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Wheel Of Time Updates

 
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Tomax



Joined: 04 Jul 2003
Posts: 70
Location: Chicago

PostPosted: Tue Dec 16, 2003 1:03 am    Post subject: Wheel Of Time Updates Reply with quote

I will be running a game in the early part of 2004, picking up where I left off. I will summarize what has happen up to this point, so look for it on this forum. I also have been viewing and talking with other players on the Wizard of the Coast Wheel of Time boards, so new information concerning rules and other details will be forthcoming. I have lots of new stuff...feats, weaves, prestige classes, revised classes, templates, lost abilities...etc. Also I will be incorprating 3.5 stuff, so there will be some changes. Because of these upcoming changes and new information...I will allow you to adjust your characters as you see fit. (This is a one time only adjustment). I will talk with each of you one on one, about any adjustments you will like to make.

"The Wheel weaves as the Wheel wills" Wink
Erik
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Tomax



Joined: 04 Jul 2003
Posts: 70
Location: Chicago

PostPosted: Sat Feb 12, 2005 1:51 pm    Post subject: Wheel of Time revision Reply with quote

Wheel Of Time 3.5 revision.

Note: Well, I have made the obvious changes. I am sure that I may have missed some. If you find anything that you feel should be added or removed just let me know.

Backgrounds:
Background Feats:
Survivor: change the +2 bonus to Wilderness Lore to Survivor instand
Background Skills:
-Aiel: change Wilderness Lore to Survival
-Athaan Miere: change Intuit Direction to Knowledge (geography)
-Cairhienin: change Innuendo to Sleight of Hand
-Midlander: change Wilderness Lore to Survival

Class Descriptions:
Algai'd'siswai: Revised in Under the Dragon's Banner (UDB).
(some of the revision includes Unarmed Combat feet added, and Buckler and Def bonus stacks.)
Noble: Revised in (UDB)
Woodsman: Added ability: Wild Empathy (Ex)
Initiate and Wilder: Added Class Skill: Use ter'angreal & sa'angreal

Skills:

Remove:
Animal Empathy
Innuendo
Intuit Direction
Pick Pocket
Read Lips
Wilderness Lore

Replace with, or add:
Sleight of Hand
Survival
Use ter'angreal & sa'angreal

Healing Skill:
First Aid DC15
Long-term care DC15
Treat Disease Special
Treat Poison Special
Use Healing Balms DC15+
(Note: Healing works more or less the same as before the only change I am making is the Use of Healing Balms. Healing Balms can be use by anyone, even if they have no ranks in Healing but a character with ranks in the Healing skill can increase the effectiveness of Healing Balms. A character with ranks in Healing can double the effect of Healing Balms with a DC15. With a DC25+ healing check, the effect of Healing Balms are tripled.)

Weavesight skill:
The Weavesight skill can be use to notice and detect ter'angreals and sa'angreals (not how to use them).
Ter'angreal DC15
Ter'angreal (gender) DC35
Sa'angreal DC15
Sa'angreal (gender) DC35
(Note: It is harder, not impossible, for someone of the opposite gender to see a ter'angreal or sa'angreal designed gender specific)

Use ter'angreals & sa'angreals skill:
This is a new skill added and it can be use by either an Initiate or a Wilder only. This skills allows a channeler a chance to figure out how to use a ter'angreal or a sa' angreal. Gender specific items can never be used/nor can their function be identified by members of the opposite gender.
Ter'angreal (common) DC20
Ter'angreal (Rare) DC30
Ter'angreal (Unique) DC35+
Sa'angreal (common) DC25
Sa'angreal (Rare) DC35
Sa'angreal (Unique) DC40+

Skill Synergies:


Bluff: +2 to Sleight of Hand checks
Craft: +2 to related Appraise checks
Handle Animal: +2 to Ride checks
Handle Animal: +2 to Wild Empathy check (Woodsman only)
Jump: +2 to Tumble checks
Knowledge
(Arcana): +2 to Weavesight (Initiate & Wilders only)
(Arcana): +2 to Use ter'angreal & sa'angreal (Initiate & Wilder only)
(Architecture &
Engineering): +2 Search checks
(Blight): +2 Survival checks in the Blight
(Dungeoneering): +2 to Survival checks underground
(Geography): +2 to Survival checks
(History): +2 to Search checks
(Local): +2 to Gather Information checks
(Nature): +2 to Survival checks above ground
(Nobility & Royalty): +2 to Diplomacy checks
(Age of Legends): +2 to Invert Skill (lost skill)
(Age of Legends): +2 to Use ter'angreal & sa'angreal
Search: +2 to Track feat (Survival)
Sense Motive: +2 to Diplomacy checks
Survival: +2 to Knowledge (Nature) checks
Tumble: +2 to Balance checks
Use ter'angreal &
sa'angreal: +2 to Weavesight to detect ter'angreals & sa'angreals
Use Rope: +2 to Climb checks with ropes
Use Rope: +2 to Escape artist checks

Feats Removed: Ambidexterity

Feats Added:
Acrobatic
Agile
Athletic
Improved Feint
Deceitful
Deft Hands
Diehard
Improved Grapple
Deflect Arrows
Snatch Arrows
Stunning Fist
Investigator
Spirited Charge
Negotiator
Manyshot
Improved Precise Shot
Improved Bull Rush
Improved Overrun
Improved Sunder
Rapid Reload
Self Sufficient
Improved Shield Bash
Tower Shield Proficiency
Stealthy
Two-Weapon Defense
Greater Two-Weapon Fighting
Greater Weapon Focus
Greater Weapon Specialization

Notes: Remember there are more general feats, lost feats, and background feats, classes, background options, prestige classes, new weaves, templates, etc in the web book “Under the Dragon's Banner” see me or Bry (I think he printed a copy) for more information about it. As always let me know if you have any questions.

Erik
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eightball



Joined: 15 Feb 2004
Posts: 70

PostPosted: Sun Jul 03, 2005 12:59 pm    Post subject: when Reply with quote

When are you running this game!!!!!!!!!!!!!!!!!!!!!
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