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> NPC's - Aes Sedie
Jahar
Posted: Jul 5 2004, 01:23 PM
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Weak Aes Sedie
Initiate 5/Aes Sedie1; HD 6d4+6; hp 18; Init +2; Defense 15; Spd 30ft; Atk +2 melee (1d4/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence; SV Fort +5, Ref +5, Will +12;
Str 10, Dex 14, Con 12, Int 14, Wis 14,
Cha 14.
Skills: Concentration +9, Weave sight +11, Swim +4, Composure +8, Intimidate +8,
Knowledge (arcane or any) +6, Diplomacy +8 and Ride + 4.
Feats: Extra affinity, Extra talent (x4), Multiweave, Iron will and Tie of weave.
The one Power: Strength 6; Weaving
Skill 8; Weave DC 14 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Illusion.
Weaves Known 4/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, bond warder, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward.
Possessions: Great serpent ring, 2d4 gc, 3d8 mk, dagger and dress.

Moderate Aes Sedie (Yellow Ajah)
Initiate 6/Aes Sedie2; HD 8d4+8; hp 24; Init +2; Defense 16; Spd 30ft; Atk +4 melee (1d4/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, Aes Sedie Resources; SV Fort +6, Ref +5, Will +14;
Str 10, Dex 14, Con 12, Int 16, Wis 14,
Cha 14.
Skills: Concentration +12, Weave sight +13, Swim +4, Composure +9, Intimidate +6, Knowledge (arcane or any) +7, Knowledge (Healing) +14, Heal +10 Diplomacy +8 and Ride + 6.
Feats: Extra affinity, Extra talent (x4), Multiweave, Iron will and Tie of weave.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Illusion, Healing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, bond warder, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward; Healing: delve, heal, heal the mind, renew.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Moderate Aes Sedie (Brown Ajah)
Initiate 6/Aes Sedie2; HD 8d4+8; hp 24; Init +2; Defense 16; Spd 30ft; Atk +4 melee (1d4/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, Aes Sedie Resources; SV Fort +6, Ref +5, Will +15;
Str 10, Dex 14, Con 12, Int 18, Wis 16,
Cha 12.
Skills: Concentration +12, Weave sight +13, Swim +4, Composure +8, Intimidate +6, Knowledge (arcane) +15, Knowledge (History) +15, Knowledge (Age of Legends) +8, Knowledge (The blight) +9, Diplomacy +8, Decipher Script +9, Ride +3, Search +4 and Speak language (Trolloc, Old Tongue).
Feats: Extra affinity, Extra talent (x3), Multiweave, Iron will, Sharp eyed and Tie of weave.
The one Power: Strength 8; Weaving
Skill 9; Weave DC 14 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Illusion, Healing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, bond warder, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Moderate Aes Sedie (Red Ajah)
Initiate 6/Aes Sedie2; HD 8d4+8; hp 24; Init +2; Defense 16; Spd 30ft; Atk +5 melee (1d4+1/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, Aes Sedie Resources; SV Fort +6, Ref +5, Will +13;
Str 12, Dex 14, Con 12, Int 16, Wis 12,
Cha 14.
Skills: Concentration +12, Weave sight +13, Swim +5, Composure +9, Intimidate +8, Knowledge (arcane) +7 , Knowledge (Men who can channel) + 8, Diplomacy +4, Spot +4, Sense Motive +6, Gather Information + 8 and Ride + 7.
Feats: Extra affinity, Extra talent (x3), Multiweave, Iron will and Tie of weave, Shielding Skill.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Illusion.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward, gentle.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Moderate Aes Sedie (Blue Ajah)
Initiate 6/Aes Sedie2; HD 8d4+8; hp 24; Init +2; Defense 16; Spd 30ft; Atk +5 melee (1d4-1/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, warders bond, Aes Sedie Resources; SV Fort +6, Ref +5, Will +14;
Str 9, Dex 14, Con 12, Int 16, Wis 14,
Cha 14.
Skills: Concentration +12, Weave sight +13, Swim +4, Composure +10, Intimidate +8, Knowledge (arcane) +8, Diplomacy +9, Spot +4, Bluff +8, Sense Motive +6, Gather Information + 6 and Ride + 5.
Feats: Extra affinity, Extra talent (x3), Multiweave, Iron will and Tie of weave, Eyes and Ears.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Illusion.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, sense shadowspawn, false trail, bond warder, fear, command insects; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Moderate Aes Sedie (Green Ajah)
Initiate 6/Aes Sedie2; HD 8d4+8; hp 24; Init +3; Defense 17; Spd 30ft; Atk +4 melee (1d4/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, Aes Sedie Resources, warders bond; SV Fort +6, Ref +5, Will +14;
Str 10, Dex 16, Con 12, Int 14, Wis 14,
Cha 14.
Skills: Concentration +12, Weave sight +13, Swim +5, Composure +9, Intimidate +8, Knowledge (arcane) +8, Knowledge (The Blight) +8, Diplomacy +6, Knowledge (History) +6, Spot +4 and Ride +8.
Feats: Extra affinity, Extra talent (x3), Multiweave, Iron will, Combat casting and Tie of weave.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Cloud dancing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Cloud Dancing: lightning, harness the wind, warmth, raise fog; Conjunction: trace, bond warder, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Moderate Aes Sedie (Grey Ajah)
Initiate 6/Aes Sedie2; HD 8d4+8; hp 24; Init +2; Defense 16; Spd 30ft; Atk +5 melee (1d4-1/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, warders bond, Aes Sedie Resources; SV Fort +6, Ref +5, Will +14;
Str 9, Dex 14, Con 12, Int 16, Wis 14,
Cha 14.
Skills: Concentration +12, Weave sight +12, Composure +10, Intimidate +8, Knowledge (arcane) +12, Knowledge (Laws and Governments) +14, Diplomacy +13, Bluff +7, Sense Motive +8, Gather Information + 6 and Ride + 4.
Feats: Extra affinity, Extra talent (x4), Multiweave, Iron will and Tie of weave.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Illusion and Healing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, sense shadowspawn, false trail, bond warder; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward; Healing: Delve, heal.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Moderate Aes Sedie (White Ajah)
Initiate 6/Aes Sedie2; HD 8d4+8; hp 24; Init +2; Defense 16; Spd 30ft; Atk +5 melee (1d4-1/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, warders bond, Aes Sedie Resources; SV Fort +6, Ref +5, Will +14;
Str 9, Dex 14, Con 12, Int 14, Wis 17,
Cha 12.
Skills: Concentration +12, Weave sight +12, Composure +14, Intimidate +10, Knowledge (arcane) +8, Knowledge (Philosophy) +6, Diplomacy +8, Bluff +4, Sense Motive +6, Swim + 4 and Ride + 4.
Feats: Extra affinity, Extra talent (x3), Sense residue, Multiweave, Iron will and Tie of weave.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Illusion.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, sense shadowspawn, false trail, bond warder; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.


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Strong Aes Sedie (Red Ajah)
Initiate 7/Aes Sedie3; HD 10d4+10; hp 30; Init +2; Defense 17; Spd 30ft; Atk +5 melee (1d4+1/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, Aes Sedie Resources; SV Fort +7, Ref +7, Will +13;
Str 12, Dex 14, Con 12, Int 16, Wis 12,
Cha 14.
Skills: Concentration +14, Weave sight +15, Swim +5, Composure +10, Intimidate +10, Knowledge (arcane) +8 , Knowledge (Men who can channel) + 10, Diplomacy +4, Spot +4, Sense Motive +7, Gather Information + 10 and Ride + 7.
Feats: Extra affinity (x2), Extra talent (x3), Multiweave, Iron will, Tie of weave, Shielding Skill and Sense residue.
The one Power: Strength 10; Weaving
Skill 12; Weave DC 16 + weave level.
Affinities: Air, Spirit, Water
Talents: Elementalism, Warding, Conjunction, Illusion.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward, gentle.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Strong Aes Sedie (Green Ajah)
Initiate 7/Aes Sedie3; HD 10d4+10; hp 30; Init +3; Defense 18; Spd 30ft; Atk +4 melee (1d4/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, Aes Sedie Resources, warders bond; SV Fort +6, Ref +5, Will +14;
Str 10, Dex 16, Con 12, Int 14, Wis 14,
Cha 14.
Skills: Concentration +14, Weave sight +15, Swim +5, Composure +11, Intimidate +8, Knowledge (arcane) +10, Knowledge (The Blight) +10, Diplomacy +8, Knowledge (History) +6, Spot +4 and Ride +8.
Feats: Extra affinity (x2), Extra talent (x4), Multiweave, Iron will, Combat casting and Tie of weave.
The one Power: Strength 10; Weaving
Skill 12; Weave DC 16 + weave level.
Affinities: Air, Spirit, Water
Talents: Elementalism, Warding, Conjunction, Cloud dancing, Earth singing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Cloud Dancing: lightning, harness the wind, warmth, raise fog; Conjunction: trace, bond warder, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward; Earth singing: riven earth, grenade.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Strong Aes Sedie (Yellow Ajah)
Initiate 7/Aes Sedie3; HD 10d4+10; hp 30; Init +2; Defense 17; Spd 30ft; Atk +4 melee (1d4/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, Aes Sedie Resources; SV Fort +7, Ref +7, Will +14;
Str 10, Dex 14, Con 12, Int 16, Wis 14,
Cha 14.
Skills: Concentration +14, Weave sight +15, Swim +4, Composure +11, Intimidate +6, Knowledge (arcane or any) +7, Knowledge (Healing) +16, Heal +12, Diplomacy +8 and Ride + 6.
Feats: Extra affinity(x2), Extra talent (x4), Multiweave, Iron will and Tie of weave.
The one Power: Strength 8; Weaving
Skill 12; Weave DC 16 + weave level.
Affinities: Air, Spirit, Water
Talents: Elementalism, Warding, Conjunction, Illusion, Healing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, bond warder, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward; Healing: delve, heal, heal the mind, renew.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Strong Aes Sedie (Brown Ajah)
Initiate 7/Aes Sedie3; HD 10d4+10; hp 30; Init +2; Defense 17; Spd 30ft; Atk +4 melee (1d4/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, Aes Sedie Resources; SV Fort +7, Ref +7, Will +15;
Str 10, Dex 14, Con 12, Int 18, Wis 16,
Cha 12.
Skills: Concentration +14, Weave sight +15, Swim +4, Composure +10, Intimidate +6, Knowledge (arcane) +17, Knowledge (History) +17, Knowledge (Age of Legends) +10, Knowledge (The blight) +11, Diplomacy +8, Decipher Script +13, Ride +3, Search +4 and Speak language (Trolloc, Old Tongue).
Feats: Extra affinity(x2), Extra talent (x4), Multiweave, Iron will, Sharp eyed and Tie of weave.
The one Power: Strength 8; Weaving
Skill 11; Weave DC 15 + weave level.
Affinities: Air, Spirit, Water
Talents: Elementalism, Warding, Conjunction, Illusion, Healing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, bond warder, sense shadowspawn, false trail; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, Master ward; Healing: Heal, delve.

Strong Aes Sedie (Blue Ajah)
Initiate 7/Aes Sedie3; HD 10d4+10; hp 30; Init +6; Defense 17; Spd 30ft; Atk +5 melee (1d4-1/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, warders bond, Aes Sedie Resources; SV Fort +7, Ref +7, Will +14;
Str 9, Dex 14, Con 12, Int 16, Wis 14,
Cha 14.
Skills: Concentration +14, Weave sight +15, Swim +4, Composure +12, Intimidate +8, Knowledge (arcane) +10, Diplomacy +11, Spot +4, Bluff +8, Sense Motive +6, Gather Information + 8 and Ride + 6.
Feats: Extra affinity (x2), Extra talent (x3), Multiweave, Iron will, Tie of weave, improved initiative and Eyes and Ears.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit, Water
Talents: Elementalism, Warding, Conjunction, Illusion.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, sense shadowspawn, false trail, bond warder, fear, command insects; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.

Strong Aes Sedie (Grey Ajah)
Initiate 7/Aes Sedie3; HD 10d4+10; hp 30; Init +2; Defense 17; Spd 30ft; Atk +5 melee (1d4-1/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, warders bond, Aes Sedie Resources; SV Fort +7, Ref +7, Will +14;
Str 9, Dex 14, Con 12, Int 16, Wis 14,
Cha 14.
Skills: Concentration +14, Weave sight +15, Composure +12, Intimidate +10, Knowledge (arcane) +12, Knowledge (Laws and Governments) +16, Diplomacy +15, Bluff +9, Sense Motive +11, Gather Information + 6 and Ride + 4.
Feats: Extra affinity(x2), Extra talent (x4), Multiweave, Iron will, persuasive and Tie of weave.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit, water
Talents: Elementalism, Warding, Conjunction, Illusion and Healing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, sense shadowspawn, false trail, bond warder; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward; Healing: Delve, heal.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.


Strong Aes Sedie (White Ajah)
Initiate 7/Aes Sedie3; HD 10d4+10; hp 30; Init +2; Defense 17; Spd 30ft; Atk +5 melee (1d4-1/19-20, dagger); SQ Slow aging, weave sight, Aes Sedie Presence, warders bond, Aes Sedie Resources; SV Fort +7, Ref +7, Will +14;
Str 9, Dex 14, Con 12, Int 14, Wis 17,
Cha 12.
Skills: Concentration +14, Weave sight +15, Composure +16, Intimidate +10, Knowledge (arcane) +8, Knowledge (Philosophy) +10, Diplomacy +8, Bluff +4, Sense Motive +6, Swim + 4 and Ride + 5.
Feats: Extra affinity(x2), Extra talent (x4), Sense residue, Multiweave, Iron will and Tie of weave.
The one Power: Strength 8; Weaving
Skill 10; Weave DC 15 + weave level.
Affinities: Air, Spirit
Talents: Elementalism, Warding, Conjunction, Illusion, Cloud dancing.
Weaves Known 4/3/3/3/2 Elementalism: fireball, light, tool of air, harden air, arms of air, create fie, dry, move water; Illusion: mirror of mists, voice of power; Conjunction: trace, sense shadowspawn, false trail, bond warder; Warding: circle of silence, dream shielding, fire trap, shield, ward against shadowspawn, master ward. Elementalism: lightning, harness the wind, warmth.
Possessions: Great serpent ring, 2d6 gc, 3d10 mk, dagger and dress.
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Zifnab
Posted: Jul 5 2004, 06:38 PM
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Aes Sedie?


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Jahar
Posted: Jul 5 2004, 08:59 PM
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Aes Sedai, I spelled wrong but i think you under stand what I mean. So can anyone say what you think about the NPC's I made.
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bmtc
Posted: Jul 6 2004, 02:33 AM
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there are also more aes sedai at the old call of the horn site...

Does anyone have that link?

This post has been edited by bmtc on Jul 6 2004, 02:34 AM
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Two Rivers Wolfbrother
Posted: Jul 6 2004, 04:12 AM
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I personally would think that a low-level or weak Aes Sedai might just be a low-level initiate, probably. Maybe not first-level, but maybe third or something. That's what I'd suggest.


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Zinuk
Posted: Jul 6 2004, 09:58 AM
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QUOTE (Two Rivers Wolfbrother @ Jul 6 2004, 04:12 AM)
I personally would think that a low-level or weak Aes Sedai might just be a low-level initiate, probably. Maybe not first-level, but maybe third or something. That's what I'd suggest.

Everything depends if you want full sisters or not. The advantage of a weak Aes Sedai which is full sister is that she could travel on her own (with her warder of course). If she is just an Initiate, she would travel at least with a full sister, which makes two Aes Sedai (not counting the warder).

I think both encounters should be available to the GM.
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bmtc
Posted: Jul 10 2004, 08:36 PM
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I would make the strong aes sedai a little stronger, like level 12, instead of 10, and make the moderate ones like level 9 instead of 8. Also, I would drop the int or wis for many of the Aes Sedai. Just because they have a lot experience does not make them powerful channelers.

For example, even if she is brown, I do not see a moderate sister having a primary channeling stat of 18, even if she is smart. (18 is really powerful for aes sedai, like around egwene's and elayne's level)
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Jahar
Posted: Jul 10 2004, 10:41 PM
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I dont base my channeling characters strength on Int, Wis and cha. Instead i use two new abilities for channelers: One power strength and Weaving skill.

One power strength funcions almost as an usual ability it goes from 1 -30. And instead on basing the highest weave slot a channeler can cast the 0ne power strenght restricts how many channeling levels an character can have. Example an moderate aes sedie has an channeling strength of 8 that means she can only have 8 channeling levels.
Another thing is that the channeling strength goes from 1 - 30 and the channeling levels only goes from 1 - 20. So a character who has a channeling strength of 21 or higher starts with knowing the number of weave slots at that level that makes it possible for him to have his full strength at level 20. For example Logain has a channeling strenght of 25. To have reacht his full level at level 20 he needs to starts with the weave slots a level 5 character would have.
The channeling strenght is calculated like this: 1d20. Wilders get a +5 bonus, and men gets a +5 bonus at the check, the two bonuses stack.


Strength
Level Weaves per day
0 1 2 3 4 5 6 7 8 9 10 Weave level
1 4 1 - - - - - - - - -
2 4 2 - - - - - - - - -
3 4 2 1 - - - - - - - -
4 4 3 2 - - - - - - - -
5 4 3 2 1 - - - - - - -
6 4 3 3 2 - - - - - - -
7 4 3 3 2 1 - - - - - -
8 4 3 3 3 2 - - - - - -
9 4 4 3 3 2 1 - - - - -
10 4 4 3 3 3 2 - - - - -
11 4 4 4 3 3 2 1 - - - -
12 4 4 4 3 3 3 2 - - - -
13 4 4 4 4 3 3 2 1 - - -
14 4 4 4 4 3 3 3 2 - - -
15 4 4 4 4 4 3 3 2 1 - -
16 4 4 4 4 4 4 3 3 2 - -
17 4 4 4 4 4 4 4 3 2 1 -
18 4 4 4 4 4 4 4 3 2 1 -
19 4 4 4 4 4 4 4 4 3 3 -
20 5 4 4 4 4 4 4 4 4 4 1
21 5 5 5 4 4 4 4 4 4 4 1
22 5 5 5 5 4 4 4 4 4 4 1
23 5 5 5 5 5 5 4 4 4 4 1
24 5 5 5 5 5 5 5 5 4 4 1
25 5 5 5 5 5 5 5 5 5 5 2
26 6 6 5 5 5 5 5 5 5 5 2
27 6 6 6 6 5 5 5 5 5 5 2
28 6 6 6 6 6 6 5 5 5 5 2
29 6 6 6 6 6 6 6 6 5 5 2
30 6 6 6 6 6 6 6 6 6 6 3

Weaving skill determies the DC for the channelers weave. It ranges frm 1-20 and funcions almost exactly as an usual ability. You ad the modifier to the DC.

Weaving Skill Modifier
1 +0
2 +1
3 +2
4 +2
5 +3
6 +3
7 +4
8 +4
9 +5
10 +5
11 +6
12 +6
13 +7
14 +7
15 +8
16 +8
17 +9
18 +9
19 +10
20 +10

Note: I hope you have understood my channeling system my mother language is not English and if you understood Swedish it would be a lot easier for me to write my rules. I will try to post a more complex version in a new tread (I think this system is a lot better and it doesn't make channelers to powerful).
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bmtc
Posted: Jul 10 2004, 11:39 PM
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I am afraid I don't understand swedish, but I hope you don't mind if I comment on your system.

First of all, I think it is cool... I think it is the best system I have seen yet.

Next, there are a few spots I was confused. That weave table... I did not understand it. Starting with weaves like a 5th level character? does that mean that he starts at 5th level?

finally, I want to make some suggestions. I think it might make more sense for initiates and females to get a +5 bonus to weaving skill.


And, finally, do those really represent what they claim they do?

I mean I like them, but are they named properly?

Weave skill seems like it would represent higher level on weaves that are high due to complexity, and bonuses to things like multiweave. Power Strength seems like it would be a higher level on simpler weaves that are higher due to raw power required and a higher dc to resist them.

Then again I may be interpreting it wrong.

Anyway, all in all, I think that is really cool, and if I weren't to lazy to switch from the 7th OP stat I am using now, I would use a slightly modified version of your system.
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Jahar
Posted: Jul 11 2004, 11:12 PM
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Thanks! Answer for questions: No starting with weaves as a level 5 character only gives the weaves as a level 5 character, not the hp, feats, special abilities etc.
I think your suggestion was very good and I think I will use it in my system.
And now a little better explenation on one power strength and weaving skill.

One power strength: Reprecent the strength of the channeler in the one power, for example: Egwene, Elayne and Aviendha have one power strenght 15, cadsuane is in the books really near them in strength because of that she gets 14 in one power strenght. Nynaeve in other hand is very strong and can take in a large amount of saidar so she gets a one power strenght of 22.

Weaving Skill: This reprecent how good the channeler can weave her weaves and how hard they are to resist (A more complex weave is maybee harder to counter). Generaly females are better to weave. But men have a higher one power strength.
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Two Rivers Wolfbrother
Posted: Jul 12 2004, 04:40 AM
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First of all, I agree that their primary channeling skills should be lower.
Second of all, why not just make those two new channeling abilities 3-18 abilities that have modifiers like other abilities (12=+1, etc.)?


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Jahar
Posted: Jul 12 2004, 11:34 AM
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Because it would be impossible to make it real after the books where there are maybee 50 channelers with different strength. 3 - 18 wouldn't be enough.
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Zinuk
Posted: Jul 12 2004, 12:17 PM
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Because it would be impossible to make it real after the books where there are maybee 50 channelers with different strength. 3 - 18 wouldn't be enough.

One way to get around this is to use not one new One Power stat, but 5 new stats: Air Strength, Water Strength, Spirit Strength, Fire Strength and Earth Strength.

These stats would range from 10 (unable to channel that power) to 22 (max). This gives 13*5 = 65 different strengths possible. And it allows more customisation.

For more details on how these stats interact with the rest of the system, see the AoD Netbook, which you can find here.
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