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> Tia Avende Alantin - for the AoL, A Class for Aiel, Nym and Ogier types
Zarozynia
Posted: Oct 11 2004, 06:51 PM
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Out of the Nym, the Ogier and the Daishan Aiel have arisen a unique group of individuals that are supremely connected to nature and to all natural things at a time when most live within the thriving cities of the Age of Legends. Known as tree sisters or tree brothers, these individuals have a two-fold task: to grow and protect the plants that will feed the residents of the many cities, and to look after the world's collection of chlora plants. The Ogier and Aiel do so with their melodious songs which seem to rise from the plants themselves as much as out of a mortal's mouth; the Nym with a mere sigh.

Adventurers
Adventuring does not come naturally to a brother or sister of the trees. They are general to concerned with taking care of the trees to even notice that there is an adventure to be had. Still, the collapse of the Age of Legends breaks all bonds, and even they may find themselves without home, or food, or chlora to look after. Some Daishan Aiel will be selected by the Aes Sedai to transport a large cache of one powered items to safety towards the beginning of the breaking of the world, those Daishan will find themselves involved in adventures beyond their wildest dreams long before they will find their new home. Likewise Ogier may start out in search of the stedding that they can no longer find, Nym in search of others of their kind, or to try to track down and save the last of the chlora plants. Some might even find that despite it all, the adventuring life suits them.

Characteristics
The brothers and sisters of the trees are a non-combat class focused on healing and evasionary tactics. A high dexterity will raise their armor class while their key abilities are intelligence and wisdom, with charisma affecting how others view them, and constitution how artful they can use their craft.

Origin
In the case of all three backgrounds associated with this class, brothers and sisters of the trees are born (or created in the case of the Nym) for their profession. Young Ogiers are taught the art of Tree Singing, Daishan Aiel their clan's own unique song and Nym find that the flowers grow with every step that they take. There is a sense of kinship among them, especially those that have worked together for a long time, but there is no collective identity. Instead they work most often for a specific Aes Sedai, performing what tasks she might require of them.

Background
Brother and Sisters of the trees must be an Ogier, a Nym or a member of the Daishan Aiel. Occasionally there might be a human child born with the ability to sing to the trees who is not Daishan, but it is incredibly unlikely that the talent would ever be recognized without the proper training. You cannot be a channeler and also be a brother or sister of the trees.

Class Features
Vitality
Brothers and Sisters of the Tress gain 1d4 vitality points per level. Their constitution modifier applies.

Class Skills: Animal Empathy (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Knowledge (nature)(Int), Knowledge (Herb lore)(Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), Wilderness Lore (Wis)

QUOTE
Level Base Attack Bonus Fortitude Save Reflex Save Will Save Defense Reputation Special Features
1 +0 +2 +1 +0 +3 +0 Nature’s Sense, Tree Song or Tree Warden
2 +1 +3 +2 +0 +4 +0 Woodland Stride
3 +2 +3 +2 +1 +4 +0
4 +3 +4 +2 +1 +4 +0 Entangle
5 +3 +4 +3 +1 +5 +1
6 +4 +5 +3 +2 +5 +1 Trackless Step
7 +5 +5 +4 +2 +6 +1
8 +6/+1 +5 +4 +2 +6 +1 Nature’s Ode
9 +6/+1 +6 +4 +3 +6 +2 Blend in Nature +1
10 +7/+2 +7 +5 +3 +7 +2
11 +8/+3 +7 +5 +3 +7 +2 Call Water
12 +9/+4 +8 +6 +4 +8 +2
13 +9/+4 +8 +6 +4 +8 +3 Nature Sense (Sense Surrounding)
14 +10/+5 +9 +6 +4 +8 +3 Blend in Nature +2
15 +11/+6/+1 +9 +7 +5 +9 +3 Nature’s Hym
16 +12/+7/+2 +10 +7 +5 +9 +3
17 +12/+7/+2 +10 +8 +5 +10 +4
18 +13/+8/+3 +11 +8 +6 +10 +4 Blend in Nature +3
19 +14/+9/+4 +11 +8 +6 +10 +4
20 +15/+10/+5 +12 +9 +6 +11 +4 Nature’s Symphony



Weapon and Armor Proficiencies
Non-human brothers and sisters of the trees gain a proficiency with all natural weapons such as the quarterstaff and the club. They do not use weapons forged with metal of any kind.

Nature Sense – At first level, the Brother of the Tree is so in tune with nature that he or she can identify plants and animals (there species and special traits) with perfect accuracy. They can tell whether water is safe to drink or dangerous (poisoned, polluted, or otherwise unfit for consumption). At thirteenth level the Treebrother’s Nature’s Sense has increased to such a degree that he can detect all life forms (including general type and size), water and plant sources within a one mile radius.

Tree Song or Tree Warden – At first level, Daishan Aiel receive Tree Song as a free feat and Ogier receive Tree Warden. Nym receive a +2 competency bonus on their concentration checks to manipulate plant life.

Entangle – Starting at fourth level, the Treebrother/Sister may call upon bushes, vines, trees and even grasses to entangle and disable an opponent. This ability only works in a natural environment where there are plants around. The opponent must succeed at a reflex save DC10+level of Treebrother class + wisdom modifier or he will find himself trapped in the restraining vegetation, unable to move and suffering a –4 penalty to hit nearby targets. To activate this power, a Treebrother must sing for at least a full combat round and it will remain active as long as the Treebrother is singing + 1d4 rounds after that.

Trackless Step – At level six, the Treebrother gains the ability to move through the woods without leaving any tracks.

Nature’s Ode – A Treebrother singing the Nature’s Ode will not only help a tree to grow per the Tree Warden or Song feat, but will also cause a healing dew to form on the leaves and trunk of that tree. The Treebrother must sing for at least 10 minutes for the dew to form in sufficient quality to be of use. Carefully collected and brewed for 20 minutes, this dew can make up to 1d6 portions of a healing elixir. Each portion can heal 1d6 hit points + the Treebrother’s wisdom modifier. These healing potions last only up to one week. This tree song can only be used once a week.

Blend in Nature – As he takes care of the forest, the forest takes care of the Treebrother. In an almost imperceptible way, all the vegetation helps the Treebrother to blend and hide easily in its surroundings, thus giving a +1 bonus to hide for each level in the Treebrother class. At fourteenth level this bonus increases to a +2 bonus to hide per level and again to a +3 bonus to hide per level at eighteen level.

Call Water – By eleventh level, the Treebrother is beginning to develop such a good sense of the forest that he can determine where within the ground water might lie. As a full round action the Treebrother can call water out of the earth towards him. This is enough water to keep 3 + Treebrother’s wisdom modifier people hydrated for an entire day. Some places, such as the desert, do not have water within them, other, such as costal areas, may have water tainted by salt that needs more work before it can be safely consumed.

Nature’s Hymn – A Treebrother singing this natural hymn will not only help a tree to grow as per the Tree Warden or Song feat, but will also cause a healing dew to form on the leaves and trunk of that tree. The Treebrother must sing for at least 20 minutes for the dew to form in sufficient quantity to be of use. Carefully collecting and brewed for 40 minutes, this dew can make up to 1d4 portions of a strong healing elixir. Each portion can heal 1d12 hit points + Treesinger’s Wisdom modifier. These healing elixirs last only up to 1 week. This tree song can only be used twice in a month.

Nature’s Symphony – it is said that the Treebrother sings the Earth’s symphony it is all the sounds of the forest joined in a majestic choir. After a full hour of singing, a potent mystic dew forms on the leaves and trunk of the tree. When it is carefully collected and brewed for a full hour, it may produce up to 1d2 potions of a powerful elixir that can instantly heal any wounds or potions, except wounds caused by something extremely powerful and evil, like a Thakandar blade of the Myrddraal. The Nature Symphony can only be brewed once its month and the dew it creates keeps its potency for a full month.

***Some of you will probably recognize this as a revised version of an ogier class found in one of the netbooks. I wanted to make less combat based class for those who might want to play daishan aiel, ogier or nym characters.


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Zarozynia
Posted: Oct 13 2004, 06:23 AM
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sorry to bump this, but its getting pretty far down on the list already.

Is everybody really okay with this? Because if you are, I'll just list it as "done" and move on, but I dont really want to until I have it squared away.


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Legends of Darkness Are Not Always Myths - An Ongoing experiment in writing/illustration/mythology

Photographia

Temple of the Goat - a philisophical weblog

Diynen'd'ma'purvene - A Wheel of Time resource
* Developing a Character: The Aiel
* Amadicia Background: Complete with Whitecloak PC and new backgound feat
* Moonwarrior - A Wolfbrother feat in the main Feats section
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Two Rivers Wolfbrother
Posted: Oct 13 2004, 07:31 AM
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Great Fang
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How many skill points do they get per level?
Even with 8 skill points per level, this class seems weak to me. Their low HD and medium BAB progression kinda adds to their relative lack of offensive abilities. They don't get very powerful very quickly. In later levels, they'd be more powerful, but still behind.
I think it's a really good idea for a class, especially for less combat-oriented types, but it seems weak to me.


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Zarozynia
Posted: Oct 13 2004, 04:18 PM
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It um...seems more than a little bit useless to give them a high BA, as at least 1/3 of this class cant use it at all, according to their background. And if you get eight skill points per level, which is what I was intending, they have a better progression that the Wanderer class. Wanderers get the same BA and only get a good Reflex, whereas these have an good Fort and a decent Reflex.

What do you think that I should give them to make this class less weak? And why do you think that it is weak? I think that they get a lot, myself. More, I think, than the Tech Specialist class, which I was much more worried about being under powered. Hmmm...funny how people see things in different ways. wink.gif


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Legends of Darkness Are Not Always Myths - An Ongoing experiment in writing/illustration/mythology

Photographia

Temple of the Goat - a philisophical weblog

Diynen'd'ma'purvene - A Wheel of Time resource
* Developing a Character: The Aiel
* Amadicia Background: Complete with Whitecloak PC and new backgound feat
* Moonwarrior - A Wolfbrother feat in the main Feats section
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Llewin
Posted: Oct 13 2004, 05:46 PM
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one thing you might consider is making the special abilities apply to all vegetation since it looks like in the books nym, ogier, and the D.A. sang to make crops grow etc as well?

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Zarozynia
Posted: Oct 13 2004, 08:25 PM
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I mean for their Song ability to apply to all vegetatation. Sorry if that isn't clear. smile.gif


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Legends of Darkness Are Not Always Myths - An Ongoing experiment in writing/illustration/mythology

Photographia

Temple of the Goat - a philisophical weblog

Diynen'd'ma'purvene - A Wheel of Time resource
* Developing a Character: The Aiel
* Amadicia Background: Complete with Whitecloak PC and new backgound feat
* Moonwarrior - A Wolfbrother feat in the main Feats section
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Llewin
Posted: Oct 14 2004, 12:32 AM
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Right! ok all good then!! smile.gif lol smile.gif
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Two Rivers Wolfbrother
Posted: Oct 14 2004, 10:22 AM
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Basically, I feel that even though this is a non-combative class, it really isn't as bang-your-brain awesome as the other classes. This class seems like a class you'd pick because of its abilities and skills to me. Skill selection is good, as well as skill points per level. However, I worry about the class abilities. Some are mild in power (such as Nature Sense, Woodland Stride, and Trackless Step). These are nice, but mild-powered. Nothing wrong with that. The other abilities very often take FOREVER to use and once used can only be used not very often. A cool ability loses value (to me) if it can't be used very often.
I guess what I'm saying is, there are three types of classes, sorta. The combative ones, the channeling (for WoT) ones, and the jack-of-all-trades ones. This is a jack-of-all-trades class, which is usefull for its abilities and skills. Its abilities should be rad, in my opinion.
I think this is a good class, and as it is, it isn't terribly weak. I would probably add a few class abilities to make it more useful in what it does best, and it'd be all set!
Mainly, I was trying to give you constructive criticism because I hate it when nobody gives me feedback on stuff I write. Isn't the the purpose of the forums?
I hope what I've said makes sense and helps you make this class the way you want it. Most people will probably disagree with what I've said, but that's alright. In fact, if you don't even like what I've said, that's fine too. Nyms are powerful anyway, and ogier aren't bad either, and this class isn't a LOT weak, just a little weak. In my own personal opinion. Which is always right do what I say.


--------------------
This is an old thing, boy. Older than Aes Sedai. Older than anybody using the One Power. Old as humankind. Old as wolves.

Current Projects:
Encounters Handbook
Tome of the One Power

Homepage:
Town Center Productions
It's funny! Please check out the funny short films and sketches, such as Pink Avenger, the Sockies, and Kenny getting shot with a paintball gun.

Check out my Wheel of Time RPG Website!
It's not as funny as Town Center Productions, but it's updated frequently, so check it out often.
Newest Features:
Alternate Rules: Sanity
Towns and Locals: The Tuatha'an I
My TRW WoT Yahoo! Group! This is where I let the people know when I update my WoT site and also let them know what's coming up.
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Zarozynia
Posted: Oct 16 2004, 07:27 PM
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Does anybody else have an oppinion on what TRW said? I dont want to add to this class without a second oppinion because I'm worried that in some ways this class may actually be slight over powered, and since its just my oppinion against TRW's...help would be appreciated.

My thoughts: very nice saves, good defense, good skill points, and some pretty awsome class abilities, albeit at a high level. But blend with nature makes you almost impossible to see (you gain a +1 per level, later that is a +2 per level, and later a +3 per level to hide when in natural surroundings). Yes the Nature's Ode abilities can only be used say, once per week or once per month, but combined as all three you could probably use one or have one availible at most times.

Although I see you point about the jack-of-all-traders kind of class, I wouldn't call this that type myself, TRW, because they abilities are so nature specific. I was more going for a slightly druidy class - maybe jack-of-all-nature-trades. wink.gif

Anyways, oppinions anyone?


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Legends of Darkness Are Not Always Myths - An Ongoing experiment in writing/illustration/mythology

Photographia

Temple of the Goat - a philisophical weblog

Diynen'd'ma'purvene - A Wheel of Time resource
* Developing a Character: The Aiel
* Amadicia Background: Complete with Whitecloak PC and new backgound feat
* Moonwarrior - A Wolfbrother feat in the main Feats section
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Axel
Posted: Oct 21 2004, 12:51 AM
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I don't see any real problems with it at all. The seriously powerful abilities you are quite correct to split up uses of. You might want to increase the number of potions you can brew at once, but other than that....


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