wot revisions
TRANSCRIPT
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Wheel of Time Setting
Revised rules for Paizo
Pathfinder RPG
Outline and Credits
erything that follows is the work of a certain Individual who felt that
e Wheel of Time RPG published by WotC was not done the justice it
served. And so, for his own game he began revising underpowered
asses eventually deciding to take it all the way. Everything that follows
designed to fit into a Campaign that runs alongside the books events,
ough it should be easily adaptable to earlier and later campaigns.
e following Netbook assumes that you have the Paizo Pathfinder
lebook and understand the basics of the System. As such there will be
in-depth explanation of the rules except where there are new rules
ch at the Use of the One Power over the standard Magic Rules.
the time of righting this the 12th
book, written by Robert Sanderson
d Robert Jordan was just recently published and so I work from
owledge given by the books and take some creative liberties to bring
e game into where I believe it should be and fix the problems with the
stem that Wizards started.
like to devote everything in this netbook release to The Late Robert
rdan, He created quite possibly one of the most epic stories of the last
ars and continues his legacy even from beyond the grave. He Spent his
st weeks taking notes and even righting the ending for the last book
mself. Hes done so much for his fans I think the least we can do is
nor him with a RPG System based on the world he created and do it
e justice that Wizards Overlooked.
ease enjoy what follows and feel free to forward any ideas for further
visions to [email protected].
enoZiden
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
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.
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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
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The AlgaidSiswai
ame Rule Information
ilities: Dexterity is important for theAlgaidsiswaisince they gain
eapon Finesse for their main weapons which allows them to use
xterity for melee combat. Constitution is also useful since the
gaidsiswaiwear no armor.
Hit Die:d10
ass Skills: TheAlgaidsiswaiClass skills are Balance(Dex), Climb(Str),
aft(Int), Hide (Dex), Intimidate (Cha), Intuit Direction(Wis), Jump (Wis),
ove Silently(Dex), and Wilderness Lore(Wis).
Skill Points at each Additional level: 4+Int modifier
Class Features
Weapon And Armor Proficiency: All Simple Weapons except
Swords. Using a Sword causes theAlgaidsiswaito gain no
experience. An Algaidsiswai who wears armor gains no
Experience and loses all class features.
Fast Movement: TheAlgaidsiswaihas 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: TheAlgaidsiswaifollows 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
evel Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Def
Bonus
Reputation
Score
Special
+1 +0 +1 +0 +4 0 Fast Movement, JieToh, Warrior Society
+2 +0 +2 +0 +5 1 Dance the Spears( +2 to Initiative)
+3 +1 +2 +1 +5 1 Like a Black Veiled Aiel, Uncanny Dodge(Retain D
Bonus to defense)
+4 +1 +2 +1 +6 1 Stealthy Movement
+5 +1 +3 +1 +6 2
+6/+1 +2 +3 +2 +7 2
+7/+2 +2 +4 +2 +7 3
+8/+3 +2 +4 +2 +8 3 Dance the Spears (+4 to intiative)
+9/+4 +3 +4 +3 +8 3
0 +10/+5 +3 +5 +3 +9 4
1 +11/+6/+1 +3 +5 +3 +9 4
2 +12/+7/+2 +4 +6 +4 +10 5 Uncanny Dodge (+2 To dodge)
3 +13/+8/+3 +4 +6 +4 +10 5
4 +14/+9/+4 +4 +6 +4 +11 5 Dance the Spears (+6 to Initiative)
5 +15/+10/+5 +5 +7 +5 +11 6
6 +16/+11/+6/+1 +5 +7 +5 +12 6
7 +17/+12/+7/+2 +5 +8 +5 +12 7
8 +18/+13/+8/+3 +6 +8 +6 +13 7
9 +19/+14/+9/+4 +6 +8 +6 +13 7
0 +20/+15/+10/+5 +6 +9 +6 +14 8 Dance the Spears(+8 to Initiative)
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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)
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)
Sha'mad Conde (Thunder Walkers)
Thunder Walkers are the frontline warriors. They
yell out catching the attention of the enemy and
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. MountainDancers 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), WeaponFinesse(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
Finesse(Aiel Spear)
Dance the Spears: TheAlgaidsiswaifighting Style
emphasizes Speed so they gain a Bonus to Initiative.
Like a Black Veiled Aiel: You gain this feat as a Bonus Feat.
Stealthy Movement: You may Add your Reflex Bonus to
your Hide and Move Silently Checks
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The Armsman
ame Rule Information
ilities: Strength is the most important stat for the Armsman since it
proves their Melee Attack and Damage rolls. Constitution is a close
cond as the Armsman often fight right on the front lines and needs to be
le to survive. Dexterity is fine in small quantities, but few Armsman gain
l benefits from a high Dexterity score.
Hit Die:d12
ass Skills: The ArmsmanClass skills are Climb(Str), Craft(Int), Handle
imal(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, GreatCleave), 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
evel Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Def
Bonus
Reputation
Score
Special
+1 +2 +1 +0 +2 0 Bonus feat, Shield Fighter
+2 +3 +2 +0 +2 1
+3 +3 +2 +1 +3 1 Armor Compatibility
+4 +4 +2 +1 +3 1 Bonus Feat, Weapon Specialization
+5 +4 +3 +1 +3 2
+6/+1 +5 +3 +2 +4 2 Bonus Feat
+7/+2 +5 +4 +2 +4 3
+8/+3 +6 +4 +2 +4 3 Uncanny Dodge(Cannot be Flanked)
+9/+4 +6 +4 +3 +5 3
0 +10/+5 +7 +5 +3 +5 4 Bonus Feat, Master Fighter
1 +11/+6/+1 +7 +5 +3 +5 4 Battlefield Commander
2 +12/+7/+2 +8 +6 +4 +6 5 Bonus Feat3 +13/+8/+3 +8 +6 +4 +6 5
4 +14/+9/+4 +9 +6 +4 +6 5
5 +15/+10/+5 +9 +7 +5 +7 6
6 +16/+11/+6/+1 +10 +7 +5 +7 6 Bonus Feat
7 +17/+12/+7/+2 +10 +8 +5 +7 7
8 +18/+13/+8/+3 +11 +8 +6 +8 7 Bonus Feat
9 +19/+14/+9/+4 +11 +8 +6 +8 7
0 +20/+15/+10/+5 +12 +9 +6 +8 8 Bonus Feat
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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.
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Channeler
ame Rule Information
ilities: Intelligence is very important for a Channeler, Intelligence and
termines what level Weave a Channeler Cast and bonus spell in addition
Wisdom which determines the DC for your spells. Dexterity is useful
ce Channelers rarely wear armor and for the same reason constitution
ays a somewhat important role.
Hit Die:d6
ass Skills: The ChannelerClass skills are Composure(Wis),
ncentration(Wis), Decipher Script (Int), Diplomacy (Cha), Gather
formation (Cha), Heal (Wis), Intimidate (Cha), Invert (Lost) (Int),
owledge (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 allChannelers, but are divided unlike the other organizations.
evel Base Attack
Bonus
Fort
Save
Ref
Save
Fort
Save
Def
Bonus
Reputation
Score
Special
+0 +2 +1 +2 +2 1 Weavesight, Channeling Traditions
+1 +3 +2 +3 +2 1 Bonus Channeling Feat
+1 +3 +2 +3 +3 2 Slow Aging
+2 +4 +2 +4 +3 2 Bonus Channeling Feat
+2 +4 +3 +4 +3 3
+3 +5 +3 +5 +4 3 Bonus Channeling Feat
+3 +5 +4 +5 +4 4
+4 +6 +4 +6 +4 4 Bonus Channeling Feat
+4 +6 +4 +6 +5 5
0 +5 +7 +5 +7 +5 5 Bonus Channeling Feat
1 +5 +7 +5 +7 +5 6
2 +6/+1 +8 +6 +8 +6 6 Bonus Channeling Feat3 +6/+1 +8 +6 +8 +6 7
4 +7/+2 +9 +6 +9 +6 7 Bonus Channeling Feat
5 +7/+2 +9 +7 +9 +7 8
6 +8/+3 +10 +7 +10 +7 8 Bonus Channeling Feat
7 +8/+3 +10 +8 +10 +7 9
8 +9/+4 +11 +8 +11 +8 9 Bonus Channeling Feat
9 +9/+4 +11 +8 +11 +8 10
0 +10/+5 +12 +9 +12 +8 10 Bonus Channeling Feat
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Select an Ajah and you gain those Benefits. However you must
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 f irst 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 somethingsimple 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 youchannel 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 Ajahoften 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 Checkwhenever 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.
Windfinder: You gain Affinity to Water and Air.Also gain CloudDancing as a Bonus Talent.
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 Sexesgain 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.
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Daidore
me Rule Information
ities: Dexterity is the Daidores main forte and is the main ability
t they rely on in combat and is also important due to the benefits
Defense that it provides. Their lack of armor means that a good
stitution is also advisable. Some of the Daidores more important
s rely on Wisdom.
Dice: d10.
ss Skills: The Daidores class skills (and the key abilities for each
) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump
), Hide (Dex), Listen (Wis), Move Silently(Dex), Ride (Dex), Spot
s), Tumble (Dex).
l 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
evel Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Def
Bonus
Reputation
Score
Special
+1 +0 +2 +0 +3 0 Pure Weapon Finesse, Weapon Focus
+2 +0 +3 +0 +4 1 Bonus Feat
+3 +1 +3 +1 +4 1 Dodge, Sneak Attack +1d6
+4 +1 +4 +1 +4 1 Uncanny Dodge (Retain Dex bonus to Def)
+5 +1 +4 +1 +5 2 Weapon Specialization
+6/+1 +2 +5 +2 +5 2 Bonus Feat
+7/+2 +2 +5 +2 +6 3 Warrior Stylings
+8/+3 +2 +6 +2 +6 3 Uncanny Dodge (Cant be Flanked)
+9/+4 +3 +6 +3 +6 3
0 +10/+5 +3 +7 +3 +7 4 Bonus Feat
1 +11/+6/+1 +3 +7 +3 +7 4 Sneak Attack +1d6
2 +12/+7/+2 +4 +8 +4 +8 5
3 +13/+8/+3 +4 +8 +4 +8 5
4 +14/+9/+4 +4 +9 +4 +8 5 Bonus Feat
5 +15/+10/+5 +5 +9 +5 +9 6
6 +16/+11/+6/+1 +5 +10 +5 +9 6
7 +17/+12/+7/+2 +5 +10 +5 +10 7
8 +18/+13/+8/+3 +6 +11 +6 +10 7 Bonus Feat
9 +19/+14/+9/+4 +6 +11 +6 +10 7 Sneak Attack +1d6
0 +20/+15/+10/+5 +6 +12 +6 +11 8
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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, Two-
Weapon Fighting (Improved Two-Weapon Fighting),
Weapon Focus*, Weapon Specialization*.
Some of the bonus feats available to a Daidore cannot beacquired 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 3rd
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 5th
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 moreeffectively. 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.
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
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 SpeakLanguage (None).
Skill Points at Each Level: 6 + Int modifier.
Weapon and Armor Proficiency: A Nobleis 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 contactsto gain important information without going
through the time and trouble of doing a lotof research. Favors can also be used to
acquire the loan of equipment or documents
from influential acquaintances. To call in afavor, the Noble makes a favor check. Roll a
evel Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Def
Bonus
Reputation
Score
Special
+1 +0 +1 +2 +3 3 Bonus Skill, Favor +1, Noble Birth Background
+2 +0 +2 +3 +4 4 Inspire Confidence
+3 +1 +2 +3 +4 4 Favor +2, Resource Access
+4 +1 +2 +4 +4 5 Coordinate +1
+5 +1 +3 +4 +5 5
+6/+1 +2 +3 +5 +5 6 Bonus Feat
+7/+2 +2 +4 +5 +6 6 Favor +3
+8/+3 +2 +4 +6 +6 7 Coordinate +2
+9/+4 +3 +4 +6 +6 7 Bonus Feat
0 +10/+5 +3 +5 +7 +7 8
1 +11/+6/+1 +3 +5 +7 +7 8 Inspire Greatness
2 +12/+7/+2 +4 +6 +8 +8 9 Favor +4
3 +13/+8/+3 +4 +6 +8 +8 9 Coordinate +3
4 +14/+9/+4 +4 +6 +9 +8 10 Bonus Feat
5 +15/+10/+5 +5 +7 +9 +9 10
6 +16/+11/+6/+1 +5 +7 +10 +9 11 Favor +5
7 +17/+12/+7/+2 +5 +8 +10 +10 11
8 +18/+13/+8/+3 +6 +8 +11 +10 12 Coordinate +4
9 +19/+14/+9/+4 +6 +8 +11 +10 12 Bonus Feat
0 +20/+15/+10/+5 +6 +9 +12 +11 13 Coordinate+5
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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 maynot 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 ofone).
Noble Birth Background: Many Nobles
find are put through different test in
childhood, some are groomed for MilitaryCommand, while others are raised to be
great money keepers. Others still becomeScholars. 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 werenteven 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), MountedCombat(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 parentshouse 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. Yournoble birth allowed for you to leave for one
of the most prestigious Academies in the
world, you know ancient literature and allsorts of thing, but this does come at a price.
Effects: All class features once based onCharisma 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 effectlasting for 5 rounds. The Noble can inspire
a number of allies equal to half her Noblelevels, rounded up. An ally inspired with
confidence gains a +2 moral bonus on
saving throws and a +1 moral bonus onattack 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 orpatrons). Once per day, the noble can
make a Charisma check to use those
resources during the adventure.
The value of the resources gained equalsthe Nobles class level multiplied by the
result of the Charisma check, multiplied by
20. These resources can take almost anyform the Noble wishes (within reason) and
are hers to do with as she pleases. She can
give them away, or sell them as she seesfit. The resources gained arrive in the
Nobles possession 1d8 hours after she
makes the check. These resources must bereasonably available. Should the Noble
attempt to access resources in a more rural
environment, such as the countryside, thevalue 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 forcommanding groups and getting people to
work together. When a Noble can aid
others and give directions, she provides abonus 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 itincreases 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, IronWill, 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 anally, granting extra fighting capability.
This works in a fashion similar to inspire
confidence, except it affects but a singleally. An ally inspired to greatness gains
+2d6 temporary hit points, a +2
competence bonus to attacks, and a +2
morale bonus to saving throws. Theeffects last for 5 rounds. The Noble can
inspire greatness once per day, and for
every three Noble levels attained beyond11th level, the Noble can inspire greatness
in one additional ally. The effects of
inspire greatness stack with inspireconfidence.
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The Wanderer
ame Rule Information
ilities: Charisma is essential for the Wanderer, after all if you went from
wn to town deflowering maiden youd need to be well liked to get out
th your head still on your shoulders. Dexterity is the next most
portant as the Wanderer needs to find a way to move quickly.
Hit Die:d6
ass Skills: The WandererClass skills are Appraise(Int), Balance (Dex),
uff(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int),
sguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha),
de (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction(Wis), Jump
r), Knowledge (Varies) (Int), Listen (Wis), Move Silently(Dex), Open Lock
ex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int),
arch (Int), Sense Motive (Wis), Spot (Wis), Swim(Str), Tumble(Dex), and
e Ropes(Dex).
Skill Points at each Additional level: 8+Int modifier
Class Features
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 1st
, 5th
, 10th
, 15th
, and 20th
level the Wanderer
Gains a New Sneak Attack Dice.
evel Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Def
Bonus
Reputation
Score
Special
+1 +0 +2 +1 +3 0 Illicit Barter, Bonus Skill, Sneak Attack +1d6,
Wanderers Way
+2 +0 +3 +2 +4 1 The Dark Ones Own Luck , Smiling Strikes
+3 +1 +3 +2 +4 1 Bonus Feat, Luck of the False
+4 +1 +4 +2 +4 1 Skill Emphasis
+5 +1 +4 +3 +5 2 Sneak Attack +1d6
+6 +2 +5 +3 +5 2
+7 +2 +5 +4 +6 3 Bonus Feat
+8/+1 +2 +6 +4 +6 3 Skill Emphasis
+9/+2 +3 +6 +4 +6 3
0 +10/+3 +3 +7 +5 +7 4 Bonus Feat, Sneak Attack +1d6
1 +11/+4 +3 +7 +5 +7 4
2 +12/+5 +4 +8 +6 +8 5 Skill Emphasis
3 +13/+6 +4 +8 +6 +8 5
4 +14/+7 +4 +9 +6 +8 5 Bonus Feat
5 +15/+8/+1 +5 +9 +7 +9 6 Sneak Attack +1d6
6 +16/+9/+2 +5 +10 +7 +9 6
7 +17/+10/+3 +5 +10 +8 +10 7 Skill Emphasis
8 +18/+11/+4 +6 +11 +8 +10 7
9 +19/+12/+5 +6 +11 +8 +10 7
0 +20/+13/+6 +6 +12 +9 +11 8 Skill Emphasis, Sneak Attack +1d6
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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
ame Rule Information
ilities: Dexterity is important for the Woodsman since they wear light
mor and because several skills are based on Dexterity. Strength aids a
oodsman in Combat. And Constitution is always a great investment since
allows them to survive the rigors of the wild.
Hit Die:d10
ass Skills: The Woodsman Class skills are Animal Ampathy(Cha),
mb(Str), Handle Animal (Cha), Heal(Wis), Hide(Dex), Intimidate(Cha),
uit Direction(Wis), Jump(Str),Knowledge (Nature)(Int), Listen(Wis),ose Silently(Dex), Ride(Dex), Search(Int), Spot(Wis), Swim(Str), Use
pe(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
Environments. He gets to add another at 8
th
level and again a16.
Track: The Woodsman gains Track as a level 1 Bonus Feat.
Improved Initiative: The Woodsman gains Improved Initiative
as a level 2 bonus feat.
evel Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Def
Bonus
Reputation
Score
Special
+1 +1 +0 +0 +3 0 Natures Warrior (One Environment), Track+2 +2 +0 +0 +4 0 Improved Initiative
+3 +2 +1 +1 +4 1 Fighting Style, Bonus Feat
+4 +2 +1 +1 +4 1 Fighting Style Feat
+5 +3 +1 +1 +5 1
+6/+1 +3 +2 +2 +5 2 Weapon Specialization
+7/+2 +4 +2 +2 +6 2
+8/+3 +4 +2 +2 +6 2 Natures Warrior (Two Environments)
+9/+4 +4 +3 +3 +6 3 Bonus Feat
0 +10/+5 +5 +3 +3 +7 3
1 +11/+6/+1 +5 +3 +3 +7 3
2 +12/+7/+2 +6 +4 +4 +8 4 Fighting Style Feat3 +13/+8/+3 +6 +4 +4 +8 4
4 +14/+9/+4 +6 +4 +4 +8 4 Bonus Feat
5 +15/+10/+5 +7 +5 +5 +9 5
6 +16/+11/+6/+1 +7 +5 +5 +9 5 Natures Warrior
7 +17/+12/+7/+2 +8 +5 +5 +10 5
8 +18/+13/+8/+3 +8 +6 +6 +10 6
9 +19/+14/+9/+4 +8 +6 +6 +10 6 Bonus Feat
0 +20/+15/+10/+5 +9 +6 +6 +11 6
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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 fullWolfbrother 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
he following pages are either amended Feats or new
eats. If a Feat is not listed here but is listed in either
he Core Rulebook or The Netbook Under the Dragon
anner then you use the one in those books, however
it is listed here You must use this version.
Weapon Finesse- Weapon finesse now acts like "Melee
aining(Dexterity)" from 4e with your selected weapon.
all Melee attacks you can use Dexterity to hit and for
amage. The Weapon must be qeilded One handed to
ain this advantage
Dark One's Own luck- You gain uses/day equal to half
our level minus 1 (Minimum 1) You can no longer pick
is feat multiple times
ike a Black Veiled Aiel - Prequitsites-Base Attack bonus
2(New Feat) On your first round of combat you gain an
xtra 10 ft of move speed as long as this is toward your
nemy, You also have a single Guaranteed Hit, though
ou don't deal any bonus damage with this hit.
ame & Void
ou have learned to focus past external Stimuli. Body,
ind, and soul become one in combat. Instinct and
tuition guide your blade as surly as muscle and agility.
requisite: Base attack Bonus +5, Wis or Cha 13+,
aining by a blademaster or warder.
enefit: By spending a Minor Action focusing, the
haracter can use their wisdom or Charisma Modifier in
ddition to the modifier they normally use. Once/per
ay
ote: You choose this feat select which stat you want to
enefit from.
Wolfbrother Feats
(By Geoff Hall)
Old things come again, what once was lostis discovered again and what is moves as
much backwards as it does forward.
Abilities and talents lost to Man since timeunrecorded once more emerge in the mostunlikely 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 infiniteturnings of the Wheel at the decree of the
Pattern.
This article describes an alternate method
of handling Wolfbrothers from thatpresented in the core rulebook. The game
designers decided to use a prestige class to
handle Wolfbrother characters and yet, forall of the other lost abilities they used a
new mechanic, Latent feats. I have always
had the impression that a tree of Latentfeats, like the Dreaming feats, would far
better represent Wolfbrothers than a
prestige class and so below I present a setof feats to be used in this manner: Latent
Wolfbrother, Wolfbrother, HeightenedSenses, Wolf Dream, Acceptance of Fateand 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 WolfbrotherYou 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 Wolfbrotherunless you chose the Wolfbrother as a Class feature
It provides no other benefits in and of itself.
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Wolfbrotherour ability as a Wolfbrother manifests itself and you
egin to communicate with the pack.
rerequisites: Latent Wolfbrother
lternative: Class Feature Choiceenefits: You gain the ability to communicate with
olves telepathically over a distance of your level 5iles. This link allows you to ask for the aid of wolves
ithin your communication range. You also develop
olden eyes like those of a wolf. This grants theharacter a +2 circumstance bonus to Bluff and
ntimidate checks, but a -2 penalty to Diplomacy and
isguise checks and adds +1 Reputation.
Wolffriend: You gain a Wolffriend. This Friend will
llow you while in the wilds and will defend you. You
eed no Animal Empathy Check to have him/her Fighty your side. While the Wolf will fight beside youithout a problem that doesnt mean that they will obey
ny order you give them outside of Combat, and even
en it is unlikely until you Gain Pack Alpha. Create aMonster Based off the Wolf and add him/her to youyr
haracter as a Companion.
pecial: Wolf Rage: Each time the Wolfbrother fights,e must make a Will saving throw, DC 15 (DC 20 when
ghting alongside wolves), or he will go into a rage.
his rage grants him a temporary +2 bonus to Str and
on, but a -2 penalty to AC. All of these modifiersease at the end of the fight (note that the Con bonus
ves the Wolfbrother a temporary boost in HP for the
uration of the fight and that these extra HP are lost ate end of the fight along with the other effects of the
Wolf Rage (which could conceivably lead to the death
f the Wolfbrother).
Wolf name: The wolves that you first
befriend give you a wolf name to describeyou in your dealings with wolves. Thisname and the associated image (and scent,
etc.) may develop and change as youbecome 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 communicatestelepathically 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 throughcommunicating with wolves or entering a
Wolf Rage, the character may gain one of
the feats Heightened Senses or Wolfdreamfor free.
Accelerated Madness: At a cost of an
additional 1d6 madness points, the charactermay take the Wolfbrother feat in conjunction
with the Latent Wolfbrother feat at 1st level.
Heightened SensesYou gain the senses of a wolf.
Prerequisites: Wolfbrother.
Benefits: The character gains senses far
superior to an ordinary human. He gains theability 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, yourrelationship to the pack has grown.
Special: Madness: Upon taking this feat
the character gains 1d6 madness points.
WolfdreamYou 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 mustmake 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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cceptance of Fateou have finally come to accept and understand yourte as a Wolfbrother.
rerequisites: Wolfbrother.enefits: Your Madness rating no longer increases whenou communicate with wolves or enter a Wolf Rage and
ou may subtract 10 points from your madness rating.
lso, the Will save to enter a Wolf Rage is no longereeded. The character has the strength of will and
xperience to choose whether or not to enter the Wolf
age at any point during a fight.
ack Alphaou have mastered your abilities as a Wolfbrother and
ecome the leader of the pack.
rerequisites: Heightened Senses, Wolfdream.
enefits: The wolves of the Westlands recognize your
olf name and respect it. They will now answer your
all to battle or offer other aid in great numbers. In
ddition to the wolves that you are able to summon toour aid from the other Wolfbrother feats, you can now
ummon 2d6 your character level in wolves and all theolves respond as quickly as possible.
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WARDER FEATS
Warder in Training
rerequisites: Base Attack Bonus +3
enefit: You begin training as a Warder. This feat is
eeded to progress into other Warder Feats.
Warder
rerequisites: Warder in Training, must have been
onded
Alternate: Class Feature Choice
enefit: You have been bonded by an Aes Sedai as a
Warder. You gain a Warder's Cloak. You can use
ame and the Void once per day. You also gain a +1
orale Bonus against all Darkspawn and a when
efending your Aes Sedai from attack.
Warder Healing
erquisites: Warder
enefit: You heal at an extraordinary rate. You gain
egen 2. If your Aes Sedai places an effect on you
hey cast at the next lowest level.
ense Darkspawn
rerequisites: Warder
ou can sense the nearby Taint of Darkspawn. TheM Rolls a 1d20 with your spot check in secret
henever Darkspawn are nearby. If you meet the DC
f 20 you know there are Darkspawn and how far
way they are. If you roll a DC of 30 you know how
any and what kind.
Warder Reflexes
rerequisites: Warder
ou gain a +4 to initiative. This stacks with other
ats. You also gain a +2 to Reflexes and this alsoacks. If your Aes Sedai is in Immediate Danger you
ain an extra +4 to Initiative.
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