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    1

    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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    4

    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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    11

    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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