Improved Initiative class feature they receive at 2nd level?

Partial Improved Initiative:

When wearing light armor or no armor, a woodsman can fight as if he had the feat Improved Initiative. He loses this special bonus when fighting in medium or heavy armor.


4 Charisma? Make him a Whitecloak...


Rigor Rictus wrote:
4 Charisma? Make him a Whitecloak...

Well I could totally do that as the Prestige Class at 7th level.


Let's see if the dice are with me on this roll.
unknown ter'angreal: 1d100 ⇒ 74
Oh well, continuing on with creation.


Dorian 'Grey' wrote:

@ GM are we doing character creation as stated in WoT?

Skill ranks done 3.0 method or PF1e?
Only difference is Feat progression and choices must be PF1e equivalent?

Just trying to mentally build him using WoT, PF1e and your House modifications.

Male Ebou Dari Wilder 5. Most likely Spirit and Earth but not certain as yet.

Str 13 Dex 16 (15+1 @4th) Con 15 Int 13 Wis 16 Cha 16

Skill ranks as pathfinder

Feat prorgession yup.


Mr Clint wrote:

Oh man I totally want in on this. I might have missed it, but when is the creation deadline?

[dice=Stat 1]4d6 12
[dice=Stat 2]4d6 13
[dice=Stat 3]4d6 12
[dice=Stat 4]4d6 4 YIKES!!!
[dice=Stat 5]4d6 13
[dice=Stat 6]4d6 12

well.... I don't believe I had Matt's dice for my stats. Not really sure what to say or do about this one other than bow out?

I'll give you a mercy reroll.


Pathfinder Adventure Path Subscriber

I'm interested. Probably needs me some time to build a character and might need some help.

4d6: 4d6 ⇒ (2, 3, 6, 6) = 17 15
4d6: 4d6 ⇒ (4, 2, 4, 6) = 16 14
4d6: 4d6 ⇒ (3, 6, 1, 5) = 15 14
4d6: 4d6 ⇒ (6, 6, 1, 4) = 17 15
4d6: 4d6 ⇒ (1, 5, 3, 1) = 10 9
4d6: 4d6 ⇒ (6, 1, 5, 2) = 14 13

Mh this is average and bad at the same time somehow.


Thank you; although, I just finished rereading the WoT rule book just now and I have Int+4 (x4) in my brain now...lol.

Thinking Spirit and Fire for Healing Talents and Illusion Talents. I must admit though, that the Weaves are a bit underwhelming....Conjuration Elementalism Talents looks devastatingly fun...lol.

unknown ter'angreal: 1d100 ⇒ 54


You don't necessarily have to have the Prestige Class to be a Whitecloak; they have Rank and file soldiers as well. I would imagine the prestige class is more likely for officers.

Mr Clint wrote:

Let's see if the dice are with me on this roll.

unknown ter'angreal: 74 = 74

I missed that on the first read through:

unknown ter'angreal: 1d100 ⇒ 99

Hmm...


RIZZENMAGNUS wrote:
I'll give you a mercy reroll.

Thank the light!

Stat 1: 4d6 ⇒ (1, 1, 2, 3) = 7 6
Stat 2: 4d6 ⇒ (5, 6, 1, 3) = 15 14
Stat 3: 4d6 ⇒ (5, 2, 1, 1) = 9 8
Stat 4: 4d6 ⇒ (5, 2, 3, 6) = 16 14
Stat 5: 4d6 ⇒ (1, 5, 2, 1) = 9 8
Stat 6: 4d6 ⇒ (6, 5, 2, 4) = 17 15

15, 14, 14, 8, 8, 6

Humm. Well that is a. bit of a different outcome.


Mr Clint wrote:


Well I will still put a submission together. I suppose a Borderlander Woodsman might be the best option of having 4 Charisma. That being said DM, if you aren't allowing Improved Initiative is there anything that I could switch out the Partial Improved Initiative class feature they receive at 2nd level?

** spoiler omitted **

I'll ponder this. In the mean time, if you have an alternative, im all ears.


4d6 - 3 ⇒ (3, 5, 6, 6) - 3 = 17
4d6 - 2 ⇒ (2, 5, 6, 3) - 2 = 14
4d6 - 1 ⇒ (6, 6, 1, 5) - 1 = 17
4d6 - 1 ⇒ (1, 3, 5, 4) - 1 = 12
4d6 - 3 ⇒ (6, 6, 5, 3) - 3 = 17
4d6 - 1 ⇒ (1, 2, 5, 2) - 1 = 9


Thinking about going with a Woodsman Wolfbrother progression. Always enjoyed the Elyas/Perrin stories and their relationship. I was curious how you're doing the madness. Would you like me to roll them at each time I take the feat, or where would you like it starting out at 5th level if I were hypothetically picked?

I am tossing around the idea of doing Latent Wolfbrother & Wolfbrother for the first level feat at the cost of accelerated madness. But, don't want to end up like Noam and have completely lost myself before we even start.


Madness is rolled 1d6 at each level. So, depending on when you take the first wolfbrother feat is when id roll


Rizzenmagnus:

I am just going to do some rolls in here so I have them. I am going to play it as if I were leveling him up as we go. The only thing I wouldn't have accounted or in his madness scores are for the times when he communicates with wolves or entering the wolf rage.

Also, which Madness will you be using? CRB (p. 210) or if its from Under the Dragons Banner, which Wolfbrother Madness Revised will you be using? Randy Madden's (p. 104) or Geoff Hall's (p. 106)

Level 1: Latent Wolfbrother/Wolfbrother Accelerated Madness: 2d6 ⇒ (4, 4) = 8
8 Madness Score.

Level 3: Heightened Senses: 1d6 ⇒ 4
12 Madness Score

Level 5: Acceptance of Fate -10 Madness Score

2 Curent Madness Score

Now, I also just realized that you said that "when I'd roll." Did you mean you were going to roll these or is it okay I did? If you want to, I will stick with this same progression.


I was thinking of Wolfbrother that had been part of Logain's army, however If @Mr Clint wants to go the Wolfbrother route I can switch over to the next option, well 3rd option but I am not sure how to do a Algai’d’siswai Hunter of the horn.

If @Rigor Rictus is thinking a young Aes Sedai, I could be her Warder, You can't get into the PrC till 7 so technically I would still be a woodsman or Dai’dore

S:9 (10)
D:16
C:14
I:10
W:16
C:8


I'd be open to a Warder, especially from MrStr4ng3, as we've played together in many a game. Perhaps we can work something out. Probably, we would be incognito, with a mission of our own, only tangentially linked to the Hunt for the Horn.

I'm thinking that I'd likely be newly enough raised that she'd not have the distinctive face. Also, given the slowing, she probably looks younger than her true age (teenaged), and folk would be unlikely to believe it anyway.

In our old games, Rizzen had done away with the Warder Prestige Class, and replaced it with a template, if I recall correctly.


Mr Clint wrote:
** spoiler omitted **

yup, i do the rolling. i keep track of the number. You have the enjoyment of wondering just how mad you are. LOL

Go with Geoff's version, pg 106.


RIZZENMAGNUS wrote:
Mr Clint wrote:
** spoiler omitted **

yup, i do the rolling. i keep track of the number. You have the enjoyment of wondering just how mad you are. LOL

Go with Geoff's version, pg 106.

Sounds good. I'll stick with the progression I picked out in the spoiler. Is this something I should know before creation, or just create away and jump in if I get picked?

Also, I might have missed it but is there a deadline for creation and are you wanting a full alias build or just a direction like I did?

Dark Archive

Ok, I decided to go with my first desire and do a multiclass Aiel/Wilder.

Here is

Ceirn:

Name: Ceirn
-------------------
Male Human Aiel Algai’d’siswai 2 / Wilder 3
Medium humanoid (Aiel Human)
Init +4 ; Senses Perception +11; Reputation 2
--------------------
Defense
--------------------
AC 21, touch 21, flat-footed 21 (+0 armor, +4 Dex, +7 Def, +0 Natural Armor, + Deflection, +0 Shield)

hp: 53(2d10+3d6+15)

Fort +7, Ref +10, Will +6

Defensive Abilities:

--------------------
Offense
--------------------
Speed: 40 ft

Melee:
Dagger +7 [1d4+2; 19+ x2] or Dagger Flurry +5 / +5 [1d4+2; 19+ x2]
Unarmed +7 [1d6+2; x2] or Unarmed Flurry +5 / +5 [1d6+2; x2]
Aiel Shortspear +4 [1d6+2;18+ x2] or Aiel Spear Flurry +2 / +2 [1d6+2; 18+ x2]
Melee Touch +7 [By Spell; x2] or Flurry +5 / +5 [By Spell; x2]

Ranged:
Aiel Shortbow +7 [1d6; x3; 70 ft Range]
Aiel Shortspear +7 [1d6+2; 18+ x2; 30 ft Range]

Talent: [1]
Elementalism

Weaves: [8]
0 level (3): Arms of Air [Air] (Common), Create Fire [Fire] (Common), Light [Air, Fire] (Common), Heat [Fire] (Common)
1st Level (4): False wall [Air, Earth] (Common), Wand of Fire [Earth, Fire] (Common)
2nd Level (3): Fiery Sword Spear [Air, Fire, Spirit] (Common)
3rd Level (3): Aura of Flame [Air, Fire] (Common)

--------------------
Statistics
--------------------
Str 14, Dex 18, Con 16, Int 10, Wis 16, Cha 8
Base Atk +3

Class Abilities:
Spears of Death (Aiel Flurry)
Fast Movement: +10 ft
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: d6
Ji’e’toh:
Block/Eliminate Block
Uncanny Dodge [Do not lose Dex from Defense]
Dance the Spears [+2 Init]
Slow Aging
Affinity [Fire, Earth, Spirit]

Feats:
Disciplined: [+2 on Concentration checks, +1 on Will]
Weapon Finesse
Extra Affinity [Spirit]
Tie off Weave
Extra Affinity [Earth]

Skills: Acrobatics +8 (1), Climb +5 (1), Composure +13 (?) (5), Linguistics +1 (2), Perception +11 (5), Stealth +12 (5), Survival +7 (1)

Languages: Common (Aiel), Common (Midlands), Common (Illian)

Combat Gear: Aiel Buckler (25 Mk), Aiel Shortbow (75 mk), 100 arrows (5 mk)Aiel Spear x3 (15 mk), Dagger (2 mk), Cand’in’sor x2 (16 mk), Waterskin (1 mk), Backpack (2 mk), 7 days rations (35 sp), 50 ft Silk Rope (10 mk), Grappling Hook (1 mk), Crowbar (2 mk), Bedroll (1 sp), Flint and Steel (1 mk), Dagger sized stick (0 mk)
Gold: 44 Silver Mk: 1 Silver Penny: 4 Copper Penny:

Here is his

Background:

Ceirn was happy to be chosen to go into the wetlands to find He Who Comes with the Dawn. He went with his fellows from the Taardad clan and started the search. Shortly into the search, Ceirn began to notice odd things occurring around him. He had heard stories of men who had the power of the Wise Ones. Those men, when identified, went north to burn out against the Shadow. Ceirn had sworn to go and find He Who Comes with the Dawn, and could not forswear the oath to travel north and take his pound of flesh from the Shadow before the curse of the One Power on a man laid him low.

Ceirn decided that Ji’e’toh required that he stay in the Wetlands and honor his oath to find He Who Comes with the Dawn, but he also did not feel that he could risk those who he was traveling with. And so he slipped further west and found himself skulking through the midlands when he heard that the call for Hunters of the Horn had gone out, and many were gathering in Illian. Ceirn quickly turned south and made his way down to where the hunters gathered. He determined that it was unlikely that two such mythical searches should be called at the same time without being connected.

Ceirn reached Illian in time to watch everyone gather for the Oath. When it came time to give the oath, Ceirn was taken up in the moment and joined with the others to swear the oath in the belief that if he could find the mythical horn it would certainly lead to the mythical man that the Aiel sought and help alleviate some of the obligation he was gaining for not turning north towards the Shadowlands.

And here are some

Questions and notes::

unknown ter'angreal: 1d100 ⇒ 89 So close...so sadly far! :(

Aiel and Wilders get the same gold so the starting wealth should be correct.

I have a +2 Initiative from Dance the Spears. Can this be changed to +2 Stealth since so much of their fighting style uses stealth and ambush tactics? And I may be hiding a lot for so many reasons.

Is there any way to get MW weapons? I did not see it when looking through equipment but I have a lot of gold lying around.

My progression was 2 levels of Algai’d’siswai followed by 3 levels of Wilder for purposes of determining madness.


Is the SwordForms skill in class? I am looking at a Warder trained Woodsman.


It's a skill now. Check out the section in the Beneath the Dragon Banner netbook. It starts on page 47.


UtDB wrote:
Every character that starts the game as a Warder-in-Training, or has spent time around Warders/Blademasters/Sword Form users knows Level 1 and 2 Sword Forms.

I guess that seems like a class Skill.

@RIZZENMAGNUS for the woodsman partial improved initiative would you accept a version of the Gunslinger Initiative? "if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check."

My Build does not currently have Quickdraw, but I could make room.


MrStr4ng3 wrote:
UtDB wrote:
Every character that starts the game as a Warder-in-Training, or has spent time around Warders/Blademasters/Sword Form users knows Level 1 and 2 Sword Forms.

I guess that seems like a class Skill.

@RIZZENMAGNUS for the woodsman partial improved initiative would you accept a version of the Gunslinger Initiative? "if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check."

My Build does not currently have Quickdraw, but I could make room.

Check out Unfolding the Fan

Unfolding of the Fan: (IV: 81; V: 113)
With this full attack action, you make an immediate attack when drawing your weapon, if you are within striking range (no move allowed). For the purpose of this attack, your BAB is considered to be half its normal value (round down). If you have the Quick Draw feat, you may take your attack action first, even if you lose initiative. {Requirements - Improved Initiative, BAB of +2}

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