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Wheel of Time Setting

Revised rules for Paizo Pathfinder RPG


Extra Credits Not everything in this book is my own ideas or Wizards. There have been two other Netbook release which introduced many new concepts which are used in this release. Under the Dragon Banner Age of Illusions

Outline and Credits


Everything that follows is the work of a certain Individual who felt that the Wheel of Time RPG published by WotC was not done the justice it deserved. And so, for his own game he began revising underpowered classes eventually deciding to take it all the way. Everything that follows is designed to fit into a Campaign that runs alongside the books events, though it should be easily adaptable to earlier and later campaigns. The following Netbook assumes that you have the Paizo Pathfinder Rulebook and understand the basics of the System. As such there will be no in-depth explanation of the rules except where there are new rules such at the Use of the One Power over the standard Magic Rules. At the time of righting this the 12 book, written by Robert Sanderson and Robert Jordan was just recently published and so I work from knowledge given by the books and take some creative liberties to bring the game into where I believe it should be and fix the problems with the System that Wizards started. Id like to devote everything in this netbook release to The Late Robert Jordan, He created quite possibly one of the most epic stories of the last years and continues his legacy even from beyond the grave. He Spent his last weeks taking notes and even righting the ending for the last book himself. Hes done so much for his fans I think the least we can do is honor him with a RPG System based on the world he created and do it the justice that Wizards Overlooked. Please enjoy what follows and feel free to forward any ideas for further revisions to XenoZiden@gmail.com. -XenoZiden
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I have to thank these fans who contributed much of what is found within this book and I will try to give proper credit for the original Creators of these concepts. But for now warn you that this is a One-man project and thusly I will make Mistakes. Id like to apologize in advance if I miss things.

Table of Contents Chapter 1: Backgrounds Page 3 Chapter 2: Classes Chapter 3: Skills Chapter 4: Feats Chapter 5: Equipment Chapter 6: The One Power Chapter 7: Game Mastering Tips and Tricks

The AlgaidSiswai
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Def Bonus +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 +13 +13 +14

Class Features
Weapon And Armor Proficiency: All Simple Weapons except

Reputation Score 0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7 8

Special Fast Movement, JieToh, Warrior Society Dance the Spears( +2 to Initiative) Like a Black Veiled Aiel, Uncanny Dodge(Retain Dex Bonus to defense) Stealthy Movement

Dance the Spears (+4 to intiative)

Uncanny Dodge (+2 To dodge) Dance the Spears (+6 to Initiative)

Dance the Spears(+8 to Initiative)


Swords. Using a Sword causes the Algaidsiswai to gain no experience. An Algaidsiswai who wears armor gains no Experience and loses all class features. Fast Movement: The Algaidsiswai has a speed faster than the norm for his race by +10 ft. They can also cover distances per day equal to that of a horse. JieToh: The Algaidsiswai follows the strict code of JieToh. This is life to them and breaking this code brings great shame to them. Like a Paladin they must follow JieToh or they lose all class features. Warrior Society: The Aiel have several Warrior Societies, each have special benefits or focus on certain weaponry or fighting methods. Far Dareis Mai (Maidens of the Spear)
Far Dareis Mai often form the scouting parties of most Aiel armies. They are usually above regular Aiel and

Game Rule Information


Abilities: Dexterity is important for the Algaidsiswai since they gain Weapon Finesse for their main weapons which allows them to use Dexterity for melee combat. Constitution is also useful since the Algaidsiswai wear no armor. Hit Die:d10 Class Skills: The Algaidsiswai Class skills are Balance(Dex), Climb(Str), Craft(Int), Hide (Dex), Intimidate (Cha), Intuit Direction(Wis), Jump (Wis), Move Silently(Dex), and Wilderness Lore(Wis). Skill Points at each Additional level: 4+Int modifier

known for their skill. Almost every little girl in the Aiel Waste grows up learning rudimentary spear and bow skills in hopes of one day becoming a Maiden. Features: Fast Movement +10ft, Weapon Focus(Aiel Spear), Weapon Finesse(Aiel Spear)

break the line allowing their brother to break though. Features: Shield Focus, Weapon Focus(Aiel Spear) Hama N'dore (Mountain Dancers) Mountain Dancers are Large men who will glady take a Spear in the gut for their Brothers, and they can live though such injuries too. Mountain Dancers are Graceful, but the strongest of all Aiel. Features: Weapon Focus(Aiel Spear), Toughness, Great Fortitude, Increase Hit Dice to d12. Sovin Nai (Knife Hands) Sovin Nai, unlike other Aiel, except maybe the Stone Dogs, They never fight with spear. Instead they fight with Knives. Features: Weapon Focus (Aiel Knife), Weapon Finesse(Aiel Knife), Ambidexterity, Two- Weapon Fighting(At level 2) Cor Darei (Night Spears) Night Spears, Many Aiel look down upon the Night Spears, they say that they are not true warriors since they fight using the Darkness to their advantage. Some are said to even have unnatural attunement to Darkness. Features: Weapon Focus(Aiel Spear), Weapon Finesse(Aiel Spear), Blind Fight, Low-Light Vision30ft (at level 6) Tain Shari (True Bloods) Tain Shari are the Archers of The Aiel. Instead of working with Spears and Knives they focus on the Aiel Shortbow. Features: Rapid Shot, Weapon Focus(Aiel Shortbow) Duadhe Mahdi'in (Water Seekers) The Water Seekers are generally not a Warrior Society; they are never used on Raids or battle period. Features: Weapon Focus(Aiel Spear), Weapon

Shae'en M'taal (Stone Dogs)


Normally used as a cover for exits in Raids Stone Dog are fierce and loyal warriors who get prickly with JieToh. Features: Weapon Focus(Aiel Spear), Weapon Finesse(Aiel Spear), Combat Expertise

Aethan Dor (Red Shields) Aethan Dor are almost always the police force for populated areas. Features: Weapon Focus(Aiel Spear), Weapon
Finesse(Aiel Spear), Toughness, Shielded Warrior

Seia Doon (Black Eyes) While Every Aeil is trained in hand-to-hand combat The Seia Doon make an art of it. While the Aeia doon may carry a knife and spear they will rarely if ever use them. Features: Dodge, Improved Disarm, Improved Unarmed Strike, Flurry of Blows(As Monk) Far Aldazar Din (Brothers of the Eagle) Far Aldazar Din, brothers of the Eagle. They Work had to dance the spears and they dance them well. While any other Algaidsiswai may duck to the ground and extend their spear to finish the enemy and Brother of the Eagle leaps into the Air and make the perfect finishing blowBeautiful and deadly, just like the Eagle. Features: Weapon Finesse(Aiel Spear), Aerial Fighter Rahien Sorei (Dawn Runners) The Dawn Runners are a questionable bunch, they are sometimes used as scouts, but Maidens are far more useful. Dawn Runners have found a unique place though. They will Run though enemy forces slicing at anyone they see before finishing their target. Features: Running Combat, Weapon Finesse(Aiel Spear)

Finesse(Aiel Spear)

Dance the Spears: The Algaidsiswai fighting Style emphasizes Speed so they gain a Bonus to Initiative. Like a Black Veiled Aiel: You gain this feat as a Bonus Feat. Sha'mad Conde (Thunder Walkers) Thunder Walkers are the frontline warriors. They yell out catching the attention of the enemy and Stealthy Movement: You may Add your Reflex Bonus to your Hide and Move Silently Checks

The Armsman
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Def Bonus +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 Reputation Score 0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7 8 Special Bonus feat, Shield Fighter Armor Compatibility Bonus Feat, Weapon Specialization Bonus Feat Uncanny Dodge(Cannot be Flanked) Bonus Feat, Master Fighter Battlefield Commander Bonus Feat

Bonus Feat Bonus Feat Bonus Feat

Game Rule Information


Abilities: Strength is the most important stat for the Armsman since it improves their Melee Attack and Damage rolls. Constitution is a close second as the Armsman often fight right on the front lines and needs to be able to survive. Dexterity is fine in small quantities, but few Armsman gain full benefits from a high Dexterity score. Hit Die:d12 Class Skills: The Armsman Class skills are Climb(Str), Craft(Int), Handle Animal(Cha), Intimidate (Cha), Jump (Str), Ride(Dex), and Swim(Str). Skill Points at each Additional level: 4+Int modifier

Class Features
Weapon And Armor Proficiency: All Simple and Martial Weapon, Light armor, Medium Armor, Heavy Armor and Shields. Bonus Feats: The Armsman gains Bonus feats every few levels, you can select any Feat from the following list. Blind Fight, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge, Exotic Weapon Proficiency*, Improved Critical*, Improved Initiative, Mounted Combat (Trample, Ride-by Attack, Sprinted Charge), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Weapon Focus*, Weapon Specialization* You must still meet any Prerequisites for these feats. Shield Fighter: You gain the Shield Fighter Feat as a Bonus Feat. Armor Compatibility: Same as Rulebook

Weapon Specialization: Same as Rulebook Uncanny Dodge: You can no longer be flanked Master Fighter: You have fought long and have earned the right to call yourself a Master at your chosen Weapon. You gain your Choice of Improved Critical or Weapon Specialization again. Weapon Specialization will stack with your previous Class Feature or Previous Feats. Battlefield Commander: Once per turn you can choose to rally a nearby ally who can make an attack of Opportunity at the closest Enemy of their choice (As long as it is Adjacent), The Ally gains a +2 Morale bonus to his attack and a +1 to damage. This is a Full round Action.

Channeler

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Def Bonus +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8

Reputation Score 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10

Special Weavesight, Channeling Traditions Bonus Channeling Feat Slow Aging Bonus Channeling Feat Bonus Channeling Feat Bonus Channeling Feat Bonus Channeling Feat Bonus Channeling Feat Bonus Channeling Feat Bonus Channeling Feat Bonus Channeling Feat Bonus Channeling Feat

Game Rule Information


Abilities: Intelligence is very important for a Channeler, Intelligence and determines what level Weave a Channeler Cast and bonus spell in addition to Wisdom which determines the DC for your spells. Dexterity is useful since Channelers rarely wear armor and for the same reason constitution plays a somewhat important role. Hit Die:d6 Class Skills: The Channeler Class skills are Composure(Wis), Concentration(Wis), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Lost) (Int), Knowledge (Varies) (Int), Sense Motive (Wis), and Weavesight(Int) Skill Points at each Additional level: 5+Int modifier

Class Feature Weapon and Armor Proficiency: Channelers rare use Weapon or Armor and so only proficiency in Daggers, and Clubs. Talents and Casting: You gain access to all Common weaves in any talent you have. You also gain One Rare Weave every 5 levels from one of your talents. However in order to Cast a Weave You must have all the Affinities associated with that Weave. Without all the Weaves it counts as overchanneling, unless otherwise noted. Otherwise Channeling is the same as explained in the Initiate Class Entry.

Channeling Traditions: Most Modern Channelers join an Organization like the White Tower or the Aiel Wise Ones, which teaches them how to channel and provides other benefits as well. Aes Sedai: The Aes Sedai are the most well known of all Channelers, but are divided unlike the other organizations.

Select an Ajah and you gain those Benefits. However you must Windfinder: You gain Affinity to Water and Air. Also gain Cloud Dancing as a Bonus Talent. be bound to the three Oaths. Three Oaths: Unlike a Paladins Oath Aes Sedai are Bound to these by a Terangreal called the Oath Rod. They are physically impossible of breaking these knowingly. If they spoke what they believed to be truth the first wouldnt matter. 1. To speak no word that is not true 2. To make no weapon with which one man may kill another. 3. Never to use the One Power as a weapon except against Shadowspawn, or in the last extreme defense of her life, the life of her Warder or another Aes Sedai Blue Ajah: Select a Life Quest. This can be something simple like Find your long lost father, or Help the Dragon Reborn. Whatever it is you character will pursue this goal and any Channeling that will directly affect this goal you channel at a level lower. This is determined by the DM. Brown Ajah: You can make Knowledge Checks with a Double Intelligence Bonus. Green Ajah: You gain a Warder as a Companion. Your Ajah often bonds other warders, but this one is your favorite so to speak. Grey Ajah: When making a Diplomacy check add bonus equal to one-half the ranks the Grey sister has in Intimidate, When making an intimidate check add a bonus equal to one-half the ranks the Grey Sister has in Diplomacy. Red Ajah: If your Channeling Target Includes a Male Channeler in its Targets you Cast a -1 level. You gain a +5 Intimidate Bonus. You cannot Bond a Warder. You Gain Sever Weave and can cast it without Affinities or Talents in Healing. White Ajah: The Gm makes a Sense Motive Check whenever a lie is said to the White Sister, in Secret. If they pass the Check they know without having to seek out. This also gives a +2 to Sense Motive Checks if they are actively looking to discern Falsehoods. Yellow Ajah: Gain Affinity with Air and Water at first level as well as the Healing Talent as a Bonus . Wise Ones: Gain a +3 to Diplomacy. As well you can select the Dreamwalk Feat for Free. Add All the Dreamwalker Feats to your Bonus Feat List.

Wilder: You gain Simple Weapon Proficiency and Light Armor Proficiency. You are able to gain The Three Affinities for your Sex (Air, and Water for Females and Earth and Fire for Male, Both Sexes gain Spirit.) Ashaman: You gain a +5 to Intimidate checks where you wear Ashaman Uniform. You have been trained for Battle in any way you can. You gain an Attack Bonus Tree from the Armsman and Proficiency with all Swords. Note: This can still be selected for all Male Channelers before the raise of the Black Tower, however you are not called Ashaman and you must have been taught by some teacher.

Daidore
Game Rule Information

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11

Reputation Score 0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7 8

Special Pure Weapon Finesse, Weapon Focus Bonus Feat Dodge, Sneak Attack +1d6 Uncanny Dodge (Retain Dex bonus to Def) Weapon Specialization Bonus Feat Warrior Stylings Uncanny Dodge (Cant be Flanked) Bonus Feat Sneak Attack +1d6

Bonus Feat

Bonus Feat Sneak Attack +1d6

Abilities: Dexterity is the Daidores main forte and is the main ability that they rely on in combat and is also important due to the benefits to Defense that it provides. Their lack of armor means that a good Constitution is also advisable. Some of the Daidores more important skills rely on Wisdom. Hit Dice: d10. Class Skills: The Daidores class skills (and the key abilities for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Hide (Dex), Listen (Wis), Move Silently(Dex), Ride (Dex), Spot (Wis), Tumble (Dex). Skill Points at Each Additional Level: 4+ Int Modifier.

Class Features
Weapon and Armor Proficiency: Daidore are proficient with simple weapons and light armor. They are not proficient with medium or heavy armors or shields. Also, at character creation, they may select three martial weapons that they are proficient in. These are the weapons in which their training has focused and in which they are most skilled. Pure Weapon Finesse: The Daidore is able to apply the Weapon Finesse Feat to any Weapon he is proficient with. Bonus Feats: At 2nd level and every 4 levels thereafter (6th, 10th, 14th and 18th), the Daidore gets a bonus feat. These feats must be drawn from the following list: Ambidexterity, Blind Fight, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Reflexes, Exotic Weapon Proficiency*, Improved Critical*, Improved Initiative, Improved Unarmed Strike, Martial

Weapon Proficiency*, Mobility (Spring Attack), Mounted Combat (Mounted Archery, Trample, Ride By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Sunder), Quick Draw, TwoWeapon Fighting (Improved Two-Weapon Fighting), Weapon Focus*, Weapon Specialization*. Some of the bonus feats available to a Daidore cannot be acquired until the Daidore has one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Daidore can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Daidore must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. Dodge: At 3 level the Daidore gains the Dodge feat as a bonus feat. This is in addition to the feat that any 1st level character gets. Sneak Attack: The Daidore is gains the ability to sneak attack starting at level 3. At level 11 and level 19 he gains an extra +1d6 to this damage. However the Daidore is only able to deal Sneak Attack damage while wearing only Light Armor. Uncanny Dodge: Starting at 4th level, the Daidore gains the extraordinary ability to react to danger before his senses would normally allow him to. At 4th level and above he retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to Defense if immobilized.) At 8th level, the Daidore can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a Wanderer or Thief-taker the ability to use a flank attack to sneak attack the Daidore. The exception to this is that a Wanderer or Thief-taker at least four levels higher than the Daidore can flank him (and thus sneak attack him). Weapon Specialization: On achieving 5 level or higher, as a feat, the Daidore may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The Daidore must have Weapon Focus with the weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 ft., because only at that range can the Daidore strike precisely enough to hit more effectively. The Daidore may take this feat as a bonus feat or as a regular one. Other classes may not take Weapon Specialization as a feat unless so noted in their descriptions.
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Warrior Stylings: You can choose one of the following Fighting Styles; You add the associated Feats to your Bonus Feats list and can select any that you have the perquisite for any of the Bonus Feats or Fight Style Feats. Wolfbrother: Gain the Wolfbrother feats listed later as Bonus feats. You can select the full Wolfbrother Feat. Warder: Add the Warder Feat list detailed later to your Bonus Feats. Archer: As Ranger Two Weapon Fighter: As Ranger Plus Ambidexterity

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Noble

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11

Reputation Score 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13

Special Bonus Skill, Favor +1, Noble Birth Background Inspire Confidence Favor +2, Resource Access Coordinate +1 Bonus Feat Favor +3 Coordinate +2 Bonus Feat Inspire Greatness Favor +4 Coordinate +3 Bonus Feat Favor +5 Coordinate +4 Bonus Feat Coordinate+5

Hit Die: d8. Class Skills: The Nobles class skills are Appraise (Int), Bluff (Cha), Decipher Script (Int), , Diplomacy (Cha), Gather Information (Cha), Innuendo (Cha), Intimidate (Cha), Knowledge (all skills, taken individually (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search, Sense Motive (Wis), and Speak Language (None). Skill Points at Each Level: 6 + Int modifier.

Weapon and Armor Proficiency: A Noble is proficient with all simple and martial weapons, light armor, medium armor, and shields. Bonus Skill: Choose a Cross-Class Skill, this skill is now a Class skill and you gain two ranks in it. Favor: The Noble has the ability to call in favors from those she knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. To call in a favor, the Noble makes a favor check. Roll a
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d20 and add the characters favor bonus plus Charisma bonus. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The Noble may not take 10 or 20 on this check, nor can she retry the check for the same (or virtually the same) favor. A Noble may try to call in a favor a number of times in a game week equal to half her Noble levels, rounded down (minimum of one). Noble Birth Background: Many Nobles find are put through different test in childhood, some are groomed for Military Command, while others are raised to be great money keepers. Others still become Scholars. Select one of the following Noble Birth Backgrounds. You gain the feats listed as bonus feats for the levels listed. Military Command: Groomed from birth to become a great general, maybe you werent even born a noble, maybe you earned it somehow, either way your very presence is inspiring in a fight. Effects: This brings your Def Bonus in line with the Armsman Def Bonus Minus 1. Feats: Fame(Level 1), Mounted Combat(Level 2), Skill Focus(Ride) (Level 5), Armor Compatibility(Level 7), Battlefield Commander( Level 10) Lord of the House: You were raised for the simple goal of taking over your parents house when they passed away. Most likely you were the oldest, but not always does the oldest inherent. Feats: Wealthy (Level 1), Power of Coin (Level 3), Skill Focus (Diplomacy) (level 5), Bonus Feat(Level 7), Bonus Feat(Level 10)

Scholar: Rather you Wished for the position of scholar or not that is what you are. Your noble birth allowed for you to leave for one of the most prestigious Academies in the world, you know ancient literature and all sorts of thing, but this does come at a price. Effects: All class features once based on Charisma is now based on Intelligence and you gain 10 new Skills as Class Skills. Feats: Skill Focus (Any) Inspire Confidence: At 2nd level, the Noble may use oratory to inspire confidence in allies. The Noble must speak for at least 1 round, with the effect lasting for 5 rounds. The Noble can inspire a number of allies equal to half her Noble levels, rounded up. An ally inspired with confidence gains a +2 moral bonus on saving throws and a +1 moral bonus on attack and weapon damage rolls. The Noble cannot inspire confidence in herself, only her allies. Resource Access: With this ability, the Noble has access to an array of resources (usually from family, influential friends or patrons). Once per day, the noble can make a Charisma check to use those resources during the adventure. The value of the resources gained equals the Nobles class level multiplied by the result of the Charisma check, multiplied by 20. These resources can take almost any form the Noble wishes (within reason) and are hers to do with as she pleases. She can give them away, or sell them as she sees fit. The resources gained arrive in the Nobles possession 1d8 hours after she makes the check. These resources must be reasonably available. Should the Noble attempt to access resources in a more rural environment, such as the countryside, the value multiplier is reduced to 10. While in
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an area controlled by unfriendly forces, the value multiplier is reduced to 5. Resource access tends to be monetary, whereas favors tend to be benefits that cant necessarily be measured in coin. Coordinate: A Noble has a knack for commanding groups and getting people to work together. When a Noble can aid others and give directions, she provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as the Noble gains levels. This bonus cannot be used to assist in combat. Bonus Feat: Nobles may pick a bonus feat from the following list (must meet prerequisites). Ambidexterity, Dodge, Exotic Weapon Proficiency, Fame, Heroic Surge, Improved Initiative, Influence, Iron Will, Mounted Combat (Trample, Ride-By Attack, Spirited Charge), Persuasive, Sharp Eyed, Skill Emphasis, Trustworthy, Weapon Finesse, Weapon Focus. Inspire Greatness: Beginning at 11th level, a Noble can inspire greatness in an ally, granting extra fighting capability. This works in a fashion similar to inspire confidence, except it affects but a single ally. An ally inspired to greatness gains +2d6 temporary hit points, a +2 competence bonus to attacks, and a +2 morale bonus to saving throws. The effects last for 5 rounds. The Noble can inspire greatness once per day, and for every three Noble levels attained beyond 11th level, the Noble can inspire greatness in one additional ally. The effects of inspire greatness stack with inspire confidence.

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The Wanderer
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8/+1 +9/+2 +10/+3 +11/+4 +12/+5 +13/+6 +14/+7 +15/+8/+1 +16/+9/+2 +17/+10/+3 +18/+11/+4 +19/+12/+5 +20/+13/+6 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11

Class Features
Reputation Score 0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7 8 Special Illicit Barter, Bonus Skill, Sneak Attack +1d6, Wanderers Way The Dark Ones Own Luck , Smiling Strikes Bonus Feat, Luck of the False Skill Emphasis Sneak Attack +1d6 Bonus Feat Skill Emphasis Bonus Feat, Sneak Attack +1d6 Skill Emphasis Bonus Feat Sneak Attack +1d6 Skill Emphasis

Skill Emphasis, Sneak Attack +1d6


Weapon And Armor Proficiency: Wanderers are proficient with weapons Suitable for Stealth and Sneak Attacks, Thus all Wanders are proficient with the Club, Crossbow, Dagger (any Type), Dart, Mace (Both Heavy and Light), Morning Start, Quarterstaff, Rapier, Sap, Shortbow (Normal and Composite), and Short Sword. Wanderers are Proficient with Light Armor but not with Shields. Illicit Barter: Somehow the Wanderer knows exactly where to go for Illicit Good. The Wander needs not make a Gather Information check to find Illegal Wares or someone to sell them. He gains a +5 on his Diplomacy to buy and sell these goods. Bonus Skill: Choose one Non-Class Skill and add it to your Class Skill List. You gain 2 ranks in this skill. Sneak Attack: At 1 , 5 , 10 , 15 , and 20 level the Wanderer Gains a New Sneak Attack Dice.
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Game Rule Information


Abilities: Charisma is essential for the Wanderer, after all if you went from town to town deflowering maiden youd need to be well liked to get out with your head still on your shoulders. Dexterity is the next most important as the Wanderer needs to find a way to move quickly. Hit Die:d6 Class Skills: The Wanderer Class skills are Appraise(Int), Balance (Dex), Bluff(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction(Wis), Jump (Str), Knowledge (Varies) (Int), Listen (Wis), Move Silently(Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim(Str), Tumble(Dex), and Use Ropes(Dex). Skill Points at each Additional level: 8+Int modifier

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Wanderers Way: Select either the Feat Lay Low or Fame as a Bonus Feat. The Dark Ones Own Luck: Gain this as a Bonus Feat. Smiling Strikes: You can use your Charisma for Attack and Damage Rolls instead of Strength. Bonus Feats: Every few levels you gain a Bonus Feat. You can select any Feat for these feats. Luck of the False: Your History of lying has made you almost knowledgeable. You can pretend you know something and maybe even get it right. You can use any Weapon by making a Bluff Check (DC 25), with a DC of 35 to gain Weapon Focus for that Weapon. You must make this roll at the beginning of each round of combat to see if you can continue to bluff you way though using the weapon. You can also Substitute any Check for a Bluff check at GM Discretion. Skill Emphasis: You Gain the Skill Emphasis Feat for Free. This cannot be applied to the same Skill Twice.

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The Woodsman
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Def Bonus +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11 Reputation Score 0 0 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 Special Natures Warrior (One Environment), Track Improved Initiative Fighting Style, Bonus Feat Fighting Style Feat Weapon Specialization Natures Warrior (Two Environments) Bonus Feat

Fighting Style Feat Bonus Feat Natures Warrior

Bonus Feat

Game Rule Information


Abilities: Dexterity is important for the Woodsman since they wear light armor and because several skills are based on Dexterity. Strength aids a Woodsman in Combat. And Constitution is always a great investment since it allows them to survive the rigors of the wild. Hit Die:d10 Class Skills: The Woodsman Class skills are Animal Ampathy(Cha), Climb(Str), Handle Animal (Cha), Heal(Wis), Hide(Dex), Intimidate(Cha), Intuit Direction(Wis), Jump(Str),Knowledge (Nature)(Int), Listen(Wis), Mose Silently(Dex), Ride(Dex), Search(Int), Spot(Wis), Swim(Str), Use Rope(Dex), and Wilderness Lore(Wis). Skill Points at each Additional level: 4+Int modifier

Class Features
Weapon And Armor Proficiency: All Simple and Martial Weapon, Light armor Medium Armor and Shields. Natures Warrior: When Fighting in a Single Natural Environment the Woodsman choose (Forest, Swamp, Plains, Mountains, The Waste, or the Blight), the Woodsman gets to add half his Dexterity bonus to Attack rolls against Humanoid opponents in addition to any other bonuses. He also gains he Wisdom Modifier on Hide and Move Silently Checks in those th Environments. He gets to add another at 8 level and again a 16. Track: The Woodsman gains Track as a level 1 Bonus Feat. Improved Initiative: The Woodsman gains Improved Initiative as a level 2 bonus feat.

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Fighting Style: You can choose one of the following Fighting Styles; You add the associated Feats to your Bonus Feats list and can select any that you have the perquisite for any of the Bonus Feats or Fight Style Feats. Wolfbrother: Gain the Wolfbrother feats listed later as Bonus feats. You can select the full Wolfbrother Feat. Warder: Add the Warder Feat list detailed later to your Bonus Feats. Archer: As Ranger Two Weapon Fighter: As Ranger Plus Ambidexterity Bonus Feats: Same as detailed in pg 61 of the WoT Core Rulebook. Weapon Specialization: Same as Rulebook.

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Feats
The following pages are either amended Feats or new Feats. If a Feat is not listed here but is listed in either the Core Rulebook or The Netbook Under the Dragon Banner then you use the one in those books, however if it is listed here You must use this version. -Weapon Finesse- Weapon finesse now acts like "Melee training(Dexterity)" from 4e with your selected weapon. In all Melee attacks you can use Dexterity to hit and for damage. The Weapon must be qeilded One handed to gain this advantage -Dark One's Own luck- You gain uses/day equal to half your level minus 1 (Minimum 1) You can no longer pick this feat multiple times -Like a Black Veiled Aiel - Prequitsites-Base Attack bonus +2(New Feat) On your first round of combat you gain an Extra 10 ft of move speed as long as this is toward your enemy, You also have a single Guaranteed Hit, though you don't deal any bonus damage with this hit. Flame & Void You have learned to focus past external Stimuli. Body, Mind, and soul become one in combat. Instinct and Intuition guide your blade as surly as muscle and agility. Prequisite: Base attack Bonus +5, Wis or Cha 13+, training by a blademaster or warder. Benefit: By spending a Minor Action focusing, the character can use their wisdom or Charisma Modifier in addition to the modifier they normally use. Once/per day Note: You choose this feat select which stat you want to benefit from.

Wolfbrother Feats
(By Geoff Hall) Old things come again, what once was lost is discovered again and what is moves as much backwards as it does forward. Abilities and talents lost to Man since time unrecorded once more emerge in the most unlikely of individuals. Sniffers, Viewers, and Wolfbrothers all have abilities not linked to the One Power, but to something else, something different. They are linked to some power from the old times, which return with the infinite turnings of the Wheel at the decree of the Pattern. This article describes an alternate method of handling Wolfbrothers from that presented in the core rulebook. The game designers decided to use a prestige class to handle Wolfbrother characters and yet, for all of the other lost abilities they used a new mechanic, Latent feats. I have always had the impression that a tree of Latent feats, like the Dreaming feats, would far better represent Wolfbrothers than a prestige class and so below I present a set of feats to be used in this manner: Latent Wolfbrother, Wolfbrother, Heightened Senses, Wolf Dream, Acceptance of Fate and Pack Alpha. Below these I also present an alternate set of madness characteristics for Wolfbrothers. Note from the editors: See chapter 10 for Geoffs Wolfbrother madness system.

Latent Wolfbrother
You have an untapped ability to communicate with wolves. Benefit: This feat is a prerequisite for other feats associated with the lost ability to be a Wolfbrother unless you chose the Wolfbrother as a Class feature. It provides no other benefits in and of itself.

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Wolfbrother
Your ability as a Wolfbrother manifests itself and you begin to communicate with the pack. Prerequisites: Latent Wolfbrother Alternative: Class Feature Choice Benefits: You gain the ability to communicate with wolves telepathically over a distance of your level 5 miles. This link allows you to ask for the aid of wolves within your communication range. You also develop golden eyes like those of a wolf. This grants the character a +2 circumstance bonus to Bluff and Intimidate checks, but a -2 penalty to Diplomacy and Disguise checks and adds +1 Reputation. Wolffriend: You gain a Wolffriend. This Friend will follow you while in the wilds and will defend you. You need no Animal Empathy Check to have him/her Fight by your side. While the Wolf will fight beside you without a problem that doesnt mean that they will obey any order you give them outside of Combat, and even then it is unlikely until you Gain Pack Alpha. Create a Monster Based off the Wolf and add him/her to youyr character as a Companion. Special: Wolf Rage: Each time the Wolfbrother fights, he must make a Will saving throw, DC 15 (DC 20 when fighting alongside wolves), or he will go into a rage. This rage grants him a temporary +2 bonus to Str and Con, but a -2 penalty to AC. All of these modifiers cease at the end of the fight (note that the Con bonus gives the Wolfbrother a temporary boost in HP for the duration of the fight and that these extra HP are lost at the end of the fight along with the other effects of the Wolf Rage (which could conceivably lead to the death of the Wolfbrother). Wolf name: The wolves that you first befriend give you a wolf name to describe you in your dealings with wolves. This name and the associated image (and scent, etc.) may develop and change as you become more integrated with the pack. Madness: Upon taking this feat, the character gains a madness rating (1d6rolled secretly by the GM) and gains 1 point of madness each time he communicates telepathically with wolves or enters a Wolf

Rage. Taking the Mental Stability feat can still reduce this rating. Additionally, for every 10 points of madness gained through communicating with wolves or entering a Wolf Rage, the character may gain one of the feats Heightened Senses or Wolfdream for free. Accelerated Madness: At a cost of an additional 1d6 madness points, the character may take the Wolfbrother feat in conjunction with the Latent Wolfbrother feat at 1st level.

Heightened Senses
You gain the senses of a wolf. Prerequisites: Wolfbrother. Benefits: The character gains senses far superior to an ordinary human. He gains the ability to see twice as far as a normal human in daylight and in dim light (such as star light) and can see as far in moonlight as a normal human can during the daytime. The character also gains the Scent and Sense Emotion abilities as described in the Wolfbrother prestige class. Also, your relationship to the pack has grown. Special: Madness: Upon taking this feat the character gains 1d6 madness points.

Wolfdream
You gain the ability to enter the wolf dream in Tel'aran'rhiod. Prerequisites: Wolfbrother. Benefits: You gain the ability to enter Tel'aran'rhiod as if possessed of the Dreamwalk feat. While there, you must make a successful Concentration check (DC 15) or assume the form of a wolf. Also your relationship to the pack has grown. Special: Dream Jump: The character may now take the Dream Jump feat as a regular feat but may take no other Dreaming feats. Madness: Upon taking this feat the character gains 1d6 madness points.
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Acceptance of Fate
You have finally come to accept and understand your fate as a Wolfbrother. Prerequisites: Wolfbrother. Benefits: Your Madness rating no longer increases when you communicate with wolves or enter a Wolf Rage and you may subtract 10 points from your madness rating. Also, the Will save to enter a Wolf Rage is no longer needed. The character has the strength of will and experience to choose whether or not to enter the Wolf Rage at any point during a fight.

Pack Alpha
You have mastered your abilities as a Wolfbrother and become the leader of the pack. Prerequisites: Heightened Senses, Wolfdream. Benefits: The wolves of the Westlands recognize your wolf name and respect it. They will now answer your call to battle or offer other aid in great numbers. In addition to the wolves that you are able to summon to your aid from the other Wolfbrother feats, you can now summon 2d6 your character level in wolves and all the wolves respond as quickly as possible.

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WARDER FEATS Warder in Training Prerequisites: Base Attack Bonus +3 Benefit: You begin training as a Warder. This feat is needed to progress into other Warder Feats.

Warder Prerequisites: Warder in Training, must have been bonded Alternate: Class Feature Choice Benefit: You have been bonded by an Aes Sedai as a Warder. You gain a Warder's Cloak. You can use Flame and the Void once per day. You also gain a +1 Morale Bonus against all Darkspawn and a when defending your Aes Sedai from attack. Warder Healing Perquisites: Warder Benefit: You heal at an extraordinary rate. You gain Regen 2. If your Aes Sedai places an effect on you they cast at the next lowest level. Sense Darkspawn Prerequisites: Warder You can sense the nearby Taint of Darkspawn. The DM Rolls a 1d20 with your spot check in secret whenever Darkspawn are nearby. If you meet the DC of 20 you know there are Darkspawn and how far away they are. If you roll a DC of 30 you know how many and what kind. Warder Reflexes Prerequisites: Warder You gain a +4 to initiative. This stacks with other feats. You also gain a +2 to Reflexes and this also stacks. If your Aes Sedai is in Immediate Danger you gain an extra +4 to Initiative.

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