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> ~ Aelfinn and Eelfinn, Smakuja mi dobrze.
Two Rivers Wolfbrother
Posted: Oct 17 2004, 11:30 AM
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This is sort of a rough draft. Lemme know what you think I should change. As noted in the Vykel thread, I'll probably bring those down in level so they aren't so much more powerful than the Ael and Eel. They aren't meant to be fought, but can hold their own in a fight. Especially when there's a group of them and only a maximum of one person visiting them.

Aelfinn

Any who enters through a certain doorway found in the Stone of Tear finds herself in a strange world of curves and swirls, face-to-face with the Aelfinn. These strange people can see what will be in the Pattern, ably answering questions about past, present, or future in their own way.
Aelfinn resemble snake men, with scales and serpentlike features. Their height and weight is roughly that of a human. They always wear yellow clothes.
When one enters the Tear Archway (see pg 294 of the Wheel of Time Roleplaying Game), she finds herself in a place where the Aelfinn dwell, ready to answer three questions that she may have about her past, present, and/or future. Any questions about the Shadow can be dangerous and potentially cause insanity, and questions about anyone other than herself can cause her to become entwined in the other person's fate, and both types of questions are difficult to answer.
The statistics presented here are for Aelfinn that would typically be found behind the doorway.

Medium Outsider (Finn)
Hit Dice: 5d8 hp (27 hp)
Initiative: +0
Speed: 30 ft.
Defense: 16 (+6 natural)
Attacks: Short sword +5 melee
Damage: Short sword (1d6/19-20)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Iron Music and Fire Vulnerability, see Pattern, Sense Ta?veren, remove memories
Saves: Fort +4, Ref +4, Will 7.
Abilities: Str 10, Dex 10, Con 11, Int 19, Wis 17, Cha 20.
Skills: Bluff +16, Composure +12, Concentration +8, Diplomacy +13, Gather Information +13, Innuendo +11, Intimidate +13, Knowledge (architecture and engineering) +12, Knowledge (the Pattern) +12, Search +12, Sense Motive +11, Spot +11.
Feats: Sense Ta'veren, Skill Emphasis (Bluff).

Climate/Terrain: Mirror Worlds, Tear Archway.
Organization: Group (4-8).
Challenge Code: C.
Treasure: Standard.
Advancement: 6-20 HD (Medium).

Combat
Finns will generally not attack anyone who comes into the archway. They will throw her out by force should they feel the need, but will refrain from fighting, especially if the person has iron, music, or fire.
Iron, Music, and Fire Vulnerability: An Aelfinn's weaknesses are iron, music, and fire. Iron weapons cause maximum damage against the Aelfinn (for example, an armsman wielding an iron longsword who would get a 1d8+3 to damage would do 11 damage every time). Fire causes the Aelfinn to become blinded for 1d8+1 minutes unless he succeeds a DC 20 Fortitude save. Music causes the Aelfinn to become distracted, suffering a -2 penalty to all rolls while the music is being played unless he succeeds a DC 20 Will save.
See Pattern: Aelfinn can see the Pattern, and all its past and future interworkings. Because they can see it, they can inform a person of the past, present, and future perfectly, though they themselves decide how much, how little, and in what way to tell the questioner. Aelfinn don?t think like humans, so they don?t always grasp what the human is getting at with her questions, and may answer them in ways she doesn?t want.
Sense Ta'veren: The Aelfinn may make a Spot check (DC 20) to notice that a person is a ta'veren (provided they really are ta'veren).
Remove Memories: The Aelfinn may remove memories from a person with a successful check against a person's Will. The DC to Will saves to avoid having memories removed is 25. Failure means the person loses 1d4 points of ranks she has in Knowledge skills, or 1 permanent point of Intelligence if she doesn't have any ranks in Knowledge. These penalties are decided randomly.

Eelfinn

Depending on the time of the setting, the archway to the Eelfinn is either found in Rhuidean (before the Dragon Reborn visits Rhuidean) or in the White Tower (after the Dragon Reborn visits Rhuidean). The strange Eelfinn do not answer questions, but grant requests, though at a price.
Eelfinn resemble fox men, with fur and foxlike features. Their height and weight is roughly that of a human.
When one enters the Rhuidean Archway (see pg 294 of the Wheel of Time Roleplaying Game), he finds himself in a place where the Eelfinn dwell, ready grant three requests, as in gifts, though not necessarily physical gifts. They always make a person pay for their gifts, and a wise person will negotiate his payment before leaving, or find himself paying in ways he may not have wanted. Eelfinn do not think like humans, and they grant requests in the way that seems fit to them, though not necessarily in the way the characters may have wanted. The Eelfinn statistics presented here represent an Eelfinn that would be found behind the doorway.

Medium Outsider (Finn)
Hit Dice: 5d8 hp (27 hp)
Initiative: +3
Speed: 30 ft.
Defense: 19 (+6 natural)
Attacks: Short sword +5 melee
Damage: Short sword (1d6/19-20)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Iron Music and Fire Vulnerability, grant request, Sense Ta?veren, remove memories
Saves: Fort +4, Ref +7, Will 7.
Abilities: Str 10, Dex 16, Con 11, Int 13, Wis 17, Cha 16.
Skills: Bluff +11, Concentration +8, Diplomacy +11, Gather Information +11, Intimidate +11, Knowledge (architecture and engineering) +9, Knowledge (the Pattern) +9, Sense Motive +11, Spot +11.
Feats: Dodge, Sense Ta'veren.

Climate/Terrain: Mirror Worlds, Rhuidean Archway.
Organization: Group (4-8).
Challenge Code: C.
Treasure: Standard.
Advancement: 6-20 HD (Medium).

Combat
Finns will generally not attack anyone who comes into the archway. They will throw her out by force should they feel the need, but will refrain from fighting, especially if the person has iron, music, or fire.
Iron, Music, and Fire Vulnerability: An Eelfinn's weaknesses are iron, music, and fire. Iron weapons cause maximum damage against the Eelfinn (for example, an armsman wielding an iron longsword who would get a 1d8+3 to damage would do 11 damage every time). Fire causes the Eelfinn to become blinded for 1d8+1 minutes unless he succeeds a DC 20 Fortitude save. Music causes the Eelfinn to become distracted, suffering a -2 penalty to all rolls while the music is being played unless he succeeds a DC 20 Will save.
Grant Request: The Eelfinn may grant any request, though in any way he sees fit. This request may be anything physical or mental, such as a weapon, knowledge, an ability, etc.
Sense Ta'veren: The Eelfinn may make a Spot check (DC 20) to notice that a person is a ta'veren (provided they really are ta'veren).
Remove Memories: The Eelfinn may remove memories from a person with a successful check against a person's Will. The DC to Will saves to avoid having memories removed is 25. Failure means the person loses 1d4 points of ranks she has in Knowledge skills, or 1 permanent point of Intelligence if she doesn't have any ranks in Knowledge. These penalties are decided randomly.

This post has been edited by Two Rivers Wolfbrother on Oct 20 2004, 11:58 PM


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Axel
Posted: Oct 21 2004, 12:55 AM
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question: Wasn't the Rhuidean archway destroyed on the way to Tar Valon by Moraine and Lanfear?


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Zarozynia
Posted: Oct 21 2004, 01:01 AM
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TRW, I'm feeling like maybe these two are a bit too similar. They have all the same abilities except for the abilities we know them to have through the doorways. Is there a way to make them more snakey and foxy? A thought anyways.

I love the idea of being able to remove memories, but do you think that both of them would be able to do so? That seems too specialized to be a more than one race thing, unless all the 'finn that we have can do it. That comes from the ideas that that is where Mat's memories come from, right? So perhaps it is only that doorway that can remove memories...hence them having them to give.

/Ramblings.



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Llewin
Posted: Oct 21 2004, 01:47 AM
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I dont think the finn remove memories and experiences they simply 'rumage through the mind' and record them for their own unknown uses. Mat didnt have any *more* holes in his personal timeline memory after his visit to the finn.
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Entropic_existence
Posted: Oct 24 2004, 05:02 PM
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Exactly, we know that the Aelfinn feed on emotions,sensations, etc as part of their bargain. So a better example is them copying and pasting said memories and experiences from people into their repetoire rather than actually removing them.

On a side note of the physical descriptions, the Eelfinn are taller than the average human (taller than even the average Aiel I believe) and they did not have fur, the hair on their head was crested and reminded Mat of fur I believe but there wasn;t any mention if them actually being covered in fur.

The Eelfinn to me seemed a little more violent than the Aelfinn, after all they walked around with knives strapped to their chest with harnesses made from human skin. The Aelfinn seemed dangerous too....but in another way I think. I know they ran Rand out of their pretty good but they seemed more hmmmm monkish in a way, with the robes and sitting in the lotus position on their pedestals and stuff. Just my two cents for consideration guys. But btw Two Rivers...good job!

PS: And yes, I believe it was the Rhuidean doorway that was melted when Mori and Lanfear fell through it wielding the One Power


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Llewin
Posted: Oct 25 2004, 02:43 AM
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It was definitely the rhuidean doorway. smile.gif
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Two Rivers Wolfbrother
Posted: Oct 25 2004, 03:21 AM
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Points taken. I'll shift stuff.


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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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Two Rivers Wolfbrother
Posted: Nov 5 2004, 11:47 PM
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OK, I shfted some things around. I took away the memory removals, and put a Memories ability with the Aelfinn, which basically reflects their sensations and such from humans, while explaining their memory access. I took it away entirely from the Eelfinn, and changed their descriptions.

Oh, and I also added Fear, because the song is Courage to strengthen, fire to blind, music to dazzle, iron to bind. I figured courage should do something, since the song mentions it.

Please tell me what you think, even if all you have to say is, "That's the most awesome thing ever. You should run for President in 2008, Two Rivers Wolfbrother, in our Mabinogin Party!"

Aelfinn

Any who enters through a certain doorway found in the Stone of Tear finds herself in a strange world of curves and swirls, face-to-face with the Aelfinn. These strange people can see what will be in the Pattern, ably answering questions about past, present, or future in their own way.
Aelfinn resemble snake men, with scales and serpentlike features. Their height and weight is roughly that of a human. They always wear yellow clothes.
When one enters the Tear Archway (see pg 294 of the Wheel of Time Roleplaying Game), she finds herself in a place where the Aelfinn dwell, ready to answer three questions that she may have about her past, present, and/or future. Any questions about the Shadow can be dangerous and potentially cause insanity, and questions about anyone other than herself can cause her to become entwined in the other person?s fate, and both types of questions are difficult to answer.

Medium Outsider (Finn)
Hit Dice: 5d8 hp (27 hp)
Initiative: +0
Speed: 30 ft.
Defense: 16 (+6 natural)
Attacks: Short sword +5 melee
Damage: Short sword (1d6/19-20)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Iron Music and Fire Vulnerability, fear, see Pattern, Sense Ta?veren, memories
Saves: Fort +4, Ref +4, Will 7.
Abilities: Str 10, Dex 10, Con 11, Int 19, Wis 17, Cha 20.
Skills: Bluff +16, Composure +12, Concentration +8, Diplomacy +13, Gather Information +13, Innuendo +11, Intimidate +13, Knowledge (architecture and engineering) +12, Knowledge (the Pattern) +12, Search +12, Sense Motive +11, Spot +11.
Feats: Sense Ta?veren, Skill Emphasis (Bluff).

Climate/Terrain: Mirror Worlds, Tear Archway.
Organization: Group (4-8).
Challenge Code: C.
Treasure: Standard.
Advancement: 6-20 HD (Medium).

Combat
Finns will generally not attack anyone who comes into the archway. They will throw her out by force should they feel the need, but will refrain from fighting, especially if the person has iron, music, or fire.
Iron, Music, and Fire Vulnerability: An Aelfinn?s weaknesses are iron, music, and fire. Iron weapons cause maximum damage against the Aelfinn (for example, an armsman wielding an iron longsword who would get a 1d8+3 to damage would do 11 damage every time). Fire causes the Aelfinn to become blinded for 1d8+1 minutes unless he succeeds a DC 20 Fortitude save. Music causes the Aelfinn to become distracted, suffering a ?2 penalty to all rolls while the music is being played unless he succeeds a DC 20 Will save.
Fear: Aelfinn become unnerved at human courage. A human is entitled to an Intimidation check versus the Aelfinn?s Will save should he behave courageously. Should the Aelfinn lose, he becomes intimidated and loses ?1 to all attack rolls, skill checks, and saving throws.
See Pattern: Aelfinn can see the Pattern, and all its past and future interworkings. Because they can see it, they can inform a person of the past, present, and future perfectly, though they themselves decide how much, how little, and in what way to tell the questioner. Aelfinn don?t think like humans, so they don?t always grasp what the human is getting at with her questions, and may answer them in ways she doesn?t want.
Sense Ta?veren: The Aelfinn may make a Spot check (DC 20) to notice that a person is a ta?veren (provided they really are ta?veren).
Memories: An Aelfinn feels great pleasure and ecstasy when in the presence of a human by feeding on her memories and emotions. This does not harm the human, but it does allow the Aelfinn to copy the memories into their own store, where they can use them for pleasure and also to answer questions about the past. While in such a state of ecstasy, the Aelfinn gains a +2 morale bonus on all saving throws.

Eelfinn

Depending on the time of the setting, the archway to the Eelfinn is either found in Rhuidean (before the Dragon Reborn visits Rhuidean) or in the White Tower (after the Dragon Reborn visits Rhuidean). The strange Eelfinn do not answer questions, but grant requests, though at a price.
Eelfinn resemble men, with furlike hair and foxlike features and posture. They stand about seven to seven and a half feet tall and are usually thini and muscular. For leather they use human skin, and most use human-leather sheaths strapped on their chests to hold their daggers.
When one enters the Rhuidean Archway (see pg 294 of the Wheel of Time Roleplaying Game), he finds himself in a place where the Eelfinn dwell, ready grant three requests, as in gifts, though not necessarily physical gifts. They always make a person pay for their gifts, and a wise person will negotiate his payment before leaving, or find himself paying in ways he may not have wanted. Eelfinn do not think like humans, and they grant requests in the way that seems fit to them, though not necessarily in the way the characters may have wanted.

Medium Outsider (Finn)
Hit Dice: 5d8 hp (27 hp)
Initiative: +3
Speed: 30 ft.
Defense: 19 (+6 natural)
Attacks: Masterwork dagger +6 melee
Damage: Masterwork dagger (1d4/19-20)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Iron Music and Fire Vulnerability, fear, grant request, Sense Ta?veren
Saves: Fort +4, Ref +7, Will 7.
Abilities: Str 10, Dex 16, Con 11, Int 13, Wis 17, Cha 16.
Skills: Bluff +11, Concentration +8, Diplomacy +11, Gather Information +11, Intimidate +11, Knowledge (architecture and engineering) +9, Knowledge (the Pattern) +9, Sense Motive +11, Spot +11.
Feats: Dodge, Sense Ta?veren.

Climate/Terrain: Mirror Worlds, Rhuidean Archway.
Organization: Group (4-8).
Challenge Code: C.
Treasure: Standard.
Advancement: 6-20 HD (Medium).

Combat
Finns will generally not attack anyone who comes into the archway. They will throw her out by force should they feel the need, but will refrain from fighting, especially if the person has iron, music, or fire.
Iron, Music, and Fire Vulnerability: An Eelfinn?s weaknesses are iron, music, and fire. Iron weapons cause maximum damage against the Eelfinn (for example, an armsman wielding an iron longsword who would get a 1d8+3 to damage would do 11 damage every time). Fire causes the Eelfinn to become blinded for 1d8+1 minutes unless he succeeds a DC 20 Fortitude save. Music causes the Eelfinn to become distracted, suffering a ?2 penalty to all rolls while the music is being played unless he succeeds a DC 20 Will save.
Fear: Eelfinn become unnerved at human courage. A human is entitled to an Intimidation check versus the Eelfinn?s Will save should he behave courageously. Should the Eelfinn lose, he becomes intimidated and loses ?1 to all attack rolls, skill checks, and saving throws.
Grant Request: The Eelfinn may grant any request, though in any way he sees fit. This request may be anything physical or mental, such as a weapon, knowledge, an ability, etc.
Sense Ta?veren: The Eelfinn may make a Spot check (DC 20) to notice that a person is a ta?veren (provided they really are ta?veren).

This post has been edited by Two Rivers Wolfbrother on Nov 6 2004, 10:01 AM


--------------------
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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Entropic_existence
Posted: Nov 6 2004, 04:18 AM
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Looks like the descriptions are still the same to me on the physical side, the Eelfinn don't have fur. Other than that they seem pretty good to me


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Two Rivers Wolfbrother
Posted: Nov 6 2004, 09:58 AM
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Ack! I could have sworn I changed that! There you go.


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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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Entropic_existence
Posted: Nov 7 2004, 12:43 AM
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Thanks man smile.gif


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