
RIZZENMAGNUS |
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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: 10th
Where the game is starting in the book series: + 10 years post Tarmon Gai'don
Source Material: Wheel of Time RPG book
Pathfinder books
the netbook Under the Dragons Banner (UtDB)
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
special note: there is no taint! so we no longer will track that.
also: males are allowed to take the class initiate
The big list of Homebrew WOT rules:
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: allowed
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: 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
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
Wanderer: Sneak attack progression same as pathfinder rogue.
Equipment: everyone starts with 150 Gold Crowns.
There are not very many magical objects, aka ter'angreal, found in the wild of the westlands. However, there are caches of objects found throughout the lands. Tear and Tar Valon are two of the best known locations that have these One Power devices/objects. However, that is not to say that there are not other locations that could have ter'angreal objects. Perhaps a cloak is a ter'angreal, or a knife was forged with the one power?
For magical gear, make a list of what angreal or ter'angreal youd like to have, and ill see if its appropriate. For inspiration, you are welcome to look at the pathfinder magical items and we can work together on if its an item that matches your character level or not.
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.
New Calendar dating created after Tarmon Gaidon, aptly titled After Tarmon Gaidon (ATG)
0 ATG:
Dark One's Prison is established. The Dragon Reborn fixes the hole created by the Bore, once again removing the Dark One's ability to directly influence the pattern.
-Amorial Suth, Keelix, Rhoekk, Ryvin, exit Tel’aran’rhoid.
-“the wheel will continue to spin”. The party members will not explain more about the statement, nor what happened.
+30 days ATG: Seanchan Forces from the Seanchan mainland, Travel to Arad Doman.
+40 days ATG: Seanchan forces garrison in Brandar Eban, Coron Ford, Maseen
+45 days ATG: Arad Doman Nationals Travel home to Brandar Eban from Melinor Fields, site of the Last Battle.
-Seanchan Forces under the command of new risen to the Blood, General Shuri, informs the returning Domani army that the nation is under Seanchan control, as per the Dragon’s Peace accords
-Domani Nationals retreat from within Brandar Eban, and establish camp outside the city’s walls.
+46 days ATG: Asha’man contingent Travel to Camelyn, Tar Valon, Tear, inform rulers of Seanchan Occupation of Arad Doman
+50 Days ATG: Rodele Interlaude is crowned King of Arad Doman. Will become known as the “exiled King”
+60 Days ATG: King Rodele I sends a message to Empress Toun, informing her of the occupation and the violation of the Dragons Peace Accords
+61 Days ATG: Empress Toun sends reply. “Arad Doman is not a recognized country in the Accords. It held no representation at the talks, nor was a representative there to sign the accords. The Accords clearly define the borders of the Seanchan Empire, and Seanchan shall protect her borders”
+75 Days ATG: Aiel Wise Ones and Clan Chieftains visit the Seanchan Court.
+80 Days ATG: Coalition of Forces from Westland Countries (Borderlands, Andor, Illian, Tear, Cairhein, Tar Valon) Arrive via Travelling. Set up Garrisons in Solanje and Kandlemar.
+90 Days ATG: Aiel contingent sent back to Westlands. Seanchan denounce invasion of their Territory.
-Aiel Wise Ones, seeing immediate Arbitration not attainable with current situation, inform the wetland rulers of their Breach of Accords by invading Arad Doman.
+100 Days ATG: Aiel Contingent, as their first act of Arbitration, inform all the nations that the land of Arad Doman is under Seanchan control, as per the Dragons Peace Accords, as it is written.
+125 days ATG: Arbitration council requested. Representatives from Mayene, Shienar, and Codarra Aiel make up the council.
+128 days to +200 days ATG: Seanchan and Westland nations make their case.
+300 days ATG: Arbitration decision is made.
“The Seanchan Empire have not provoked nor intend to attack any Wetland nations, but is instead protecting its own territorial interests and borders. “
+305 Days ATG: Westland Nations officially declare the removal of their forces from Seanchan Land.
+306 Days ATG: Large influx of Arad Doman “Immigrants” “arrive” at Solanje and Kandlemar. The number of immigrants equals that of the Westland forces.
+ 1yr ATG: 3 Aiel Septs move into Arad Doman, where they begin to patrol an area between the Westland “immigrants” and the Seanchan regulars.
-Seanchan lieutenants, seeking glory, move from Brandan Ebar to attack the “immigrants”. The Aiel are quick to discourage these types of molestation.
+1.5yr ATG: An undeclared Demilitarized Zone is established between the Seanchan and the “immigrants”. The border runs from outside of Brandan Ebar east to the Mountains, and is roughly 5 miles wide.
1-20yr ATG: Baby boom. Celebrating the win, families reunite and start a 20 year baby boom. Women give birth to twins and triplets more often than single births. Men and women give credit to the Creator for weaving the pattern to be so.
World weather is stabilized and becomes mild during this time. No hurricanes, cyclones, tornados, wind storms are reported anywhere in the world. Rain fall occurs when needed, as if someone is controlling the weather.
crop yield is beyond imagination. where there was only 1 bushel of crop in an acre, now produces 35 bushels.
2Yr ATG: Rohim Blaner, a bandit and murderer, flees North to the Blight. He attempts to raise an army of Myrdraal and Trollocs from the roving bands that havent fallen back to Shayol Ghul. He brings together 5 cohorts of Trollocs under his banner, Declaring himself “the Dark Lord”. Rohim becomes the first of many to declare himself “the Dark Lord”
2yr ATG: The White Tower officially decrees that any female associated with The White Tower who is caught using an a’dam is to be hanged. Westland nations quickly follow suit, outlawing the use of these ter’angreal. Some countries have death penalties, while others have life sentences with hard labor. (Most countries though just send the violator to The White Tower for punishment)
3yr ATG: Rohim Blaner dies from his own troops as he was leading them out of the Blight. The Trolloc army disbands and filters into the countryside of Arafel.
5yr ATG: al’Lan Mandragoran, with his wife el'Nynaeve ti al'Meara Mandragoran 3000 survivors from the Last Battle, Begin the arduous task of reclaiming Malkier from the Shadowspawn.
6yr ATG: Logain Ablar, head of the Black Tower, decides against rebuilding the Black tower. Instead opts to have chapterhouses built within various communities.
7yr ATG: First Black Tower chapterhouse built upon the slopes of Dragonmount. Cadsuane, the Amyrlin of the Aes Sedai, personally visits the chapterhouse, bullying her way to see Logain. Logain accepts her company, and both withdraw to have a private discussion. That evening, Cadsuane leaves. Relations between Asha’man and Aes Sedai are reserved, but lightly encouraged.
10yr ATG: Black Tower builds chapterhouses in Cairhein, Camelyn, Tear, Fal Dara, Emonds Field, Jehannah, and Far Madding
im sure im missing something, so please feel free to ask!

GM_Drake |
When I decide on a character name, I will create an alias and post via that alias.
For now, my ability score rolls:
roll 1: 1d6 ⇒ 31d6 ⇒ 61d6 ⇒ 41d6 ⇒ 2
roll 2: 1d6 ⇒ 41d6 ⇒ 31d6 ⇒ 21d6 ⇒ 2
roll 3: 1d6 ⇒ 61d6 ⇒ 11d6 ⇒ 31d6 ⇒ 3
roll 4: 1d6 ⇒ 61d6 ⇒ 11d6 ⇒ 21d6 ⇒ 3
roll 5: 1d6 ⇒ 11d6 ⇒ 61d6 ⇒ 41d6 ⇒ 4
roll 6: 1d6 ⇒ 61d6 ⇒ 31d6 ⇒ 61d6 ⇒ 6

GM_Drake |
Ability Score results of 18, 14, 13, 12, 11, 9.
I was thinking of working towards leveling to a woodsman/wilder (spirit)/wolfbrother starting with a level 1 character. Starting at level 10 definitely helps to flesh out my character concept.
background: Midlander
pre-adventurer career: stablehand
emotion focus being either worried (because a pet or horse was injured) or serene (while enjoying the sights and sounds of nature while lounging by the river).
I still need to read the rest of the info you provided to see if the above multiclass wilder/woodsman/wolfbrother is a viable character in your campaign.
I do have a question regarding family names of Midlanders (that are not the family names of prominent or secondary characters from the books). Any suggestions on a decent online Wheel of Time name generator?
Basics of early life: He is from a smaller Midlands village not named in the books and is the nephew of that village's wisdom. His initial unintentional weave (if going with fear of a pet dying). Not sure on initial weave impetus if I go with serenity being his emotional block instead of fear of a creature he cared for dying.

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Stats
stat: 4d6 ⇒ (6, 2, 2, 3) = 13 11
stat: 4d6 ⇒ (5, 4, 4, 1) = 14 13
stat: 4d6 ⇒ (3, 1, 6, 6) = 16 15
stat: 4d6 ⇒ (5, 6, 3, 4) = 18 15
stat: 4d6 ⇒ (4, 6, 3, 2) = 15 13
stat: 4d6 ⇒ (2, 5, 5, 5) = 17 15
Not too shabby.
Need to think about character a fair bit.
Some questions
1) are we limited to the feats in the Core Rulebook or do we have the whole of PF1 to draw from? At the moment I'm thinking largely of Crane Style for an Algai'd'diswai
2) I don't think I understand how many weaves an initiate gets. They learn by observation and don't get any specifically per level

GM_Drake |
As I do not need the woodsman class to become a wolfbrother, I am working with a Wilder (Healing Talent) who multiclassed into Wanderer around the same time his latent wolfbroher ability developed further; his fighting style is influenced by his wolfbrother tactics; he flanks foes to better take them down (sneak attack) with his 'claws'.

Seth86 |

4d6 ⇒ (4, 3, 6, 6) = 19 16
4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (3, 3, 2, 5) = 13 11
4d6 ⇒ (6, 1, 5, 6) = 18 17
4d6 ⇒ (4, 6, 1, 6) = 17 16
4d6 ⇒ (5, 4, 1, 6) = 16 15
17, 16, 16, 16, 15, 11
Coming from Tar Valon. He would've been a warder, but when his powers awakened, he became an initiate and eventually an Asha'man

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Haven't figured it all out yet, but I'm going for a female noble who is also a wilder. The magic will very much be secondary.
I don't quite understand how a noble works though.
I get bardic knowledge. I get that. What I don't get is how often I can inspire confidence and instill fear. And I don't understand what instill fear actually does.

GM_Drake |
I had a feeling that might not be a possible combination.
Going to go with the wanderer wolfbrother using his 'wolf pack mentality' to flank to better take down foes (via sneak attack damage bonus).
Going to take a look at the other non-channeling classes and prestige classes to see if any give me inspiration to help shape the character concept further.

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Putting it all together now.
Question - I think that we do NOT get the normal Pathfinder +2 ability boost nor the +1 skill rank per level (I assume we still get the feat, class skill and 1 rank from our background). Is that right?
She is a Domani noblewoman (second born and the family is only of middling rank).
When her powers became manifest she was sent to the Aes Sedai but failed to complete the training (she was never able to remove her Block). She still has contacts within the tower (especially in the Grey Ajah) and she still considers herself an ally and almost member of the Tower (and the Tower often acts like it agrees but perhaps that is just because she is a useful tool).
She lead a small company at Tarmon Gai'don, a company that firmly did its duty and gained a reputation as being reliable but far too small a company to have any significant role in the fight.
She was gravely injured in that war and took a few years to fully recuperate from her injuries, both physical and mental. In the last few years she has been using her political skills to try and help the Domani against the invading interlopers, so far to little effect.
Mechanically, she is a L3 Wilder, L6 Noble and L1 Commander.

GM_Drake |
Clarification on how many skill ranks we get at 1st level, please.
We are using the updated Pathfinder skill list. Are we using the updated skill ranks of Pathfinder (no times 4 at 1st level with +3 class bonus for class skills we spend ranks on) or the times 4 skill ranks at 1st level with no +3 class skill bonus?

Corrik |

Ended up reworking an old character concept. Nonbinary, AGAB Female who is both a warder and a wolfbrother to really play around with the gendered aspects.
General background is coming from a blacksmithing family and always dreamed of being a warder. I'd like to tie the warder aspect to another party member.
Background: Midlander
Pre-adventurer career: Blacksmith
Class: Armsmen 6, Warder 4
Whetstone Scabbard sounds like an interesting item that wouldn't impact mechanics too much. Special mention of the Warder cloak which comes with the prestige class.
Questions:
If we have crafting skills, can we use our starting gold to craft equipment?
I assume we are using WoT equipment and rules, but could I have an Armored Coat? I love being able to done armor as a move action and it fits with the "Traveling the wilds isn't easy or fun" aspects of WoT. I have craft armorsmithing so it could just be something the character created.

GM_Drake |
Background: Midlander
Classes: Dai'dore 4/Woodsman 1/Wanderer 5 (wolfbrother)
He grew up in the outskirts of a small village in the forested Midlands area. His father taught him and his younger brother the basics of avoiding being hit and how to deliver more devasting punches and kicks. Part of their training also involved playing keep away with the family dogs.
When the village his family lived near was attacked by trollocs, they killed his parents, younger brother and the family dogs. He was then trained by a by a woodsman that lived nearby how to track the trollocs and some tactics on how to fight them.
He traveled with the woodsman to some of the other villages. When they were at one of the villages, the trollocs attacked. When it seemed like the trolloc he was fighting was about to kill him, a wolf charged from the forest and helped him kill the trolloc.

Kayden Al'Connor |
I decided on the name for my wolfbrother character.
Not including his gear, I will probably have all his statistics on his profile by Wednesday night.
Kayden grew up on a farm on the outskirts of a small village in the forested area of the Midlands. His father, Merrick Al'Connor, was a Borderlander who married a woman, (name not chosen yet), from the small village. Merrick took over his father-in-law's horse-breeding farm. Kayden (16) and his younger brother, Declan (15), were stablehands on the farm. In addition to the horses, which was the family's livihood, they had half a dozen dogs as well. Merrick trained his sons how to avoid taking punches and how to land more devasting punches and kicks. Part of their training also included playing keep away with the family dogs.
Merrick's older brother, (name not chosen yet), arrived and told grim news to his brother - that trollocs were in the northern woods of the midlands and marching south through the forest. Merrick's brother was surprised when he heard the telltale battle sounds of the trollocs attacking the nearby village (he had thought he was at least a couple days ahead of the trollocs). Some of the trollocs got to their farm and in the skirmish, the family dogs defended the Al'Connors with their lives, but failed to protect all the family members - only Kayden and his woodsman uncle survived the fight with the trollocs. Kayden's uncle told Kayden that they had to leave. Kayden, struck with grief from the deaths of his parents, brother and beloved dogs, and worried about his friends in the village, told his uncle they had to save them.
"There's too many of them at the village for us to survive, Kayden. These were only a handful of the the vile things. There are hundreds of them at the village. Your parents want you to live. Now grab your cloak and riding gear. We have to ride away from here as fast as we can!"

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I need to get some input on the mechanics to finalize my character.
Is the following correct for a L6 Noble? It is taking from the Under The Dragons Banner with your class additions above.
She would have Noble Knowledge +3 (+3 to all knowledge skills, all can be used untrained)
She would have Inspire Courage +2 to will saves, hit and damage.
She could use Inspire Courage once per battle, the effects last as long as she speaks and then 6 + charisma mod rounds thereafter
She gets Favor +2, Resource Access, Coordinate +1 and a bonus feat

Kayden Al'Connor |
Kayden found his masterpiece gauntlet while adventuring in the borderlands with his uncle. He found it as a result of some wolves leading him to an area that had been overgrown for decades (possibly centuries?); the knowledge of the location passing through many generations of wolves of the surrounding area.
The masterpiece gauntlet was crafted with the appearance of a wolf paw covering the backside of the gauntlet.
Would it be possible that the gauntlet was forged as a weapon against shadowspawn (myrddraal)?
I have selected three +1 weapon properties that fit that theme:
Bane (myrddraal)
Ghost Touch
Heartseeker
I have spent a bit under half the 150 gc on gear, including the masterpiece gauntlet.

Seth86 |

I'm thinking of writing in that he has a aesedai wife he's bonded to
His wedding ring is a saangreal or terangreal (GM choice. If accepted)
Perhaps his warden blade is a lesser rod of extend
Boots of striding
@Rizzen
What do we do when a class gives us an initiative feat? May we replace it with another eligible general feat?
Also. Do humans get the +2 score increase like in PF, and the +1 feat?

Kayden Al'Connor |
Question: Which version of Madness for Wolfbrother are you using? The WoT version, Randy Madden's version or Geoff Hall's version? I want to include how his madness affected him before he started to regain his lost sanity back (via the Acceptance of Fate and Mental Stability feats), and want it to match up with the wolfbrother madness version you are using.
I had a change of plans for tonight so probably will not have Kayden fully completed until sometime this weekend.

RIZZENMAGNUS |

Putting it all together now.
Question - I think that we do NOT get the normal Pathfinder +2 ability boost nor the +1 skill rank per level (I assume we still get the feat, class skill and 1 rank from our background). Is that right?
correct.
humans are the norm, and as such they do not get bonuses as commonly found in the traditional PF1e.

RIZZENMAGNUS |

Clarification on how many skill ranks we get at 1st level, please.
We are using the updated Pathfinder skill list. Are we using the updated skill ranks of Pathfinder (no times 4 at 1st level with +3 class bonus for class skills we spend ranks on) or the times 4 skill ranks at 1st level with no +3 class skill bonus?
we follow the pathfinder 1e skill listing. so your ranks are set to 1 per level. class skills get a +3 bonus that you put ranks into.

RIZZENMAGNUS |

Ended up reworking an old character concept. Nonbinary, AGAB Female who is both a warder and a wolfbrother to really play around with the gendered aspects.
General background is coming from a blacksmithing family and always dreamed of being a warder. I'd like to tie the warder aspect to another party member.
Background: Midlander
Pre-adventurer career: Blacksmith
Class: Armsmen 6, Warder 4Whetstone Scabbard sounds like an interesting item that wouldn't impact mechanics too much. Special mention of the Warder cloak which comes with the prestige class.
Questions:
If we have crafting skills, can we use our starting gold to craft equipment?
I assume we are using WoT equipment and rules, but could I have an Armored Coat? I love being able to done armor as a move action and it fits with the "Traveling the wilds isn't easy or fun" aspects of WoT. I have craft armorsmithing so it could just be something the character created.
brigette was a female warder to elayne, so female warders, while rare, are allowed.
and it wouldnt surprise me if thered be wolfsisters...
well...
would there?
It's an interesting question. Female warder is the result of a weave placed upon a person. But being a wolfbrother, thats something else entirely. nothing to do with the One Power, but it falls within the same realm as the Sniffers. Would it be something as simple as being a wolfsister that interacts with wolfs, or would a wolfsister actually be paired to something else that would provide balance?
i think for game terms, we will stick with a wolfsister, and use the feats found in the UtDB netbook.
as for your seccond question: Absolutely use crafting to make something personal for yourself! we can apply a 40% discount on an item you make. for example, you decided to make a large steel shield. book shows the cost at 20mk. youd pay 10mk as you did the work yourself.
hmmm.... ill have to check the notes, but im pretty sure the warder is now a template and not a PrC....
ack. i see where i messed up!
let me fix that

Seth86 |

RIZZENMAGNUS |
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everyone!
i messed up! I know, big surprise! lol
i forgot to include a very, very, very important link/information to all of you that directly pertains to character creation and gameplay! i really need to sit down and properly compile all this into one single document
the link below is the official WOT house rules, which has the rules for character creation and the skill adaption list. Those were already included and listed in my first post, so please disregard such info in the below link.
link to the house rules
what is listed below is more info regarding character creation, specifically houserule feats, changes to character classes (like the warder change from PrC to template), and so on. Please take a moment and look through this, and if you see something you like, please feel free to use it.
**note: players are not allowed to take Greater weave resistance. **
Composure / Concentration now counts as a Move action to concentrate on a weave. You still must follow all of the multiweave rules for maintaining multiple weaves but it now means that if you're holding a Shield on someone for example, you're not then frozen in place while you hold it. You could even get into melee with a held weave, aka Flame Blade and still be able to attack. If you have a high BAB that grants multiple attacks as a Full Round action, then you would need to tie off the flame blade to get them all though. (Source Jonasty Discussion page 9)
Feats
*Use Pathfinder Feat Progression (i.e. 1 new feat at every odd level as opposed to every third level)
*Use Pathfinder version of feats. Any pathfinder feat not related to Pathfinder magic is fair game. (Change made by Rizzen)
New Feat: Identify Ter’Angreal (The Taint Discussion #100) & (Dragon Reborn #585)
The wheel weaves as the wheel will, and there are those that are truly blessed. These are the ones with the most uncommon, the most rare of abilities, correctly identifying ter'angreal. Those with the lost ability are hunted by the White tower, if even the rumor is heard, the Amrylin will dispatch a sister and 50 soldiers to secure this unique individual for their own safety.
Identify ter'angreal allows the PC to identify what the ter'angreal does, its capabilities, any bonuses, and special abilities, simply by touch.
This feat does not protect the PC from those ter'angreal that are activated by touch, or any other actions the pc may take in approaching, moving, or channeling around the ter'angreal.
Identify ter'angreal will identify an angreal, but not allow the pc to know its rating. A sa'angreal will be identified as an angreal.
Feat: Trap Weaving
To turn a weave into a trap, the weave must be one of instantaneous effect, like harden air, fireball, master ward, and so on. To make a weave into a trap you must add a +3 to the channeler level, AND it now includes weaves of spirit to set the trap, thus a fireball, which is fire and air, when set as a trap is changed to fire, air, and spirit. Meeting the affinity requirements apply. Setting the trap is a full round action.
trap weaving is taught within the White tower, but not at the Black tower. So Accepted and above can know it.
Feat: Weave Inventor, lessor (Weave Inventor Feats found Dragon Reborn Discussion #488)
Your natural curiosity with the One power has been the source of much consternation to your master/mistress. Warnings of "knowing yourself" and "burn out" have fallen upon deaf ears to you. Or perhaps you have had no one to instruct you to not mess with the arrangement of weaves. Perhaps while you weave, you want to lay a weave in another location and see what happens.
Prerequisite: must be able to channel, must take "remove block" feat (including initiates)
Benefit: You are able to push the boundary of weave creativity. You are able take known weaves and modify them to suit your needs.
(ie: wall of air, replace the air thread and use fire).
To successfully channel using this feat, roll a weavesight check, DC 30.
Feat: weave inventor, greater
You have shed the last vestiges of restraint and wish to create something that will stand the test of time. You are only held back by your power.
Prerequisite: Weave Inventor, lessor. Weave skill ranks 15+, must have successfully tweaked 3 uses of a commonly known weave.
Benefit: You are able to invent never before seen weaves. WEaves created can only have similar utility uses found within known talents. You cannot create a weave outside of your talents. (ie: invent a variant of sever and linking it to your healing talent.)
Roll a weavesight check, DC 40 to successfully invent a new weave. New weaves incur a +2 to weave channeling levels
Feat: weave Resistor, lessor (Weave Resistor Feats found Dragon Reborn #496)
Knowing that the one powers exist, you feel that it has no practical use in your life. Or you are scared by it. Or you have a distrustful attitude towards channelers in general. Or you have been exposed to it so much that it's usage just doesn't phase you. In either case, your misgivings have given you an pseudo-immunity to the one power.
Benefit: Gain Weave Resistance equal to 5+ PC level
Feat: Weave Resistor, moderate
Prerequisite: Weave Resistor lessor, or be a whitecloak
Your resolve in yourself and how the one power affects you has been tested and found stronger than the power itself. Perhaps its your faith in the Creator, or you ignore the debilitating effects that the one power can do to yourself and others. In any event, the weaves seem to have difficulty in affecting you directly
Benefit: Gain WEave resistance equal to 10+ PC level
Accomplishment Feat: Weave resistor, greater
Prerequisite: weave resistor moderate; must experience the absolute worst that channelers can do (DM discretion).
You are an anathema to channelers, both male and female. Weaves simply fail to touch you, you are immune to most (if not all) weaves directed at you
Benefit: Gain weave resistance equal to 20+ PC level.
Accomplishment Feat: Affinity Immunity
Prerequisite: Have survived the effects of a debilitating weave upon yourself channeled from a channeler 5+ levels above you. (example, trapped within a sphere of harden air {must be longer than one round})
Benefit: You gain an immunity from one of the 5 affinities (earth, fire, water, air, spirit).
Note: channelers can take this feat, but it negates their known affinity thread. (so you negate the -1 casting level for having the affinity)
Accomplishment feat: Shadowspawn killer
Benefit: Gain a +4 Reputation for killing more shadowspawn than your counterparts. Must have killed at least 20 trollocs, or 5 Myrrdrall single handedly (most commonly encountered. other spawn will be considered on a as need basis)
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
Aethen Dor (Red Shield) (New Prestige Class) (A Combined Effort Discussion #30, approval #56)
Prerequisites:
BAB +6; Class Abilities – Spears of Death, Ji’e’toh;
Feats: Improved Grapple;
Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Perception 5 ranks, Stealth 5 ranks
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Perception Profession, Sleight of Hand, Stealth, Swim, Survival (Same skills as Thief Taker (converted to PF), with the addition of Survival.
Skill points at each level: 6 + Int modifier
Level BAB Fort Ref Wis Def Rep Special
1 +1 +0 +2 +0 +1 +0 Hard to Fool, Traps, Sneak Attack 2d6
2 +2 +0 +3 +0 +2 +1 Unarmed Combat, Scout’s Charge
3 +3 +1 +3 +1 +2 +0 Greater Grapple, Special Ability
4 +4 +1 +4 +1 +2 +1 Skirmisher, Sneak Attack 4d6
5 +5 +1 +4 +1 +3 +0 Weapon Specialization
6 +5 +2 +5 +2 +3 +1 Uncanny Dodge (+1 vs. Traps), Rapid Grappler
7 +6/1 +2 +5 +2 +4 +0 Sneak Attack 6d6, Special Ability
8 +6/1 +2 +6 +2 +4 +1 Uncanny Dodge (+2 vs. Traps)
9 +7/2 +3 +6 +3 +4 +0 Bonus Feat
10 +7/2 +3 +7 +3 +5 +1 Sneak Attack 8d6, Special Ability
BAB, Saves, Defense bonus, and reputation are unmodified from Thief Taker.
Hard to Fool (Ex): Once per day the Red Shield can roll two dice while making a Sense Motive Check, and take the better result. Use of this ability must be declared before making the Sense Motive Check. The Red Shield May use this ability one additional time per day at level 5, and a third time at level 10.
This ability replaces the Theif Taker’s Brotherhood contacts, as it does not make sense for an Aiel. It is a standard Rogue talent from Pathfinder, and seems an appropriate substitution given the nature of the class.
Unarmed Combat: The Aethen Dor’s PrC Levels stack with any levels of Algai’d’siswai for the purpose of determining Unarmed damage. In addition they receive the Improved Disarm Feat, even if they would not normally meet the prerequisites. These abilities replaces Exotic Weapon Proficiency, as Algai’d’siswai already receive proficiency in all Aiel weapons. This works well with the theme of Red Shields being police who grapple and must be able to capture foes alive.
Scout’s Charge: Whenever the Aethen Dor makes a Charge, his attack deals sneak attack damage as if the target where flat footed. Foes with Uncanny Dodge are immune to this ability.
Skirmisher: Whenever a scout moves more that 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat footed. If the scout makes more than once attack this turn, this ability only applies to the first attack. Foes with Uncanny Dodge are immune to this ability.
These abilities replace Uncanny Dodge and Improved Uncanny Dodge respectively. The come from the Scout Archetype for the Pathfinder Rogue which also substitutes them for the same abilities, and thus maintains the balance of the feature. The substitution is there as Algai’d’siswai already receive these abilities. This substitution fits the class quite nicely as it demonstrates the rapid movement typical of the Aiel way of fighting, and as this is the only Aiel class so far to have a Sneak Attack, it is the only possible class that could benefit.
Greater Grapple (Feat): This replaces the Capture ability of the Thief Taker with a similarly themed feat that instead improves grappling ability.
Rapid Grapple (Feat) This replaces the second Exotic Weapon feat of the Thief Taker with a feat that instead improves grappling ability. I'd have liked to sub out the trap stuff as well, but I figured that if any Aiel were familiar with evading traps, it would probably be the guys following suspects on the run, who may have left traps to guard their trail.
Aes Sedai – New Prerequisites: (Found on Jonasty Discussion page 8)
Gender: Female; Skills: Composure 5 ranks, Weavesight 4 ranks
Feats: Multiweave, Tie-Off Weave
Channeling: Two or more talents, two or more affinities
Asha’man – Prerequisites:
Gender: Male
BAB: +2
Skills: Composure 5 ranks, Weavesight 3 ranks
Feats: Multiweave, Tie-Off Weave
Channeling: Two or more talents, two or more affinities
Special: Proficiency with any type of sword.
Commander: Prerequisites:
BAB +5
Skills: Diplomacy 5 ranks (my judgment call, originally 6 ranks, but with pathfinder skill rules, this would put access to prc a level late)
Special: Reputation 4+ Must belong to an organized standing military force.
Master Treesinger (Under Dragon’s Banner): Prerequisites (A Combined Effort Discussion #232 & 233)
Prereq changed from Latent Old Blood to Latent Treesinger
Warder – This prestige class was removed and replaced with the Warder Template
Bonded Warder Template: (Source, Post #649 Jonasty’s campaign)
+2 enhancement bonus to Strength
+1 hp per level (Stacks with toughness)
+5’ bonus to base speed
+2 to all saving throws against weaves and abilities of shadowspawn and darkfriend (darkfriend is defined as someone who has sworn oaths to the Dark One)
If the warder’s charge dies, in addition to 1d4 per level damage, the warder must make a Will save DC equal to the Channeler’s level +5 or become consumed with finding their own death. Care in another channeler’s hands for a full month can give a second save.)
Windfinder: Prerequisites:
Gender: Female
Skills: Composure 5 ranks, Weavesight 4 ranks
Feats: Multiweave, Tie Off Weave
Channeling: Two or more Talents, two or more Affinities
Wise One: Prerequisites:
Gender: Female
Skills: Composure 5 ranks, Weavesight 4 ranks
Feats: Multiweave
Channeling: Two or more Talents, two or more Affinities
Wolfbrother:
Prestige Class has been removed. Use wolfbrother feats from Under the Dragon's Banner netbook to simulate wolfbrother abilities. (Dragon Reborn Discussion #656)
Weave and One Power Changes:
Feat: Trap Weaving (Dragon Reborn #585)
To turn a weave into a trap, the weave must be one of instantaneous effect, like harden air, fireball, master ward, and so on. To make a weave into a trap you must add a +3 to the channeler level, AND it now includes weaves of spirit to set the trap, thus a fireball, which is fire and air, when set as a trap is changed to fire, air, and spirit. Meeting the affinity requirements apply. Setting the trap is a full round action.
trap weaving is taught within the White tower, but not at the Black tower. So Accepted and above can know it.
Sense Shadowspawn: (Post #113 – 115 Enemy of my Enemy campaign)
Sensing Shadowspawn is now a perception check, DC 30 out to distance of 100 feet. This can be done by Aes Sedai, Warders, and those who can sense the Source(?)
Weave Resistance / Penetration: The following weaves are subject to Weave Resistance:
hardened air
pass bond
lightning
riven earth
arms of air
all travelling
cloud dancing*
killing mist
thunderclap*
major healing*
rejuvenate*
Weaves NOT subject to W Resistance (though the rules say otherwise)
Grenade
Any Illusion weave (if it targets self or an inanimate object. targets another individual it is subject to WR)
Sculpting the land*
Treading the earth*
Linking & Weave Penetration: In regards to linking and weave penetration, i will say that for every female beyond the second to link up will gain a +1 bonus to weave penetration. example, if two women link up, then they do not gain a penetration bonus. if a third links up, then they gain a +1 bonus. Now, if a male joins the circle, then the group gains a +1 for EVERY person in the circle, including the first two. so that group of three would only get a +1 weave pen bonus, but with the joining of a male, now gains a +4
Shield Weave: - Use Under the Dragon’s Banner netbook version of the weave, Revision #2 (A combined Effort Discussion #76
Additional changes to the Shield Weave: (A Combined Effort Discussion #92)
Shielding a person while linked:
If 2 or more people link, and then attempt to shield another person, the person who leads the link is able to apply both composure and power level bonuses to the roll. The other who is linked (or multiple people), will only be able to apply just his or her power level ONLY to the roll, composure cannot be included. Example:
Litheene and alathea wish to shield Fia. Litheene and alathea would first link, and then decide upon who would lead. Litheene is chosen to lead, so her total to the roll would be +31. Alathea would only be able to add a +15, which is her power level.
linked pair example1d20 + 46 ⇒ (6) + 46 = 52
fia1d20 + 34 ⇒ (12) + 34 = 46
in the above example, the linked shield attempt is successful.
linked pair example1d20 + 46 ⇒ (6) + 46 = 52
fia1d20 + 34 ⇒ (19) + 34 = 53
the above example shows a bad day for alathea and litheene.
Bond Warder Weave (and its effects on same-gender bonds) (Dragon Reborn Discussion #67)
In the books, the bond between Male warder and Female Aes sedai just conveys the basics of emotions, fear, anger, lust, happiness, and so on. The difference of sexes provides a block of sorts.
However, the bond between same sex will amplify these feelings, to the point that one person will be affected by these feelings.
Example, if a female warder is happy, the female channeler is happy.
This also applies to pain. Pain will be transmitted through this bond. While it will not result in actual HP loss, it will transmit as Phantom pain. So if a warder gets a slice across the chest, the channeler will feel it across the chest.
While regular exchange will cause pain to be felt through the bond, extreme instantces will force a will save.
Example: Litheene gets a crit from a trolloc, causing massive damage. Vala will have to make a will save to ignore the feeling and continue on, otherwise suffer from this phantom pain for a round.
Bond Warder Weave (and its effects on Ogier) (Dragon Reborn Discussion #181)
Ogier warder template
+2 Enhancement bonus to strength
+1 HP per level (stacks with toughness)
+10' bonus to speed
+2 to all saving throws shadowspawn and Darkfriends
special
To anger an Ogier as the Rage ability for the pathfinder barbarian class. No rage powers.
Ogier are not ones to get angry, yet when they do, they are like an avalanche at winter, and boulders rolling down a cliff in the mountains. They become unstoppable, seeking to right that which triggered their inner rage.
another option available for Ogier:
Friend of the stedding: Upon being bonded to his Aes Sedai, the bonded pair experience an odd twist. Instead of bestowing strength, the weave fails. In its place, the Ogier now projects an aura around him/her, negating all but the most powerful of weaves from affecting him/her.
A 10 foot radius surrounds the ogier, mimicking the effects of a stedding. Only 5th level and higher weaves can affect the ogier. The ogier cannot control this effect.
The True Power: (Dragon Reborn Discussion #402)
The True Power is different from the One Power. It originates from the Dark One and is accessible only to his greatest servants. Male or female channelers can use it equally well. It is far more addicting than the One Power; many of the Forsaken believe that it would be impossible to resist. The lure of its use is that it cannot be detected by either sex and it appears to be impossible to cut a weave made of the True Power (see Cut Weave in chapter 6).
It appears not only to be an extra source of power, but also a more potent one. The physical manifestation of the addiction seems to be
the saa, black flecks that float across the eyes. Eventually, the use of the True Power will lead all those who use it to insanity, death, or possibly even worse. Even among the Forsaken, it is believed that only 29 people have ever used this power. Only the
Forsaken, Moridin, freely uses the True Power.
Addiction Game Mechanic:
Use of the True Power will eventually addict anyone, unless the Dark Lord shields him or her from it. Only the Nae'blis has the possibility of earning this distinction. Each time the True Power is used, it requires a Wisdom check vs. a DC of 12 (a 1 automatically fails).
Each failure accumulates until the number of failures
reaches half of the character’s current Wisdom; at that time the character is considered addicted. They must make a Will saves (DC 25) from that point on in order to use the One Power. They have taught themselves to instinctually reach for the True Power. A character with even 1 failed check will have the saa markings, the closer they are to addiction the more pronounced the saa.
If a character accumulates as many failures as they have points in Wisdom, they will pay the Dark Lord’s price.
True Power Mechanics
Any person entitled to use the True Power may draw upon it to channel any weave that they know, even if they do not have the Talent. They do not use a One Power slot for this weave. They must immediately make a Wisdom Check vs. a DC of 12; handle failure as noted in the Addiction section.
This weave may not be detected or cut. It leaves no residue that is discernible to other channelers.
Severing True Power:
If a Forsaken is in the place between worlds with someone of the same gender, that person can see the black tendril of the Dark One touching the Forsaken. It is possible in that place to either Shield or Sever the Forsaken from his master.
The mechanics for doing this work in an identical fashion to the two weaves, but they have a different effect. Cutting a Forsaken free of the Dark One instantly strips them of their Forsaken Template. They may not wield the True Power, they begin to accumulate Madness, and they no longer have command over Shadowspawn.
The Dark One looks unfavorably on any servant that has been sundered from him. It might be possible to come back into the graces of the Dark One. This would require a trip to Shayol Ghul and a re-pledging of fealty. This unenviable task is just as likely to result in the death of the Forsaken as it is to restore his connection to the Dark
One.
Aiel Spear - New Stats: (Post #68 & 69, enemy of my enemy campaign)
Aiel Martial weapon (exotic proficiency level for wetlanders)
Damage 1d6; Crit (18-20)x2 – Range 30 ft

Kayden Al'Connor |
Questions Are all Knowledge skills class skills for Wanderers? If not, would I be correct in deducing that the wanderer has Knowledge (geography) as a class skill?
The WoT flipbook I am using lists Knowledge (varies) as part of the Wanderer's class skill list. Does the WoT book use Knowledge (varies) as a class skill to represent Knowledge (all) as class skills?

RIZZENMAGNUS |

I have what is mostly a world question.
What happens to the Aes Sedai initiates who don't pass the tests, who flunk out? Are they stilled, killed, or just kicked out of the tower as wilders?
most of them are sent back home with a bag of gold and the understanding that they cannot use the name "aes sedai".
some women are sent to ebou dar and join the Kin.If the black ajah is involved, then the women are kidnapped and sent to Shayol Ghul

RIZZENMAGNUS |

I need to get some input on the mechanics to finalize my character.
Is the following correct for a L6 Noble? It is taking from the Under The Dragons Banner with your class additions above.
She would have Noble Knowledge +3 (+3 to all knowledge skills, all can be used untrained)
She would have Inspire Courage +2 to will saves, hit and damage.
She could use Inspire Courage once per battle, the effects last as long as she speaks and then 6 + charisma mod rounds thereafter
She gets Favor +2, Resource Access, Coordinate +1 and a bonus feat
yup

RIZZENMAGNUS |

Kayden found his masterpiece gauntlet while adventuring in the borderlands with his uncle. He found it as a result of some wolves leading him to an area that had been overgrown for decades (possibly centuries?); the knowledge of the location passing through many generations of wolves of the surrounding area.
The masterpiece gauntlet was crafted with the appearance of a wolf paw covering the backside of the gauntlet.
Would it be possible that the gauntlet was forged as a weapon against shadowspawn (myrddraal)?
I have selected three +1 weapon properties that fit that theme:
Bane (myrddraal)
Ghost Touch
HeartseekerI have spent a bit under half the 150 gc on gear, including the masterpiece gauntlet.
ghost touch wouldnt work.

Kayden Al'Connor |
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?

RIZZENMAGNUS |

I'm thinking of writing in that he has a aesedai wife he's bonded to
His wedding ring is a saangreal or terangreal (GM choice. If accepted)
Perhaps his warden blade is a lesser rod of extend
Boots of striding
@Rizzen
What do we do when a class gives us an initiative feat? May we replace it with another eligible general feat?Also. Do humans get the +2 score increase like in PF, and the +1 feat?
for the wife... ehhhhhhhhh.... idk....
as for the rod.. hmmmmmmmmm.....
boots of striding make sense.
just pick another feat
no.

Seth86 |

Seth86 wrote:I'm thinking of writing in that he has a aesedai wife he's bonded to
His wedding ring is a saangreal or terangreal (GM choice. If accepted)
Perhaps his warden blade is a lesser rod of extend
Boots of striding
@Rizzen
What do we do when a class gives us an initiative feat? May we replace it with another eligible general feat?Also. Do humans get the +2 score increase like in PF, and the +1 feat?
for the wife... ehhhhhhhhh.... idk....
as for the rod.. hmmmmmmmmm.....
boots of striding make sense.
just pick another feat
no.
I understand. No worries. Asha'man by his lonesome then
And I realised about the human bonuses as I read your answers
Much appreciated

![]() |
Eyyy here we go. Will take me a little while to rework a character.
Stat roll: 4d6 ⇒ (3, 4, 5, 5) = 17 -> 14
Stat roll: 4d6 ⇒ (1, 6, 6, 3) = 16 -> 15
Stat roll: 4d6 ⇒ (3, 6, 4, 6) = 19 -> 16
Stat roll: 4d6 ⇒ (2, 1, 2, 3) = 8 -> 7
Stat roll: 4d6 ⇒ (4, 6, 6, 1) = 17 -> 16
Stat roll: 4d6 ⇒ (5, 6, 4, 4) = 19 -> 15
Never mind, don't wanna play a character with that stat array. Thanks anyway.