Wheel of Time

For what it's worth, a stereotypical Accepted (female 1 initiate, not exessively powergamed) probably starts out with Air and Spirit affinities, and the Healing and Elementalism Talents, as that's a lot more practical than most other combinations.

For an example of an NPC Aes Sedai from my game, look at http://groups.msn.com/WoTAdventure/characters.msnw?action=get_message&mview=0&ID_Message=56 . Lila's channeling abilities are largely in line with a stereotypical Aes Sedai, except that she knows Rend (learned from Black Ajah who was trying to kill her), though as the game progresses she'll pick up esoteric weaves like a good Brown.
 

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Thanks for the help. I ended up going with a Wilder 1/Initiate 5/Asha'man 1. Prophecies of the Dragon (the module) has rules about multi-class channelers. I'm going to have a hell of a time with madness untill 9th level when I can pick up Mental Stability. The GM allowed me to take the Travelling Talent so I have it and Elementalism...affinities are Fire, Spirit, Earth, and Air. It looks to be a pretty potent character. 8th level I will go Initiate and probably pick up Warding, 9th Asha'man and get Mental Stability.
 

I went with a fairly by-the-book set-up for my campaign (almost done, but still needs some stuff to finish it...), with one exception. Instead of using a number of spells/level/day, I went with a number of spell points a day. What that means is instead of having 6 - 0, 6 - 1, and 3 - 2, you have (6*.5 + 6*1 + 3*2 =) 12 points to use each day. Casting spells is the same , taking a number of points from the pool equal to the spell level (with the exception of 0th level spells not burning up a point with a successful check).
Thus far the players seem to have enjoyed it, and I'm planning on taking them through an interesting journey to finish it (using monsters from the various d20 books I have), ending with a confrontation with the Dark One himself.
Oh yeah, the campaign's set after the final battle between Rand al'Thor and Shai'tan, which ended with Shai'tan being sealed in this world, releasing the taint from the male half of the One Power, forcing a mass exodus into the Oriental Adventures map (Thus I allowed the OA races), and Rand al'Thor dead.
 

We had a pretty good game last night. The GM is pretty new to being one, though is a long time player and has extensive knowledge of the world (big fan of the books).

It seems like a battle between channelers is going to come down to initiative. We didn't have one, but the weave Harden Air seems brutal...failed save and your stuck and its eady to cast.

Are their any good protection weaves out there that can be tied off as you travel to help out?

Also when casting Folded Light on a person...does it move with them if they Tie Off Weave?
 


Nope. Actually, I've only ever read through the first few books of the series. I'm assuming you're asking because what I'm doing parallels eerily well what happens in the book. Right?
 





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