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Entropos

Players Guide

Entropos
Players Guide
Page 2

Table of Contents
Table of Contents ........................................................................................................................................................... 2 Introduction .................................................................................................................................................................... 3 A note for the reader....................................................................................................................................................... 3 Chapter 1: Backgrounds ................................................................................................................................................. 4 Andoran ..................................................................................................................................................................... 4 The Black Hills and the Caralain Grass .................................................................................................................... 4 Far Madding .............................................................................................................................................................. 4 Illuminator ................................................................................................................................................................. 5 Mayene ...................................................................................................................................................................... 5 Tuathaan ................................................................................................................................................................... 6 Chapter 2: Classes .......................................................................................................................................................... 7 Algaidsiswai............................................................................................................................................................ 7 Daidore ..................................................................................................................................................................... 9 Noble ....................................................................................................................................................................... 11 The Channeling Classes .......................................................................................................................................... 13 Channeling Ability.............................................................................................................................................. 13 Strength in the One Power .................................................................................................................................. 13 Affinities and Talents ......................................................................................................................................... 14 Multiclassing between Initiate and Wilder ......................................................................................................... 15 Chapter 3: Prestige Classes .......................................................................................................................................... 16 Background Prestige Classes................................................................................................................................... 16 Aiel Spear Dancer............................................................................................................................................... 16 Captain of the Tower Guard ............................................................................................................................... 17 Defender of the Stone ......................................................................................................................................... 18 Illianer Companion ............................................................................................................................................. 20 Master Illuminator .............................................................................................................................................. 21 Master Treesinger ............................................................................................................................................... 23 Order of the Rose................................................................................................................................................ 25 Queens Guard of Andor .................................................................................................................................... 26 Two Rivers Archer ............................................................................................................................................. 28 Channeling Prestige Classes.................................................................................................................................... 29 Aes Sedai ............................................................................................................................................................ 29 Wisdom............................................................................................................................................................... 32 General Prestige Classes.......................................................................................................................................... 33 Dreamwalker....................................................................................................................................................... 33 Hand of the Light................................................................................................................................................ 35 NaiShan ............................................................................................................................................................. 37 Scholar ................................................................................................................................................................ 38 Scout ................................................................................................................................................................... 40 Veteran of the Blight .......................................................................................................................................... 41 Whitecloak .......................................................................................................................................................... 43 Chapter 4: Feats............................................................................................................................................................ 45 New Feats ................................................................................................................................................................ 46 Lost Ability Feats .................................................................................................................................................... 50 Chapter 5: New Weaves ............................................................................................................................................... 51 Final Words .................................................................................................................................................................. 52

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Introduction
Entropos is a variation on the world of the Wheel of Time series, including some ideas of my own. Since it is a little more complicated than your usual world, the character creation guidelines require a little bit more in-depth analysis than they normally would. I am assuming that anyone who reads this has at least a general knowledge of how D&D 3rd Edition, or more specifically, the D20 system, functions. If this is not so, talk to me and Ill help you through everything. Anyway, here it is: the world of Entropos. I hope you enjoy. --Gray Kanarek

A note for the reader


This Players Guide is meant to be a supplement to the Wheel of Time RPG book published by Wizards of the Coast. The information in this document supersedes that in the RPG sourcebook; I will be including only things that are new or have changed. There are also a large number of new weaves which I havent taken the time to write out into this Guide, but will be collated later. If you are playing a channeler and are interested, let me know and I will tell you some of them.

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Players Guide
Chapter 1: Backgrounds
The following are new backgrounds, to be used in addition to the backgrounds in the Wheel of Time RPG Campaign Setting (WoTRPG). Page 4

Andoran
This background replaces the Midlander background from the WoTRPG. It is otherwise identical.

The Black Hills and the Caralain Grass


Though most of these lands are completely abandoned since nations stopped laying claim to them, some few people still live in the Caralain Grass and Black Hills. Personality: Most of the people who inhabit these lands are farmers too stubborn and self-sufficient to give up and move on, outlaws or exiles in hiding, or woodsmen and hermits setting themselves apart from the world. They are subject to no governments and live by no laws but those they make for themselves. Physical Description: These people are varied in appearance, perhaps even unique in that some are remnants of populations absorbed by larger groups long ago. They may appear to be normal citizens of any nation, however, only different at heart. For the most part, however, they resemble Borderlanders -most being dark haired, though certainly not all, light skinned, and having widely varied eye color. Relations: These people have no common front and no structured relations with outsiders. Everything is up to the individual. It's every man for himself. Those from nations within the Westlands would likely feel superior to someone from one of these unclaimed lands and assume that such a person was uncultured, uneducated, and unversed in the ways of the world. Adventurers: The people of the Caralain Grass and the Black Hills rarely become adventurers. The few that do choose the path of the adventurer often lean toward the Woodsman and Wanderer classes. Bonus Skills: Handle Animal, Hide, Move Silently, Wilderness Lore. Background Feats: Luck of Heroes, Bullheaded, Survivor.

Far Madding
Far Madding is all that remains of a nation that has fallen. The city itself is a bustling center of trade and possibly the safest city in the Westlands for it. A great ter'angreal cuts off access of channelers to the True Source before they even enter the city and detects their attempts to touch it once inside the city. At the gates visitors are made to register and their swords are sealed with the "peace bond" (made of wax, wires, and lead which must be visibly broken to remove the weapon) or left there for keeping if the traveler intends to leave by the same gate they came in. The penalty for a broken peace bond as for many other things is flogging or fines. Personality: Society is dominated by women. Men are expected to obey their wives or lovers and women carry out most trade and governing. Physical Description: The people of Far Madding are largely tall with dark eyes. Both men and women wear their hair long. Women prefer to pull their hair up on top of their heads and decorate it with silver and gold ornaments while men prefer simply to pull it back from their faces with clips and pins. Relations: Far Madding is a great center of trade in the Westlands. Though most nations do not find it necessary to court the favor of the city state, their merchants are welcome within its gates. One exception to this is its relations with the White Tower. Though the Council in Far Madding treats Aes Sedai civilly they and even their common people see no reason to be courteous or helpful to Aes Sedai within the rage of the ter'angreal which (as far as they can see) protects their city and people from influence of the One Power.

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Adventurers: The people of Far Madding rarely become adventurers. The few that do choose the path of the adventurer often lean toward the Wanderer class. Bonus Skills: Appraise, Craft (any), Diplomacy, Sense Motive. Background Feats: Mercantile Background, Smooth Talk, Wealth, Bullheaded.

Illuminator
Illuminators are a very secretive group of Taraboners who hold the secrets of creating illuminations, or fireworks. Every member is a Taraboner, and only those born into the guild possess the knowledge required to create fireworks. On very rare occasions, a guild member will marry someone outside of the guild. Personality: Illuminators are very secretive and, aside from those that perform fireworks displays or sell the guilds smaller fireworks, are rarely seen outside their chapterhouses. Illuminators, even rogue ones, never reveal their secrets. Physical Description: Illuminators appear like Taraboners, only they rarely mask their faces. Many women wear their hair with a multitude of tiny braids. Relations: The Illuminators are highly secretive. They routinely sell their smaller fireworks and will, from time to time, offer displays of their larger creations, but will never sell the more powerful fireworks. Those fireworks that they are willing to sell are usually extremely expensive and always come with a warning against trying to open the device, as they might go off (which is true, but highly unlikely). Illuminators and their displays are highly sought by nobility, who can generally afford the high fees charged by the Illuminators Guild. A small village is lucky to see a fireworks display maybe once a generation. Due to the rarity of the items they sell, Illuminators tend to have the potential for a lot of political power and favors. Anyone caught on the grounds of a chapterhouse has a greater than average chance of being killed, and any Illuminator that goes rogue is considered to have a death sentence on them by the guild. Lands: The Illuminators have two chapterhouses, the main one in Tanchico and a second in Cairhien. Adventurers: Illuminators rarely become adventurers. The few that do choose the path of the adventurer often lean toward the Armsman Class (for guards) or the Wanderer class. Bonus Skills: Craft (Fireworks), Knowledge (Illuminations), Diplomacy, Innuendo. Background Feats: Artist, Cosmopolitan, Master Illuminator, Mercantile Background.

Mayene
Mayene lies south of the Drowned lands, a swampy jungle filled with venomous snakes, large rodents, and other unusual and dangerous beasts. Personality: Their proud heritage as a safe haven relatively untouched by the wars that raged from time to time in the Westlands gives Mayeners great pride as a people. They are wary of Tairens, and highranking nobles (especially the First) are well trained in Daes Dae'mar and self-defense. Physical Description: They are fair skinned, and of normal height with dark straight hair. Eye color may vary. Relations: This city state has been claimed by Tear, though not rightfully. It controls oilfish shoals which Tairens covet and Tear has made many attempts to invade or annex Mayene, all ending unsuccessfully. Otherwise trade relations keep Mayene on good terms with most of the Westlands. Mayene is ruled by a Lord or Lady known as the First of Mayene, who is always (if truly a legitimate First) a descendant of the original First of Mayene -- a man who claimed to be the grandson of Artur Hawkwing. Adventurers: Mayeners often become adventurers. They favor the Armsman class as the Winged Guards that are the proud defenders of Mayene but often enough take the other paths presented to them and have no class restrictions. Bonus Skills: Diplomacy, Escape Artist, Listen, Sense Motive.

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Background Feats: Mercantile Background, Negotiator, Living History, Seductive.

Tuathaan
The Tuathaan are a wandering folk who travel and live in wagons and follow a totally pacifistic lifestyle, known as the Way of the Leaf. Tinkers are easily recognized by their garishly bright and clashing clothes and equally garish and clashing wagons. They are great lovers of music, song and dancing, though their dances scandalize most women, and many men. Things mended by Tinkers are often better than new. Still, they are shunned by most village folk for their strange lifestyle and rampant rumors that they steal children and corrupt youths. Background Feats: Seductive, Cosmopolitan, Strong Soul, Dodge Background Skills: Perform, Handle Animal, Craft (any), Wilderness Lore Way of the Leaf: Tuathaan receive no weapon or armor proficiencies, regardless of their class and are forbidden from performing violence. Any Tuathaan who breaks this restriction becomes a Lost One, outcast from their culture. Lost Ones are treated as Infamous when dealing with other Tuathaan. Crafter: Tuathaan are gifted craftsmen, they receive a +2 competence bonus to any one Craft skill.

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Chapter 2: Classes
The Daidore class presented here is new, to be used in addition to those presented in the book. The other classes are updated versions, which replace those in the book.

Algaidsiswai
The following are changes to the algaidsiswai class. Class Skills: the algaidsiswais class skills are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Tumble (Dex), and Wilderness Lore (Wis). Hit Die: d8. Base Attack Bonus
+1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Fort Save
+1 +2 +2 +2 +3 +3 +1 +1 +1 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Def Bonus
+4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 +13 +13 +14

Rep Score
0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7 8

Special
Fast Movement, Hand Fighting (Flurry, 1d6), Hardiness, Jietoh Dance the Spears +2, Uncanny Dodge Partial Armor Compatibility Stealthy Movement Improved Uncanny Dodge Hand Fighting (1d8) Dance the Spears +4, Trackless Step +2 Trap Sense +1 Hand Fighting (1d10) Trap Sense +2 Dance the Spears +6, Trackless Step +4 Hand Fighting (1d12), Trap Sense +3

Trap Sense +4 Dance the Spears +8, Trackless Step +6

Class Features: All of the following are class features of the algaidsiswai.
Weapon and Armor Proficiency: An algaidsiswai is proficient with the dagger, Aiel spear, and Aiel shortbow. Algaidsiswai despise swords, and will not generally even touch them. For this reason, algaidsiswai gain no experience from encounters in which they use swords. Algaidsiswai do not wear armor and do not start with armor proficiencies except Shield Proficiency (Aiel Buckler). When

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wearing armor other than an Aiel Buckler, an algaidsiswai loses all class abilities and gains no experience points. Fast Movement: The algaidsiswai has a speed faster than the norm for his race by +10 feet (making it 40 feet for human algaidsiswai). Hand Fighting: Algaidsiswai are known for their ability to fight without weapons. An algaidsiswai fighting unarmed gains the benefit of the Improved Unarmed Strike feat and thus thus does not provoke attacks of opportunity from armed opponents. He may choose to deal regular or subdual damage at no penalty, and can also make a critical hit (20/x2) while dealing regular damage. His unarmed damage is given in the table above. An algaidsiswai's unarmed attacks may be with either fist interchangeably or even from elbows, knees, and feet. In addition, an algaidsiswai making a full attack action may make one extra attack at his full base attack bonus; however, this and all subsequent attacks in the round receive a -2 penalty to the attack roll. He may use this ability when fighting unarmed, or with a dagger or Aiel spear. Hardiness: Algaidsiswai have nearly unstoppable endurance. An algaidsiswai gains the benefit of the Endurance feat, even if he does not meet the prerequisites. Jietoh: Algaidsiswai follow a strict code of honor. An algaidsiswai who breaks this code may not advance in this class until having served a year and a day as gaishain. Ji'e'toh determines all interactions in Aiel life; fighting, housing, even intimate relationships and marriage. The term is from the Old Tongue and means, literally, honor and obligation. The Aiel developed it in response to the harsh conditions of the Threefold Land, needing a strict system of discipline and method to promote personal integrity in order to survive in the inhospitable terrain. Ji is honor, and toh is obligation. The greatest ji comes from touching an enemy in battle without killing him. This incurs a great deal of toh, and the person who is touched usually becomes gai'shain, which in the Old Tongue means "pledged to peace in battle." A gai'shain serves his or her captor for a year and a day, touching no weapon, doing no battle, and wearing only white. A Wise One, blacksmith, woman with a child, or a child under the age of ten may not be made gai'shain. The least amount of ji comes from killing an enemy, as the Aiel believe that killing is easier than leaving an enemy alive. Toh is met in various fashions from service, to humility, to beatings. Although toh is met when the one who requires it says 'this person has no toh to me,' the one who incurs the toh implicitly sets the amount required. Of the various ways to meet toh, the one that incurs the least ji is purchasing with money or valuables. Dance the Spears: The algaidsiswai fighting style emphasizes speed, agility, maneuverability, and reflexes. At 2nd level, an algaidsiswai receives a +2 bonus on initiative checks. This bonus increases to +4 at 8th level, +6 at 14th level, and +8 at 20th level. Uncanny Dodge: Starting at 2nd level, the algaidsiswai gains the extraordinary ability to react to danger before his senses would normally allow him to. He retains his Dex bonus, if any, to AC regardless of being caught flat-footed or being struck by an invisible attacker. (He still loses his Dex bonus to AC if immobilized). Partial Armor Compatibility: Algaidsiswai are well trained in the use of the Aiel buckler. Beginning at 3rd level, an algaidsiswais Defense bonus from class levels and the bonus granted by an Aiel buckler stack with each other. Stealthy Movement: An algaidsiswai of 4th level or higher may add their Reflex save bonus to all Hide and Move Silently checks. Improved Uncanny Dodge: At 5th level, the algaidsiswais ability to react to danger improves. He can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This denies the wanderer the ability to use a flank attack to sneak attack the algaidsiswai. The exception to this defense is that a wanderer at least four levels higher the algaidsiswai can flank him (and thus sneak attack him).

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Trap Sense: At 12th level, the algaidsiswai gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 bonus to AC against attacks by traps. This bonus improves by +1 every three levels of algaidsiswai he attains.

Daidore
The graceful warrior moves swiftly and surely through the battlefield, as if dancing with his opponents. This is the Daidore, the battle dancer in the common tongue. Daidore are among the greatest warriors in the known world, shunning armor and encumbrance for speed and mobility, they glide through combats with fluid motions that are no less deadly for their dark beauty. They can also be some of the basest and lowest individuals, still undoubtedly skilled, but using that skill for their own profit or even for the furtherance of the Dark Ones plans. Alternately, they can also be the noblest of men, using their abilities to further the cause of the Light and strike out against oppression and evil, often willing to die for their beliefs. Adventures: Most Daidore consider adventuring to be their profession. Whether it is as a mercenary, a lone warrior wandering the Westlands, a bodyguard, champion to a noble, or a member of some military force, fighting and dying is what they do. Some Daidore are paid by those who employ them, some do what they do for the love of it, whether that is love for battle itself, or simply attaining great skill with their chosen weapon. In either case, the Daidore will find that adventure and excitement are often a part of their lives until the time of their death. Characteristics: Daidore are excellent in combat as they are dangerous and deadly fighters. They do not have the raw speed of Algaidsiswai, nor the all around training of an Armsman, but they are focused at what they do and can readily learn some of the tricks and fancy maneuvers associated with high level skill at fighting. They will tend to specialize in one or two specific weapons and become masters of these; the most frequent choice is the sword. In fact, most Blademasters were originally Daidore. They use their Dexterity and speed to move gracefully in combat, tumbling past their opponents and springing up to gain the best position to strike a killing blow. They are as at home fighting multiple combatants as they are in one on one duels. Origin: Daidore can become as they are through many different ways. They may have learned their trade through formal training in some nobles house or in the military, although most armed forces in the Westlands tend to train people as armsmen, or they may have taught themselves. They may be following in the footsteps of many before them or have chosen their path so as to stand out from the norm and make something more of themselves than a simple fisherman or farmer. Whatever the reasons, unless they were trained by the same people Daidore are unlikely to feel any special bond to others of their kind. They will undoubtedly recognize others of their class from their demeanor and stance, but will have no kinship with them. They will, however, generally respect one of their own. Background: Daidore can be from almost any background, although an Aiel is far more likely to become an Algaidsiswai than a Daidore. An Ogier of this class is virtually unheard of. A Daidore is far more likely to be self taught or trained by a single mentor than an Armsman, so their nation of origin is completely variable. They are not likely to be a member of one of the armed forces and are far more likely to be a rogue Wanderer, mercenary, or someone in the employ of a noble. Still, where war and fighting is common, there a Daidore is most likely to take up arms. The constant fighting along the Blight in the Borderlands and the frequent wars and battles between Tear and Illian and Tarabon and Arad Doman has produced many Daidore from those backgrounds. Examples of Daidore in the Wheel of Time Novels: Aram, Birgitte, Rand alThor, Tam alThor, Toram Riatan Game Rule Information: Daidore have the following game statistics:

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Abilities: Dexterity is the Daidores main forte and is the main ability that they rely on in combat and is also important due to the benefits to Defense that it provides. Strength is also important to them as it dictates melee bonuses to hit and damage and their lack of armor means that a good Constitution is also advisable. Some of the Daidores more important skills rely on Wisdom. Hit Dice: d10. Class Skills: The Daidores class skills (and the key abilities for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Tumble (Dex). Skill Points at 1st Level: (4 + Int modifier)x4. Skill Points at Each Additional Level: 4 + Int Modifier.

Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus


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

Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Def Bonus
+3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11

Rep Score
0 1 1 1 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7 8

Special
Dodge Bonus feat Improved Weapon Finesse Uncanny Dodge Weapon Specialization Bonus feat Improved Uncanny Dodge Bonus feat

Bonus feat

Bonus feat

Class Features: All of the following are class features of the Daidore.
Weapon and Armor Proficiency: Daidore are proficient with simple weapons and light armor. They are not proficient with medium or heavy armors or shields. Also, at character creation, they may select three martial weapons that they are proficient in. These are the weapons in which their training has focused and in which they are most skilled. Note that some armor types incur penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a 1 penalty for every 5 pounds of armor and equipment carried. Dodge: At 1st level the Daidore gains the Dodge feat as a bonus feat. This is in addition to the feat that any 1st level character gets. Bonus Feats: At 3rd level and every 4 levels thereafter (6th, 10th, 14th and 18th),the Daidore gets a bonus feat. These feats must be drawn form the following list: Blind Fight, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Reflexes, Exotic Weapon Proficiency*, Improved Critical*, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency*, Mobility (Spring Attack), Mounted Combat (Mounted Archery, Trample, Ride By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Sunder), Quick Draw, Two-Weapon Fighting (Improved Two-

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Weapon Fighting, Two-Weapon Defense), Weapon Finesse, Weapon Focus*, Weapon Specialization*. Some of the bonus feats available to a Daidore cannot be acquired until the Daidore has one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A Daidore can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A Daidore must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. Important: These feats are in addition to the feat that a character of any class gets every three levels. The Daidore is not limited to the list given here when choosing those feats. Improved Weapon Finesse: At 3rd level, the Daidore can select one light or one-handed weapon that he is proficient with and apply the Weapon Finesse feat to this weapon; he may also choose the quarterstaff. He can do this even if the weapon does not normally allow for weapon finesse. Uncanny Dodge: Starting at 4th level, the Daidore gains the extraordinary ability to react to danger before his senses would normally allow him to. At 4th level and above he retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to Defense if immobilized.) Weapon Specialization: On achieving 5th level or higher, as a feat, the Daidore may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The Daidore must have Weapon Focus with the weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 ft., because only at that range can the Daidore strike precisely enough to hit more effectively. The Daidore may take this feat as a bonus feat or as a regular one. Other classes may not take Weapon Specialization as a feat unless so noted in their descriptions. Improved Uncanny Dodge: At 8th level, the Daidore can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a Wanderer or Thief-taker the ability to use a flank attack to sneak attack the Daidore. The exception to this is that a Wanderer or Thief-taker at least four levels higher than the Daidore can flank him (and thus sneak attack him).

Noble
This is an updated version of the Noble class from the WoTRPG. Class Skills: The nobles class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Innuendo (Cha), Intimidate (Cha), Knowledge: Varies (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), and Speak Language (None). They get (4+ Int modifier) x 4 Skill Points at 1st level, and 4 + Int modifier Skill Points per level after that. Hit Die: d8. Class Features: All of the following are class features of the noble.
Weapon and Armor Proficiency: The noble is proficient in the use of all simple and martial weapons, light armor, and shields. Note that some skill checks have armor penalties. Favor: The Noble has the ability to call in favors from those she knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. To call in a favor, the Noble makes a favor check. Roll a d20 and add the characters favor bonus plus Charisma bonus. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The Noble may not take 10 or 20 on this check, nor can she retry the check for the same (or

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virtually the same) favor. A Noble may try to call in a favor a number of times in a game week equal to half her Noble levels, rounded down (minimum of one).

Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus


+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Def Bonus
+3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11

Rep Score
3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13

Special
Favor +1 Inspire Confidence Favor +2, Resource Access Coordinate +1 Bonus Feat Favor +3 Coordinate +2 Bonus Feat Inspire Greatness Favor +4 Coordinate +3 Bonus Feat Favor +5 Coordinate +4 Bonus Feat Coordinate +5

Inspire Confidence: At 2nd level, the Noble may use oratory to inspire confidence in allies. The Noble must speak for at least 1 round, with the effect lasting for 5 rounds. The Noble can inspire a number of allies equal to half her Noble levels, rounded up. An ally inspired with confidence gains a +2 moral bonus on saving throws and a +1 moral bonus on attack and weapon damage rolls. The Noble cannot inspire confidence in herself, only her allies. Resource Access: With this ability, the Noble has access to an array of resources (usually from family, influential friends or patrons). Once per day, the noble can make a Charisma check to use those resources during the adventure. The value of the resources gained equals the Nobles class level multiplied by the result of the Charisma check, multiplied by 20. These resources can take almost any form the Noble wishes (within reason) and are hers to do with as she pleases. She can give them away, or sell them as she sees fit. The resources gained arrive in the Nobles possession 1d8 hours after she makes the check. These resources must be reasonably available. Should the Noble attempt to access resources in a more rural environment, such as the countryside, the value multiplier is reduced to 10. While inan area controlled by unfriendly forces, the value multiplier is reduced to 5. Resource access tends to be monetary, whereas favors tend to be benefits that cant necessarily be measured in coin. Coordinate: A Noble has a knack for commanding groups and getting people to work together. When a Noble can aid others and give directions, she provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as the Noble gains levels. This bonus cannot be used to assist in combat. Bonus Feat: Nobles may pick a bonus feat from the following list (must meet prerequisites). Dodge, Exotic Weapon Proficiency, Fame, Heroic Surge, Improved Initiative, Influence, Iron Will, Mounted Combat (Trample, Ride-By Attack, Spirited Charge), Persuasive, Sharp Eyed, Skill Emphasis, Trustworthy, Weapon Finesse, Weapon Focus.

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Inspire Greatness: Beginning at 11th level, a Noble can inspire greatness in an ally, granting extra fighting capability. This works in a fashion similar to inspire confidence, except it affects but a single ally. An ally inspired to greatness gains +2d6 temporary hit points, a +2 competence bonus to attacks, and a +2 morale bonus to saving throws. The effects last for 5 rounds. The Noble can inspire greatness once per day, and for every three Noble levels attained beyond 11th level, the Noble can inspire greatness in one additional ally. The effects of inspire greatness stack with inspire confidence.

The Channeling Classes


In this section I will describe the changes I have made to the way the channeling system works. Channeling Ability
Before a character can take any levels in a channeling base class (either initiate or wilder), they must have the inborn ability to channel. Unlike other magic systems, a character cannot take levels of channeling classes with impunity not only is the ability to channel inborn, but other channeling characters, including NPCs, are able to sense the ability in one who can channel, even before they know it themselves. This is reflected in the addition of two new feats, which are only available at first level. The feats themselves will be described in Chapter 4: Feats, but here I will describe the mechanism for determining which, if either, of the feats a character can get. The ability to channel is rare. Even more rare is the inborn spark that will force someone to touch the Source whether they want to or not. However, it is definitely possible that someone will have the ability to channel and not know it. Thus, all rolls for assigning channeling ability will be made by the DM. To take any levels in the Wilder class, a character must have the Inborn Spark feat; to take levels as an Initiate, a character may have either the Inborn Spark feat or the Latent Channeler feat. Upon character creation, the DM will make a roll for each character to see if they have either the Latent Channeler or Inborn Spark feat. There is a base 3% chance of having the Inborn Spark feat, which increases by 1% for each point of Wisdom and Charisma above 16 that a character has; for Latent Channeler, there is a separate 12% base chance, which is increased by 1% for each point of Intelligence and Wisdom above 16. For example, Torzan the Woodsman has Int 17, Wis 18, Cha 14. He has a 3%+2% = 5% chance of having the Inborn Spark feat, and a 12%+2%+1% = 15% chance of having the Latent Channeler feat. The DM rolls percentiles - if he rolls 96-100, Torzan has Inborn Spark, and if he rolls 81-95, Torzan has Latent Channeler. If he rolls below 81, Torzan does not have the ability to channel. If, at character creation, a player knows that s/he wants to play a channeler, the rules are slightly different. The percentages are calculated as above, but then the ratio of the two percentages is used, rather than the percentages themselves. For example, if Torzans player knew that he wanted Torzan to be able to channel, then since Torzans percentages were in the ratio of 3:1, Torzan would have a 75% chance of having Latent Channeler, and a 25% chance of having Inborn Spark. Note that whether or not you want to have the ability to channel is not a decision to be made lightly. As is noted above, channeling ability can be sensed by other channelers, so if you have one of those two feats, others will know and there will be in-game consequences.

Strength in the One Power


Not only can channelers sense the ability to channel in others, but they can also sense the relative strength. Not everyone who can channel is of equal power, no matter how many levels of a channeling class they have taken strength and skill are not the same. Levels in a channeling class represent skill and experience with using the One Power; the Power Strength rating determines, appropriately, strength in the One Power. However, a channeler who never uses their ability will never reach their full potential.

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Thus, a characters actual Power Strength begins at 40% of their full Strength rating, and increases by 10% for every level of channeling classes that the character takes beyond the first. Power Strength is determined by another DM roll. For each character with the ability to channel, the DM will roll 3d10 and add twice the characters Wisdom modifier; he will also add twice the characters Intelligence modifier (for someone with the Latent Channeler feat), or three times the characters Charisma modifier (for someone with the Inborn Spark feat). If the character is male, he will the multiply the result by 1.5. For example, Torzan has Int 17, Wis 18, Cha 14, and the Latent Channeler feat. The DM rolls 3d10 and gets a 15; he then adds twice Torzans Wisdom modifier and twice his Intelligence modifier, resulting in a score of 29. He then multiplies by 1.5 (rounding down) for a total Power Strength of 43. Power Strength represents both how much of the One Power a channeler can draw at one time, and also how much a channeler can draw over the course of a day without becoming fatigued. Rather than granting bonus weaves due to high ability scores, bonus weaves are granted for a high Power Strength, as per the following table (note that this is based on effective Power Strength, modified as above for channeler level). In addition, Power Strength governs how powerful the weaves are that you cast. All numeric aspects (area of effect, duration, damage, etc.) of a weave will be scaled by an amount equal to the channelers Power Strength score divided by an average Power Strength score (to be determined by the DM at a later date). Score
1-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-100

0th
1 -------------------

1st
-1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5

2nd
--1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5

3rd
---1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4

4th
----1 1 1 1 2 2 2 2 3 3 3 3 4 4 4

5th
-----1 1 1 1 2 2 2 2 3 3 3 3 4 4

6th
------1 1 1 1 2 2 2 2 3 3 3 3 4

7th
-------1 1 1 1 2 2 2 2 3 3 3 3

8th
--------1 1 1 1 2 2 2 2 3 3 3

9th
---------1 1 1 1 2 2 2 2 3 3

Affinities and Talents


There has been a significant change to how Affinities and Talents are chosen. In both cases an element of randomness has been added, to more closely match the Wheel of Time books characters never had a choice about their Affinities or Talents, they simply had the ones they had. Affinities are chosen by a roll on the following table. Each channeler begins with one Affinity, and can gain more by taking the Extra Affinity feat. Each time the character gains an Affinity, roll on the table, rerolling any result of an Affinity that he or she already has. For example, when Torzan takes his first level of initiate, he rolls a d20, with a result of 9, so Torzan has the Fire Affinity. Torzan later takes

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the Extra Affinity feat, and rolls again on the table, with a result of 20. He rolls twice more, getting a 7 (which he re-rolls for a 3) and a 17, and so discovers that he has the Earth and Air affinities. Affinities
Roll (d20) 1-5 6-10 11-15 16-17 18-19 20 Male Channeler Air Earth Water Fire Spirit Spirit Earth Air Fire Water Roll twice again on this table, ignoring another roll of 20. Female Channeler

Each channeler also begins with one Talent of their choice; Talents after the first (gained via the Extra Talent feat) are rolled randomly. In both cases the Talents available to the character are based on what Affinities they have, according to the following table; lost Talents (and weaves) are given at the DMs discretion, separate from feats or character creation. A channeler must have at least one of the Affinities associated with a Talent to gain that Talent; for each additional associated Affinity, the probability of gaining that Talent Talent Affinities increases by one step. For example, Cloud Dancing Air, Water Torzan has the Fire Affinity; his first Conjunction Air, Earth, Spirit Talent he chooses to be Elementalism. Earth Singing Earth, Fire Later, he takes the Extra Talent feat Elementalism Air, Earth, Fire, Spirit, Water and rolls randomly; he has the Fire, Healing Air, Spirit, Water Earth, and Air Affinities, so he will Illusion Air, Fire, Spirit roll between Cloud Dancing (1 Warding Air, Earth, Fire, Spirit, Water chance), Conjunction (2 chances), Lost Talents Earth Singing (2 chances), Healing (1 Align the Matrix Air, Earth, Fire chance), Illusion (2 chances), and Balefire Air, Earth, Fire, Spirit, Water Warding (3 chances), and Roll Twice (1 chance always). He rolls a d12 and Making Air, Earth, Spirit gets a 12, so he rolls twice again (5 Traveling Air, Earth, Spirit and 9) gains the Earth Singing and Warding Talents.

Multiclassing between Initiate and Wilder


The rules for multiclassing between wilder and initiate are as follows: You may only multiclass from Wilder to Initiate; you may not multiclass from Initiate to Wilder. A multiclass Wilder/Initiate has the benefits of and penalties of both classes- for example, the Initiates Weavesight bonus and the Wilders ability to discover new weaves as well as the Wilders block. S/he has weaves-per-day as an Initiate of level equal to the sum of all channeling class levels.

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Chapter 3: Prestige Classes


This chapter presents updates and additions to the prestige classes presented in the WoTRPG. The prestige classes have been organized into three categories: Background, Channeling, and General.

Background Prestige Classes


Aiel Spear Dancer These fast and agile warriors are the epitome of the Algaidsiswai and are the pinnacle of the Aiel warrior. Clad in their shoufa and cadinsor, these warriors strike quickly and then softly fade back into the terrain. In order to become a Spear Dancer, the character can be of any society, but must be picked by another Spear Dancer. The mentor usually watches a young warrior (or maiden), looking for the dedication and mindset required. They are looking for others who have the strength, skill, and desire to become a living weapon, not for clan or sept, but for the sheer joy of the Dance of the Spears. Hit Die: d10 Requirements: To qualify to become a Spear Dancer, a character must fulfill the following criteria:
Base Attack Bonus: +7 Skills: Run 5 ranks, Hide 5 ranks, Move Silently 5 ranks Feats: Combat Expertise, Dodge, Weapon Focus (Aiel spear). Special: Dance the Spears class ability. Special: Must have been selected by another Spear Dancer.

Class Skills: The Aiel Spear Dancers class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Chr), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Int), Search (Int), Tumble (Dex), Run (Con), and Wilderness Lore (Wis) Skill Points at Each Level: 4 + Int modifier.

Level
1 2 3 4 5 6 7 8 9 10

Base Attack Bonus


+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bonus
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Rep Gain
+1 +0 +1 +0 +1 +0 +1 +0 +1 +0

Special
Mobility Bonus Feat Sand in the Wind Bonus Feat Spring Attack Bonus Feat Moving Target Storm of Spears

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Weapon and Armor Proficiency: Spear Dancers do not gain additional proficiency with weapons or armor. Mobility: A Spear Dancer gains Mobility as a bonus feat. Bonus Feat: At 2nd, 5th, and 8th level, an Aiel Spear dancer may choose a bonus feat from the following list: Blindfight, Combat Reflexes, Endurance, Great Fortitude, Improved Initiative, Improved Critical, Iron Will, Power Attack, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Quick Draw, Two- Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Defense, Run, Weapon Focus, Weapon Specialization. Sand in the Wind: While fighting, the Spear Dancers constant movement and rapid changes of direction serve to confuse his opponent so that they lose track of his exact location from moment to moment. A Dancer of 4th level or higher gains the benefit of one-half concealment (20% miss chance) when fighting defensively or using Combat Expertise to take at least a -2 penalty to attack. If the Dancer uses the full defense combat option or takes at least a -4 penalty with Combat Expertise, he gains threequarters concealment (30% miss chance). He loses this benefit whenever he loses his Dexterity bonus to AC. Spring Attack: At 7th level, a Spear Dancer gains Spring Attack as a bonus feat. Moving Target: If a Spear Dancer of 9th level or higher moves more than 5 ft. during his combat action, he gains a +4 dodge bonus to his Armor Class until his next action. Note that unlike other bonuses, dodge bonuses stack with each other. Storm of Spears: Upon reaching 10th level, a Spear Dancer may, once per day as a full round action, make one melee attack with an Aiel Spear at his full base attack bonus against an opponent within 5 feet. He then continues to make attacks against opponents within 5 feet, and may move up to 5 feet between targets. This action continues until there are no more targets within range.

Captain of the Tower Guard Forming the core of the Tar Valon guards, the Captains Of The Tower Guard are the elite among the ranks of the Tar Valon armed forces, whom have proved themselves extremely capable warriors in war, being skilled in both the use of sword and bow. They formed the main lines during the siege of Artur Hawkwings host and proved excellent fighters by keeping his forces at bay. Hit Die: d10 Requirements: To qualify to become a Captain of the Tower Guard, a character must fulfill the following criteria:
Base Attack Bonus: +6 Skills: Spot 5 ranks, Balance 5 ranks Feats: Point Blank Shot, Precise Shot, Combat Reflexes, Weapon Focus (Longsword) Special: Must have served in the Tower Guard and swear an oath on the Light to serve the White Tower for the rest of his days.

Class Skills: The Captain Of The Tower Guards class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis). Skill Points at Each Level: 2 + Int modifier.

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+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

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Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+0 +1 +0 +1 +0 +1 +0 +1 +0 +1

Special
Armor Compatibility Warder Trained +2, Combat Expertise Operate Siege Weapon Rapid Shot Warder Trained +3 Formation Stance Heroic Surge Warder Trained +4 The Shining Walls Have Never Fallen For the White Tower!

Class Features: All of the following are class features of the Captain of the Tower Guard.
Weapon and Armor Proficiency: Captains of the Tower Guard are proficient in all simple and martial weapons, all armor, and shields (except tower shields). Armor Compatibility: As the Armsman ability; Armsman and Captain of the Tower Guard class defense bonuses both stack with each other and the bonus from armor and shields. Warder Trained: A Captain of the Tower Guard of 2nd level or higher gains an additional +2 bonus to defense whenever fighting defensively, using the total defense combat option, or using the Combat Expertise feat and taking at least a -2 penalty. This bonus increases to +3 at 5th level, and to +4 at 8th level. Combat Expertise: At 2nd level, a Captain of the Tower Guard gains Combat Expertise as a bonus feat. Operate Siege Weapon: At 3rd level, a Captain of the Tower Guard is trained in the use of siege weapons, removing all penalties for using siege weapons untrained. He also may use his full ranged attack bonus when firing catapults, trebuchets, and ballistae. Rapid Shot: At 4th level, a Captain of the Tower Guard gains Rapid Shot as a bonus feat. Formation Stance: A Captain of the Tower Guard of 6th level or higher gains a +2 morale bonus on attack rolls while fighting in a formation consisting of at least four other fighters. For each additional two fighters in the formation, the Captain of the Tower Guard gains an additional +1 morale bonus on attack rolls, to a total maximum bonus of +6. Heroic Surge: At 7th level, a Captain of the Tower Guard gains Heroic Surge as a bonus feat. The Shining Walls Have Never Fallen: In the heat of battle, a Captain of the Tower Guard has developed such a strong sense of duty that he pays no heed to the wounds inflicted on him. He gains Diehard as a bonus feat at 9th level, even if he does not meet the prerequisites. For The White Tower!: At 10th The Captain Of The Tower Guard may sound a war cry to give all allies within earshot a +2 morale bonus on attack rolls and a +1 morale bonus on damage rolls for a number of rounds equal to his Charisma bonus.

Defender of the Stone Clad in breastplates and welding spear and sword, the Defenders of the Stone are the finest Tear has to offer. The Defenders serve both their own lords and the Stone as need arises. Their allegiance is noted by the colored slashes on their arms. They carry a strong military history and have successfully resisted siege over one hundred times.

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Hit Die: d10 Requirements: To qualify to become a Defender of the Stone, a character must fulfill the following criteria:
Base Attack Bonus: +6 Skills: Intimidate 5 ranks, Ride 3 ranks Feats: Cleave, Combat Reflexes Special: Armor Compatibility Special: Must have Tear/Tairen as a background or have performed a great service to Tear, must be selected to be a Defender of the Stone.

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Class Skills: The Defender of the Stones class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Gather Information (Cha), Innuendo (Wis), Jump (Str), Ride (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str). Skill Points at Each Level: 4 + Int modifier. Base Attack Bonus
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+0 +1 +0 +1 +0 +1 +0 +1 +0 +1

Special
Armor Compatibility, Defending the Lords The Stone Still Stands +1 Bonus Feat Great Cleave The Stone Still Stands +2 Bonus Feat Supreme Cleave The Stone Still Stands +3

Class Features: All of the following are class features of the Defenders of the Stone.
Weapon and Armor Proficiency: Defenders of the Stone are proficient in all simple and martial weapons, all armor, and shields (except tower shields). Armor Compatibility: As the Armsman ability; Armsman and Defender of the Stone class defense bonuses both stack with each other and the bonus from armor and shields. Defending the Lords: A Defender of the Stone who uses the defend another action grants a +4 bonus to Defense instead of the normal +2. The Stone Still Stands: Beginning at 2nd level, a Defender of the Stone can call out a rally cry, giving all allies within earshot a +1 morale bonus to attack and damage for a number of rounds equal to his Charisma modifier. This bonus increases to +2 at 6th level, and +3 at 8th level. This ability may be used once per day per class level. Bonus Feat: At 3rd level and 7th level, a Defender of the Stone may choose any feat from the Armsman list of bonus feats as a bonus feat. He must still meet the prerequisites for the feat. Great Cleave: At 5th level, a Defender of the Stone gains Great Cleave as a bonus feat. Supreme Cleave: At 9th level, a Defender of the Stone is allowed to make a 5-foot step between an attack and his Cleave or Great Cleave. Only a single 5-foot step is allowed.

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Illianer Companion Clad in full plate, shield, and wielding lance and sword, the Companions are the finest Illian has to offer. These crack troops traditionally ride with the commanding general during any military action; to be deployed wherever their extraordinary abilities are needed, usually in the heart of the battle. They also act as the personal bodyguards to the King of Illian. Hit Die: d10 Requirements: To qualify to become an Illianer Companion, a character must fulfill the following criteria:
Base Attack Bonus: +6 Skills: Intimidate 3 ranks, Ride 8 ranks, Spot 2 ranks. Feats: Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (Lance) Special: Armor Compatibility Special: Must have Illianer as a background or have performed a great service to Tear, must be selected to be an Illianer Companion.

Class Skills: The Illianer Companions class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Gather Information (Cha), Innuendo (Wis), Jump (Str), Listen (Int), Ride (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str). Skill Points at Each Level: 4 + Int modifier. Base Attack Bonus
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+1 +0 +1 +0 +1 +0 +1 +0 +1 +0

Special
Ride Bonus +2, Greater Weapon Focus (Lance), Armor Compatibility Deadly Charge 1/day Burst of Speed Deadly Charge 2/day, Ride Bonus +4 Bonus Feat Deadly Charge 3/day, Full Mounted Attack Ride Bonus +6 Deadly Charge 4/day Bonus Feat Deadly Charge 5/day, Ride Bonus +8

Class Features: All of the following are class features of the Illianer Companions.
Weapon and Armor Proficiency: Illianer Companions are proficient in all simple and martial weapons, all armor, and shields (except tower shields). Armor Compatibility: As the Armsman ability; Armsman and Illianer Companion class defense bonuses both stack with each other and the bonus from armor and shields.

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Greater Weapon Focus (Lance): An Illianer Companion gains a +1 bonus to attacks with a lance. Ride Bonus: A Companion gains a competence bonus on all ride skill checks. The bonus is +2 at first level and increases by +2 every three levels thereafter. Deadly Charge: When mounted and using the charge action, A Companion of 2nd level or higher may choose to deal triple damage with a melee weapon (or quadruple damage with a lance) instead of the normal double damage given by the Spirited Charge feat. This ability may be used up to a number of times per day as indicated on the table above. Burst of Speed: Beginning at 3rd level, a Companion can urge his mount to greater than normal speeds. This ability doubles the distance of the mounts normal charge movement. This ability can be used once per day without penalty. Each additional use of the ability in a single day requires the mount to make a Will save (DC 20) immediately after the charge; failure results in the mount taking 2d6 subdual damage. Bonus Feat: At 5th level and 9th level, a Companion may choose any feat from the Armsman list of bonus feats as a bonus feat. He must still meet the prerequisites for the feat. Full Mounted Attack: At 6th level, a Companion gains the ability to make a full attack from horseback, even if the mount has moved more than 5 ft. in that round.

Master Illuminator The secret art of illumination may not be as powerful as channeling the One Power; it is, however, a very powerful tool to use. A good Illuminator earns much respect for his abilities, often using his skills to gain favors of all sorts. When it comes to combat, the Illuminator is able to put his knowledge of fireworks to good use, often surprising his enemies. As always, only one born to an Illuminator family may become a Master Illuminator. Hit Die: d6 Requirements: To qualify to become a Master Illuminator, a character must fulfill the following criteria:
Background: Illuminator. Skills: Intimidate 4 ranks, Concentration 6 ranks, Perform 4 ranks, Craft: Fireworks 8 ranks, Knowledge: Fireworks 6 ranks. Feats: Exotic Weapon Proficiency (Fireworks)

Class Skills: The Master Illuminators class skills (and the key ability for each skill) are Concentration (Con), Craft (Fireworks) (Int), Diplomacy (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Fireworks) (Int), Perform (Cha), Sense Motive (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features: All of the following are class features of the Master Illuminator.
Weapon and Armor Proficiency: Master Illuminators gain no additional weapon or armor proficiencies. Dues: If an Illuminator sells a firework, and passes through a city with another Illuminator (that they know of) or chapterhouse and does not pay the chapterhouse its due for the sale of the fireworks, they are considered rogue, and the chapterhouse will hunt them down.

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Base Attack Bonus
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

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Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+1 +0 +1 +0 +1 +0 +1 +0 +1 +0

Special
Fire Caution Dazzle Illuminator Connections, Illuminator Protection Bonus Feat Sleight of Hand, Illuminators Tools Aura of Danger Firestarter Powerful Fireworks Bonus Feat Lethal Fireworks, Master Illuminator

Support: Through the alliance with the chapterhouse, the Illuminator can expect to receive all the necessary requirements of life from their chapterhouse. This includes room and board, necessary weapons, and equipment, and funds needed for specific purposes or missions. This does not include Illuminators Rockets, which must be bought from the chapterhouse for 10 Gold Crowns each, and cannot be resold or given away. Illuminators may purchase flares or firecrackers for 7 Crowns each, and are generally resold for no less than 10 Crowns. When an Illuminator is in the same city as a chapterhouse or another Illuminator, they may requisition for travel twice as many units of gunpowder as they have ranks in Craft (Fireworks). Fire Caution: It is deeply ingrained in Illuminators from the beginning of their training how to control a fire and prevent it from getting out of control. As a result, they gain +1 to saves against fire for every level in the class. Dazzle: At 2nd level, Illuminators are capable of using fireworks to blind, but not damage. The attack is made as normal, but the Illuminator must state his intent to dazzle. Every creature within a fivefoot radius of the firework is blinded for 10 rounds (Ref DC 14), and any creature less than five feet away is blinded for 20 rounds (Ref DC 17). Illuminator Connections: Through the connections with the Illuminator chapterhouse, if the Illuminator is in any city hosting a chapterhouse, beginning at 3rd level they may requisition fireworks for their own benefit. These may be sold to others, but fifty percent of the profit must be returned to the chapterhouse. They may also requisition flares or firecrackers for free, but if sold, the Illuminator must pay 50% of all profit to the chapterhouse. Illuminator Protection: Fireworks are precious commodities and Illuminators more so. The chapterhouse takes pains to protect valuable Illuminators. Beginning at 3rd level, they may requisition from the chapterhouse (assuming they are in a city hosting one) an Enforcer (warrior class NPC, level half that of the players total level). He is utterly loyal to the Illuminator, and will die to protect the Illuminator. Bonus Feat: At 4th and 9th level, a Master Illuminator gains any bonus feat for which he meets the prerequisite. Sleight of Hand: Illuminators learn to use gestures to make it seem like something happens when it really doesnt. At 5th level, they gain a +2 bonus to Intimidate and Perform checks. Illuminators Tools: At 5th level, the Illuminator receives a set of artisans tools for crafting fireworks. When used to craft fireworks, they grant a bonus of +2. They also receive a set of fireproof gloves that grant +2 save against fire when worn.

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Aura of Danger: An Illuminator who handles fireworks handles fire itself, and the people notice. Illuminators of 6th level or higher who have been seen or are performing with fireworks or are in uniform gain +2 to Perform and Intimidate checks. Firestarter: Illuminators of 7th level or higher are capable of kindling fire in adverse conditions, except in heavy rain, provided they have fuel and tools to produce a spark. Powerful Fireworks: At 8th level, a Master Illuminator can use Powerful Fireworks. These kinds of fireworks are too dangerous to hand out to non-Illuminators. They cannot be sold or given out, nor are they ever even mentioned to commoners. When used in combat, Powerful Fireworks give a +1 to all attack and damage rolls. Lethal Fireworks: At 10th level, a Master Illuminator can use lethal fireworks. Only entrusted to senior Illuminators, lethal fireworks are the most powerful fireworks Illuminators make. Like Powerful Fireworks, Lethal Fireworks cannot be sold, given out, or mentioned. They give +2 to all attack and damage rolls. Master Illuminator: Once an Illuminator has reached the title Master, they gain special privileges and skills. Illuminators at this rank gain +2 to any skill checks using fireworks, and never have their fireworks explode on them (fumbled attack, craft, or perform).

Master Treesinger Treesinging is a talent exclusive to Ogier, and it is a rare talent even among them. Treesinging is a unique cooperation with nature. Treesingers are thus gifted with the fabulous ability to work wood in marvelous ways and to help trees and vegetation to grow strong and healthy. The Master Treesinger has spent his entire life developing this close relationship with nature, advancing their skill and power to a level far beyond the ability of most Treesingers. Hit Die: d8 Requirements: To qualify to become a Master Treesinger, a character must fulfill the following criteria:
Background: Ogier. Skills: Animal Empathy 4 ranks, Wilderness Lore 4 ranks, Profession: Herbalist 8 ranks, Craft: Treesinging 8 ranks. Feats: Treesinger, Tree Warden

Class Skills: The Master Treesingers class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Concentration (Con), Composure (Wis), Jump (Str), Handle animal (Cha), Heal (Wis), Intuit direction (Wis), Listen (Wis), Spot (Wis), Swim (Str), Wilderness Lore (Wis), Knowledge (Plants, Nature, Animals) (Int). Skill Points at Each Level: 2 + Int modifier. Class Features: All of the following are class features of the Master Treesinger.
Weapon and Armor Proficiency: Master Treesingers are only allowed to use natural weapons such as stone or sung wood. They may not wear or use items that are not natural. Natural Attitude: The Master Treesinger receives +2 to all Spot, Listen, Climb and Hide checks in natural areas. Nature Feel: The Master Treesinger receives a +1 bonus per 2 class levels to all Craft (Treesinger), Knowledge (Plant), and Profession (Herbalist).

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Base Attack Bonus
+0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Page 24

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Def Bonus
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Rep Gain
+1 +0 +0 +1 +0 +0 +1 +0 +0 +1

Special
Natural Attitude, Natural Feel Entangle Wooden Skin Nature Ode Blend in Nature Nature Hymn Nature Speech Nature Sense, Plant Passage Nature Symphony

Entangle: Starting at 2nd level, when in a natural environment, the Master Treesinger may call upon the bushes, trees, vines, and even grasses to entangle and disable his foes. Unless the victim of this power succeeds in a reflex save DC 10 + level in the Master Treesinger class + Wis modifier, 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, the Master Treesinger must sing for at least a full combat round and it will remain active as long as the Master Treesinger is singing + 1d4 round after that. Wooden Skin: The Master Treesinger is able to turn his skin to wood by merging with a wooden object (Treesinging DC 15, casting time: full round, Duration: 5 rounds per Class level). The Master Treesinger must touch the wood. The object is consumed after the song, being one with the singer. Then, after the duration is over, it turns to ashes and seeds returning back to the earth. The defense provided by the skin is +2 per 3 class levels. Nature Ode: A Master Treesinger singing the Nature Ode will not only help a tree to grow healthy as per the Tree Warden feat, but will also cause a healing dew to form on the leaves and trunk of that tree. The Treesinger must sing at least 10 minutes for the dew to form in sufficient quantity 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 Master Treesingers Wisdom modifier. These healing potions last only up to 1 week. This Treesong may only be used once a week. Blend in Nature: As he takes care of the forest, the forest takes care of the Master Treesinger. In an almost imperceptible way, all the vegetation helps the master Treesinger to blend and hide easily in its surrounding, thus giving a +1 bonus to Hide check for each level in the Master Treesinger class. The Master Treesinger gains this ability at 5th level. Nature Hymn: A Master Treesinger singing the nature hymn will not only help a tree to grow healthy as per the Tree Warden feat, but will also cause a healing dew to form on the leaves and trunk of that tree. The Master Treesinger must sing at least 20 minutes for the dew to form in sufficient quantity to be of use. Carefully collected 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 + the Master Treesingers Wisdom modifier. These healing potions last only up to 1 week. This Treesong may only be used twice in a month. Nature Speech: The ability allows the Master Treesinger to speak with plants and animals. To speak with plants, the singer must succeed in a Treesinger check vs. DC 20. With animals, the Master Treesinger will have to succeed in an Animal Empathy check vs. DC 20. Nature Sense: The Master Treesinger is able to detect all life forms (including general type and size), water and plant sources within a one mile radius. Plant Passage: The Master Treesinger, with all his gear, is able to travel from a plant to another plant up to 25 miles away. The entrance and exit plants must be able to contain the characters volume. In order to leave the gate open for more creatures to pass, the Treesinger will have to sing to the tree one

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additional full round per round the passage is to be left open, and succeed in a skill check (DC 20+1 per additional round). Nature Symphony: It is said that when the Master Treesinger sings the Nature Symphony it is as if all the sounds of the forest join in a majestic, unearthly choir. After a full hour of singing, a potent mystic dew to 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 portions of a powerful elixir that can instantly heal any wounds or poisons, except wounds caused by something extremely powerful and evil, like the taint of Shadar Logoth. The Nature Symphony can only be sung once a month and the dew it creates keeps its potency for a full month.

Order of the Rose When Saldaea goes to war, the Queen commands the army. The Knights of Saldaea, the Order of the Rose, guard the Queen. In peacetime the guard is responsible for upholding the Queens law and keeping the peace. Hit Die: d10 Requirements: To qualify to become a member of the Order of the Rose, a character must fulfill the following criteria:
Base Attack Bonus: +6 Skills: Intimidate 6 ranks, Search 2 ranks, Sense Motive 2 ranks, Spot 2 ranks Feats: Combat Reflexes, Combat Expertise Special: Armor Compatibility Special: Must have been selected to become a member of the Order of the Rose. A Knight may resign his post in the Order of the Rose at any time but must name his replacement or have the permission of the Queen.

Class Skills: The Knight of Saldaeas class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str). Skill Points at Each Level: 4 + Int modifier. Base Attack Bonus
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bonus
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Rep Gain
+1 +0 +1 +0 +1 +0 +1 +0 +1 +0

Special
For Queen and Country 1/day Leadership Bonus Feat Strategy For Queen and Country 2/day Oath of Righteousness Hard March Bonus Feat For Queen and Country 3/day For the Falcon and the Rose

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Page 26 Class Features: All of the following are class features of the Order of the Rose.
Weapon and Armor Proficiency: The Knight of Saldaea does not gain additional proficiency with weapons or armor. For Queen and Country: A Knight of Saldaea gains the extraordinary ability to make a single melee attack once per day with a +4 attack bonus and a damage bonus equal to his class level as a Knight if he hits. The Knights of Saldaea must declare these attacks before rolling for them, and even if an attack misses it is considered used. The Knight gains an additional daily use of this ability at 5th and 9th level. Leadership: At 2nd level, a Knight of Saldaea gains the Leadership feat, as per the d20 SRD. It is the duty of a Knight of Saldaea to charge into the thick of battle to take the place of a fallen general or captain. Bonus Feat: At 3rd and 8th level, the Knight of Saldaea gains a bonus feat. These may be selected from the Armsman list, as long as the Knight of Saldaea meets the prerequisites. Strategy: By 4th level, a Knight of Saldaea has become accomplished at directing the actions of others, increasing their chances of success, this requires a Diplomacy check (DC 10 + the number of allies to be assisted) and a full round action. A success grants a competence bonus on all allies skill checks for 1 minute (or a single task if it requires more than 1 minute to complete). The bonus is equal to the Knight of Saldaeas Charisma bonus. All allies to be affected must be within sight and voice range of, and must be able to understand, the Knight of Saldaea. Oath of Righteousness: At 6th level, a Knight of Saldaea may select a single opponent within 60 feet and swear an oath to defeat him. For the rest of his life the Knight of Saldaea considers that opponent a threat to the Queen and he will do all in his power to kill that opponent even if it means putting himself at great risks. Whenever fighting the challenged opponent the Knight of Saldaea has a +2 morale bonus on melee attack rolls, weapon damage rolls, saves, and skill checks made against the sworn opponent. The Knight of Saldaea cannot have sworn more than one oath at any time, but may swear a new oath once the first has been fulfilled. Hard March: Speed can be a critical factor when leading troops over long distances, starting at 7th level the Knight of Saldaea can urge troops to move faster. Anyone traveling with the Knight gains a +2 morale bonus on Constitution checks required for making a forced march, or any other task calling for extended exertion, and the Knight himself gains a +4 bonus when he exhorts his fellows to endure. Animals are not affected. For the Falcon and the Rose: The Knights of Saldaea may sound a rally cry in battle, all allies within earshot gains a +1 circumstance bonus to attack rolls and a +2 to their Defense bonus for one minute. If the Knight of Saldaea is in combat protecting the Queen, the rally cry provides a +2 circumstance bonus to attack rolls and a +3 Defense bonus.

Queens Guard of Andor In times of war, the Guard and the army are commanded by the First Prince of the Sword, but the Queen often rides with them as well. In peacetime the guard is responsible for upholding the Queens law and keeping the peace. Hit Die: d10 Requirements: To qualify to become a member of the Queens Guard, a character must fulfill the following criteria:
Base Attack Bonus: +6 Skills: Gather Information 2 ranks, Search 5 ranks, Sense Motive 5 ranks, Spot 5 ranks Feats: Improved Initiative, Power Attack Special: Armor Compatibility

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Special: Must have been selected to become a member of the Queens Guard.

Class Skills: The Queens Guards class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str). Skill Points at Each Level: 4 + Int modifier. Base Attack Bonus
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bonus
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Rep Gain
+1 +0 +1 +0 +1 +0 +1 +0 +1 +0

Special
Armor Compatibility, Soft Strike Dual Strike +2 Ever Vigilant Bonus Feat Defenders of the Rose Crown Dual Strike +4 Fearless Bonus Feat Rallying the Lion Dual Strike +6

Class Features: All of the following are class features of the Queens Guard.
Weapon and Armor Proficiency: The Queens Guard does not gain additional proficiency with weapons or armor. Armor Compatibility: As the Armsman ability; Armsman and Queens Guard class defense bonuses both stack with each other and the bonus from armor and shields. Soft Strike: At 1st level, a Guardsman can use a melee weapon that deals normal damage to deal subdual damage instead without suffering the usual -4 penalty on his attack roll. Dual Strike: Whenever a Guardsman of 2nd level or higher flanks an opponent, he gains an additional +2 to attacks. This bonus increases to +4 at 6th level, and to +6 at 10th level. Ever Vigilant: At 3rd level, a Guardsman may, as a free action in any non-combat round, designate any one particular move-equivalent action, standard, or full round action a single opponent might perform. If the chosen individual performs this action within the next 10 minutes, the Guardsman may make an Attack of Opportunity with a readied weapon (if within range). This attack counts against the Guardsmans Attacks of Opportunity, and only one such action may be designated at any given time. Bonus Feat: At 4th level, and again at 8th level, a Guardsman may select any feat from the list of armsman bonus feats as a bonus feat, provided he meets the prerequisites. Defenders of the Rose Crown: You are one of the elite of the Guard, and often are assigned the task of guarding the Queen or Daughter-Heir themselves and train hard together for this responsibility. As such, you gain a circumstance bonus on damage rolls equal to the number of other attackers who have this ability and are engaged in melee combat with your target. Fearless: You would lay down your life for Andor and would never consider retreat or flight from battle. You gain the Fearless feat for free. Effects that would result in you being panicked are reduced to frightened, frightened is reduced to shaken, and shaken is ignored. Rallying the Lion: At 9th level, a Guardsman may sound a rousing cry in the defense of Andor. All Guardsmen within earshot gain a +1 morale bonus to Attack rolls and a +2 Defense morale bonus. These bonuses last for as many rounds as the Guardsmans Charisma bonus.

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Two Rivers Archer Originating in the Two Rivers, the Two Rivers Longbow has long been the bow of choice among many armies. There are none, however, more skilled with this bow than the Two Rivers people themselves. With the ancient blood of Manetheren running through their veins and a strong tradition with the bow, no other people surpasses them in the skillful use of the Two Rivers Longbow. Hit Die: d8 Requirements: To qualify to become a Two Rivers Archer, a character must fulfill the following criteria:
Base Attack Bonus: +5 Skills: Craft: Bowyer/Fletcher 4 ranks, Wilderness Lore 8 ranks Feats: Point Blank Shot, Precise Shot, Far Shot Background: Andor

Class Skills: The Archers class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Wis), Craft (Bowyer/Fletcher, Weaponsmith) (Int), Handle Animal (Cha), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str), Wilderness Lore (Wis). Skill Points at Each Level: 2 + Int modifier. Base Attack Bonus
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+1 +0 +0 +1 +0 +0 +1 +0 +0 +1

Special
Manyshot Deer on the Run Close Combat Shot Eagle-Eye Shot Bonus Feat Luck of the Draw Reflex Shot Bonus Feat Rain of Death Break the Charge

Class Features: All of the following are class features of the Two Rivers Archer.
Weapon and Armor Proficiency: The Two Rivers Archer does not gain additional proficiency with weapons or armor. Manyshot: An Archer gains Manyshot as a bonus feat, even if he does not meet the prerequisites. Deer on the Run: Once per round, a Two Rivers Archer of 2nd level or higher may make a Concentration check (DC 15) to target a running opponent and ignore the standard 2 penalty to hit a moving target. Close Combat Shot: Beginning at 3rd level, as a full-attack action, a Two Rivers Archer may make one attack action against an opponent in an adjacent area with his bow without provoking an Attack of Opportunity from that opponent. Eagle-Eye Shot: At 4th level, with a successful Concentration check (DC 15), the Two Rivers Archer may extend the benefits of Point Blank Shot to a range of 60 feet, although other effects with a 30

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ft. limit remain the same. Bonus Feat: At 5th level, and again at 9th level, an Archer gains a bonus feat from the following list, assuming he meets the prerequisites: Dodge, Mobility, Shot on the Run, Weapon Focus, Greater Manyshot, Improved Precise Shot, Improved Critical, Penetrating Shot. Luck of the Draw: Beginning at 6th level, once per day, the Tw Rivers Archer may re-roll any one failed rol involving his bow. This ability is similar to the feat The Dark ones Own Luck but only allow the Two Rivers Archer to re-roll failed attac rolls with his bow, failed Craft checks concernin his bow, etc. Reflex Shot: At 7th level, a Two Rivers Archer may make an Attack of Opportunity with his bow against an opponent that performs an action that draws an Attack of Opportunity. This ability is limited to opponents within one third of Point Blank range and within line of sight. This ability stacks with Combat Reflexes. Rain of Death: Beginning at 8th level, any time an opponent has a cover bonus (line-of-sight cover) in an open area, the Two Rivers Archer may make a Concentration check (DC 25) to fire indirectly at the opponent in a parabolic arc. On a successful roll, the opponents cover is reduced by half. Break the Charge: A Two Rivers Archer of 10th level that is charged by an opponent may attempt to break the morale of the charging opponent. He may ready his bow to receive the charge in the same manner as a spear or polearm. He may make a full attack action and each arrow that hits does double damage.

Channeling Prestige Classes


The following prestige classes from the WoTRPG are channeling prestige classes: Aes Sedai (an updated version of Aes Sedai is given below), Windfinder, Wise One. The Ashaman prestige class is currently not available. An additional channeling prestige class is given below. Aes Sedai This is an updated version of the Aes Sedai prestige class from the WoTRPG. Requirements: To qualify to become an Aes Sedai, a character must fulfill all of the following criteria.
Gender: Female. Skills: Composure 4 ranks, Concentration 8 ranks, Weavesight 4 ranks. Feats: Multiweave, Sense Residue, Tie Off Weave. Channeling: Two or more Talents.

Class Features: The Aes Sedai prestige class, and the other channeling prestige classes, work a bit differently than standard prestige classes. For all purposes except available weaves per day, the character may freely multiclass between the original class and the Aes Sedai prestige class each time she gains a new level. When determining weaves per day, however, use the characters total level in both classes and refer to the progression table for the original class (either initiate or wilder).

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Base Attack Bonus
+0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Page 30

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Def Bonus
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Rep Gain
+1 +1 +0 +1 +1 +0 +1 +1 +0 +1

Special
Ajah, Aes Sedai presence Resources, Iron Will Extra Affinity Extra Talent Improved resources Control Resolve Improved control Great Fortitude Improved resolve

Weapon and Armor Proficiency: Aes Sedai gain no proficiency with any weapon or armor. Support: Aes Sedai can expect to receive all the necessary requirements of life from the University. This includes room and board, necessary weapons and equipment, and funds needed for specific purposes or missions. Ajah: Upon becoming an Aes Sedai, a channeler chooses an Ajah to join. They gain abilities depending on what Ajah they choose. Blue Ajah: The Blue Ajah pursues causes and justice. They are the second smallest Ajah but have great influence, due to their involvement in world events as well as the large number of Amyrlins raised from the Blue. Also, despite its size, the Blue Ajah has the largest eyes-and-ears network of all Ajahs. It is headed by a woman called the First Selector. Due to their extensive information networks, Aes Sedai of the Blue Ajah gains a bonus to Gather Information checks equal to their Aes Sedai level. In addition, the Iron Will feat grants Blue Sisters a +4 bonus to Will saves instead of +2. Brown Ajah: The Brown Ajah is devoted to the study and collection of knowledge. Brown sisters can often be found in the Great Library of the White Tower, which they administer, searching for new knowledge and subjects to study. While abroad, Browns frequently carry note and sketchbooks in which they document nearly everything they come across. Aes Sedai of the Brown Ajah gain a +1 bonus to all Knowledge checks and Decipher Script checks. In addition, a Brown Sister treats all Knowledge skills as if they had the same number of ranks as the Knowledge skill with the highest number of ranks, minus two. Green Ajah: While all Aes Sedai make it their business to combat the Shadow, the Green Ajah specializes in this kind of military and combat activity. In the Trolloc Wars, they were often called the Battle Ajah, as they participated in almost every battle. They are headed by a woman known as the Captain-General. Greens are rarely without Warders, who provide an obvious benefit to any channeler in a battle zone, but even more than that, members of the Green Ajah are well-known for their love of men, making them ideologically opposite to the Reds. The Green is traditionally the only Ajah to bond more than one Warder, and there is apparently no limit to the number bonded, though seven is the highest number shown so far. Also, Greens are generally the only Aes Sedai to marry, and those who do are usually among the few of their Ajah to have only one Warder. Green Sisters may bond a number of warders equal to their Charisma bonus; in addition, the Combat Casting feat grants Green Sisters a +8 bonus to casting a weave on the defensive instead of a +4. Grey Ajah: Little is known about the Grey Ajah. They are mediators and ambassadors, and commonly dispense justice through the law. The Grey Ajah has on a great number of occasions stopped wars and other conflicts through their skill in crafting agreements and drafting treaties. The only other important fact that is truly known about the Grey Ajah is that they are headed by a woman known as the

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Head Clerk. The Grey Ajah also attempted to hold together the coalition of nations that fought against the Aiel in the Aiel War, but failed. It can be assumed that the Grey Ajah is quite skilled at political maneuvering. Grey Sisters gain a bonus to Diplomacy checks equal to their Aes Sedai level; in addition, if a Grey Sister fails a Diplomacy check, she may immediately make a Bluff check in place of the failed Diplomacy check. If it succeeds, the subjects mood is changed as per the Diplomacy skill for a number of rounds equal to the amount the Bluff check succeeded by, after which point the subjects mood returns to one step more hostile than originally. Red Ajah: The Red Ajah is strongly dedicated to preventing another Breaking of the World. This Ajah seeks out and gentles men who can channel saidin, generally by sensing the residue left by weavings of saidin. Its leader is known as the Highest. When a Red Sister uses the Shield or Sever weaves on a male channeler, she treats the weave as two levels lower than it actually is. In addition, Red Sisters gain a bonus on Intimidate checks equal to their Aes Sedai level. White Ajah: The smallest of the Ajahs, the White Ajah concerns itself with questions of philosophy, truth and logic. Whites consider themselves beyond the social causes that drive most of the other Ajahs and believe that they have no place for the material knowledge that the Browns, and, to a lesser extent, Yellows seek. Whites are often described as showing incredibly little emotion (coincidentally, and somewhat ironically, white is the colour of mourning in the Wheel of Time). They are headed by a woman known as the First Reasoner. White Sisters gain a bonus to Sense Motive checks equal to their class level; in addition, whenever someone lies to a White Sister, the GM secretly makes a Sense Motive check for the White Sister, and if he succeeds, she detects the falsehood even if she was not actively listening for it. Yellow Ajah: The Yellow Ajah is the only Ajah that is completely dedicated to one of the Talents, namely Healing, which not all sisters are adept with but which is considered a requirement for entering the Yellow Ajah. The Yellow Ajah has traditionally used a method of healing that utilises only Water, Air, and Spirit. This method draws on strength from the person being healed, which results in the person becoming weak and ravenous, despite being physically healthy. This method of healing also causes a kind of shock; this shock can kill small children and animals- this is why Yellow sisters will not Heal them. The Yellow Ajah is headed by a woman known as the First Weaver. This Ajah also has a relatively small network of Eyes and Ears. The Yellow Ajah uses a bouquet of yellow flowers strung upside down with a yellow ribbon as an emergency signal. A Yellow identifies herself to an agent of the eyes and ears network by saying something containing the words yellow and heal. A Yellow Sister gains a bonus on Heal checks equal to her Aes Sedai level; in addition, she treats all weaves from the Healing Talent as one level lower (this ability stacks with other sources of the same effect). Aes Sedai Presence: Aes Sedai are renowned for their ability to stare down even the dukes and to remain icily persistent at the negotiating table. An Aes Sedai receives a +4 competence bonus on Intimidation checks. Resources: Starting at 2nd level, an Aes Sedai gains the ability to call on resources and contacts through her association with the University. She gains a +2 circumstance bonus on all Gather Information checks. She can also requisition other resources as necessary; at the GMs discretion, these can include everything from funds to political favors, from fresh horses to critical supplies, from passage with a merchant caravan to shelter in a University loyalists country manor. Iron Will: At 2nd level, and Aes Sedai gains Iron Will as a bonus feat. Extra Affinity: At 3rd level, an Aes Sedai gains Extra Affinity as a bonus feat. Extra Talent: At 4th level, an Aes Sedai gains Extra Talent as a bonus feat. Improved Resources: At 5th level, the Aes Sedais influence is such that few can refuse her requests. This ability works exactly the same as Resources, but the Aes Sedai gets a +4 bonus to Gather Information checks, and the base chance to obtain the required resources increases.

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Control: On reaching 6th level, the Aes Sedai is capable of extending her capacity to cast weaves. When attempting to overchannel within one of her Affinities, she gets a +5 competence bonus on her Concentration check. Resolve: At 7th level, the Aes Sedai has trained her mind to a high degree. For the purposes of calculating weaves per day and bonus weaves, treat her Wisdom score as 2 higher than it actually is. Improved Control: At 8th level, the Aes Sedais mental control becomes even stronger. When attempting to overchannel within one of her Affinities, she gets a +10 competence bonus on her Concentration check. Great Fortitude: At 9th level, an Aes Sedai gains Great Fortitude as a bonus feat. Improved Resolve: On reaching 10th level, the Aes Sedai has mastered her art. For the purposes of calculating weaves per day and bonus weaves, treat her Wisdom score as 4 higher than it actually is.

Wisdom Part healer and part arbiter, the Wisdom stands in a unique position in most villages and even some small towns. They usually work hand in hand with the womens circle (or the equivalent). The Wisdom tends to the injured (emotional and physical) and cares of her people (whether they want it or not). Most Wisdoms cannot use the One Power. The few who can and survive the ordeal usually barely manage to overcome their block. Fewer still are able to teach others the use of the One Power. Hit Die: d4. Base Attack Bonus
+0 +1 +1 +2 +2

Level
1 2 3 4 5

Fort Save
+1 +2 +2 +2 +3

Ref Save
+0 +0 +1 +1 +1

Will Save
+1 +2 +2 +2 +3

Def Bonus
+0 +1 +1 +1 +2

Rep Gain
+1 +0 +1 +0 +1

Special
Iron Will, Wisdom presence Bonus Channeling Level The Still Waters Bonus Channeling Level The Eyes See The Heart

Requirements: To qualify to become a Wisdom, a character must fulfill all of the following criteria.
Gender: Female Base Attack Bonus: +2 Skills: Intimidate 5 ranks, Sense Motive 5 ranks, Profession: Herbalist 6 ranks, Knowledge: Nature 4 ranks. Special: Must have been chosen as a Wisdom from a village council or have been an apprentice Wisdom.

Class Skills: The Wisdoms class skills are Bluff (Cha), Composure (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), (Int), Knowledge (any) (Int), Profession (any) (Int), Sense Motive (Cha), Speak Language (Int), Spot (Wis), Weavesight (Int). Skill Points at Each Level: 4 + Int modifier.

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Page 33 Class Features: All of the following are class features of the Wisdom.
Weapon and Armor Proficiency: Wisdoms gain no proficiency with any weapon or armor. Iron Will: The Wisdom gains the Iron Will feat for free. Wisdom Presence: The Village Wisdom is respected for both their abilities and their often strong personalities. These women gain a +4 bonus to their Intimidate rolls. Bonus Channeling Level: Some Wisdoms have the ability to channel. Those that do, increase their channeling class at 2nd and 4th level in the same manner that all other channeling prestige classes function. Add all channeling levels together to determine weaves per day. The Still Waters: A Wisdom is able to read a persons motives and motivations clearly, like a reflection in still water. At 3rd level, the Wisdoms ability to read other people is so ingrained that it becomes second nature. The Wisdom adds +5 to all Sense Motive checks. The Eyes See the Heart: The Wisdom has developed a keen awareness of lying. Anyone attempting to lie in the Wisdoms presence must make a Will save (DC 15 + Wisdoms Charisma modifier). If this save fails, the Wisdom immediately knows the subject is lying.

General Prestige Classes


The General Prestige Classes from the WoTRPG are: Blademaster, Commander, Gleeman, Thief-Taker, Warder, and Wolfbrother. Below are several additional general prestige classes. Dreamwalker To walk in the spaces between the Fabric of the Ages, to be able to peer into the dreams of the sleeping world and to bend the very fabric of Telaranrhiod to their needs, this is what it means to be a Dreamwalker. During the Age of Legends, some of the greatest Dreamwalkers of the Age possessed knowledge and abilities far outstripping what many modern day Dreamwalkers even consider possible. Those who are strong enough are able to not only enter the World of Dreams, but to make it their own. Hit Die: d4. Requirements: To qualify to become a dreamwalker, a character must fulfill all the following criteria.
Skills: Composure 8 ranks, Concentration 8 ranks, Knowledge: Telaranrhiod 5 ranks. Feats: Dream Walk, Bend Dream.

Level
1 2 3 4 5 6 7 8 9 10

Base Attack Bonus


+0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Def Bonus
+0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Rep Gain
+0 +0 +0 +0 +1 +0 +0 +0 +0 +1

Special
Focus +2, Empathy Dream Jump Dream Watch Reverie Focus +4, Need Waking Dream Dream Capture Haven Bind Dream Dream Made Flesh, Focus +6

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Page 34 Class Skills: The dreamwalkers class skills are Composure (Wis), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Weavesight (Int). Skill Points per Class Level: 4 + Int modifier Class Features: All of the following are class features of the dreamwalker.
Weapon and Armor Proficiency: Dreamwalkers do not gain additional proficiency with weapons or armor. Focus: At 1st level, the Dreamwalker has learned to focus her talent to such a degree within the World of Dreams that she gains a +2 competence bonus to Concentration skill checks while within Telaranrhiod. At 5th and 10th level this bonus increases to +4 and +6 respectively. He/she may also add this bonus to any Spot checks made within Telaranrhiod using the Reverie class ability. Empathy: While in the dream world, many have difficulty controlling their clothing, often giving away the subjects emotional state. The Dreamwalker gains a +4 circumstance bonus to his/her Sense motive checks. Dream Jump: At 2nd level, the Dreamwalker gains a greater control over herself and her abilities within the Telaranrhiod. He/she gains Dream Jump as a bonus feat. Dream Watch: Beginning at 3rd level, the Dreamwalkers control of his/her abilities extends to the space between dreams, allowing the Dreamwalker to enter the dreamscapes of others. He/she gains Dream Watch as a bonus feat. Reverie: At 4th level, the Dreamwalker gains an almost supernatural awareness of his/her surroundings within Telaranrhiod, and therefore may make a Spot check to determine if anybody is using dreaming abilities within 25 ft. per level of her. A successful Spot check will allow him/her to know in what direction it is being used , and how far. With a Concentration skill check (DC 15) the dreamwalker may determine what abilities are being used. Need: The Dreamwalker may find objects in Telaranrhiod when he/she most needs them. In order to find them he/she must make a Concentration check with a DC dependent on the need itself.
DC 20 25 30 40 50 Form of Need Item is reasonably common (regular mundane items) Item is uncommon but not rare (e.g., Heron Marked Blade) Item is rare (e.g., power-wrought blade, warders cloak, some terangreal) Item is very rare (angreal, some terangreal) Item is unique (most saangreal) Bonus +2 +5 +8 +10 +12 Scope of Need Needed by up to 10 people Needed by up to 500 people Needed by up to 10,000 people Needed by up to 100,000 people Fate of the world

A successful check will bring the character one step closer to his/her goal, and for each 10 points the DC is beaten by, the Dreamwalker gets an additional step closer. Steps: Landmass, Nation, City, Street, Building, Floor, 5', 1'. Each additional jump adds +5 to the DC. Failed checks may not be retried, and any attempt with a need that has already been searched for will produce no effect, whether the original search was successful or not. Waking Dream: The Dreamwalkers skills have increased enough to allow access to Telaranrhiod even while partially awake. He/she gains Waking Dream as a bonus feat. Dream Capture: The Dreamwalkers skill extends beyond him/herself, allowing the character to enter into another persons dreams and forcefully pull them into Telaranrhiod, keeping them there until the Dreamwalker wishes otherwise. He/she gains Dream Capture as a bonus feat. Haven: While in Telaranrhiod, the Dreamwalker can use his/her own force of will to shelter

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those around her. The Dreamwalker may add his/her Wisdom attribute modifier to his/her allies Concentration skill checks as a Luck bonus. A number of people equal to the Dreamwalkers Charisma modifier may be aided in this manner. Bind Dream: The Dreamwalker is able to use their mastery of Telaranrhiod to force a change onto another person, causing that change to occur whenever the target enters the Dreamworld. The Dreamwalker gains Bind Dream as a bonus feat. Example of play: Mairen, Wise One for the Bent Stone sept of the Shiande Aiel, has punished her apprentice for her childish behavior by using Dream Bind upon her appearance in Telaranrhiod. Now whenever the apprentice appears in the World of Dreams, her hair is divided into pigtails like those worn by girlchildren among the Aiel. Dream Made Flesh: With this ability the Dreamwalker has learned to truly master him/herself and the environment, while residing in Telaranrhiod. As with the Bend Dream ability, the character can shape the reality of the dream realm by force of will. In addition to those things considered native to the dream world (your surroundings, items you pick up, objects and buildings) even creatures that are physically brought into Telaranrhiod can be affected. To change an object, make a Concentration check; a result of 25 or higher allows the Dreamwalker to change objects and surroundings, while a 35 or higher can alter whole buildings and terrain. These changes will revert back to their original form in a number of hours equal to the Dreamwalkers level. To change someone else who is physically in Telaranrhiod, make a similar Concentration check. If the other person does not have the Bend Dream feat, add +20 to the DC used to change the Dreamwalkers own items or appearance. If the person does have the Bend Dream feat, the check is opposed by the targets Concentration check or whichever is higher. The subject takes his/her level x d6 subdual damage and will remain in the new form if taken back to the physical world (if that form is physically viable); otherwise he/she will revert back in 1d6 hours.

Hand of the Light Known amongst themselves as the Hand that digs out the Truth, they are more commonly known as the Questioners, although never to their face. The purpose of the Hand of the Light is to discover the truth in disputations and uncover Darkfriends. They are hampered by few rules, and torture is used extensively during most of their inquiries. Their methods, and the fact that anyone at all may be put to the question, including other Children of the Light, have made them deeply feared, within the Children and without. Their symbol is the Golden sunburst with a red shepherds crook behind it. Hit Die: d6. Requirements: To qualify to become a commander, a character must fulfill all of the following criteria.
Base Attack Bonus: +3. Skills: Intimidate 4 ranks, Sense Motive 8 ranks. Feats: Iron Will, The Dark Ones Own Luck Special: Must be a member of the Children of the Light, and chosen for membership in the Hand of the Light.

Class Skills: The class skills for the Questioner are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha),

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Page 36 Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Spot (Int), Search (Int), and Sense Motive (Wis). Skill Points Per Level: 4 + Int modifier. Class Features: All of the following are class features of the Questioner.
Weapon and Armor Proficiency: Questioners gain no new weapon or armor proficiencies. Infamous: A Questioners fearsome reputation grants him a +2 bonus to Intimidate checks and a -2 to Bluff, Diplomacy, and Gather Information checks.

Level
1 2 3 4 5 6 7 8 9 10

Base Attack Bonus


+0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+1 +0 +1 +0 +1 +0 +1 +0 +1 +0

Special
Infamous Authority Sharp-Eyed Penetrate Falsehoods Devotion to the Light Relentless Pursuit Zeal The Creators Work

Authority: Beginning at 2nd level, when in pursuit of his duties a Questioner is granted special privileges within the Children to facilitate the capture and trial of Darkfriends. The Questioner may add his Intimidate skill rank to his Diplomacy checks when dealing with other Children or those in areas occupied by the Children (such as Amadicia). Sharp-Eyed: At 3rd level, a Questioner gains Sharp-Eyed as a bonus feat. Penetrate Falsehoods: At 4th level, a Questioners searching nature and vigilant attitude allow him to spot lies and disguises more easily. He gains a +4 competence bonus to Spot checks when opposing Disguise checks, and Innuendo checks. Devotion to the Light: Beginning at 6th level, a Questioner begins to understand that, with his increasing importance to the war against the Shadow, his place is not at the forefront of the battle. When executing the total defense action, he gains a dodge bonus to defense equal to his total Will save. Relentless Pursuit: At 7th level, a Questioner may select a single opponent within 60 feet and declare that opponent a Darkfriend. As long as the Questioner is pursuing that person, he gains a +4 competence bonus on Skill checks and Will saves against that opponent. Furthermore, whenever confronting the declared Darkfriend, the Questioner may impart a +2 morale bonus on melee attack rolls and weapon damage rolls made against the Darkfriend by his allies. The Questioner may impart this bonus to a number of allies equal to half his Questioner level. The Questioner cannot pursue more Darkfriends than his level at any one time. Zeal: At 9th level, a Questioner is filled with the righteousness of his purpose. Once per day, when subjected to an attack or effect that would reduce him to 0 or fewer hit points, he may make a Will save (DC equal to the damage dealt - 10) to take half damage. The Creators Work: At 10th level, a Questioner has become skilled at instilling the fear of the Light into his enemies. Once per day, the Questioner may cause creatures that can hear and understand him to make a Will save (DC 15 + Cha bonus) or become wrought with despair. A creature this affected incurs a -2 morale penalty to saving throws, attack rolls, damage rolls, skill checks, and ability checks for

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1 minute. Furthermore, a despairing creature may not attack the Questioner for 1d6 rounds, though they are able to attack others and defend themselves.

NaiShan There are swordsmen aplenty throughout the lands of men, and warriors who have trained to excellence with staff, spear or bow; but a select few have found such weapons to be too cumbersome and slow. Their lifestyles and their abilities make them much better suited to a weapon that is easily concealed, quickly used, and as deadly as any other when in the hands of one as skilled as they. These fighters have specialized in fighting with daggers, and woe has fallen unto many who underestimated the NaiShan as an opponent. Base Attack Bonus
+0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+0 +0 +1 +0 +1 +0 +0 +1 +0 +1

Special
Knife Toss, Weapon Focus (dagger) Sneak Attack +1d6 Two-Dagger Fighting Flick of the Wrist 1/2 levels/day Improved Critical (dagger) Twist of the Knife Sneak Attack +2d6 Weapon Specialization (dagger) Improved Two-Dagger Fighting Superior Two-Dagger Fighting

Hit Die: d6. Requirements: To qualify to become a NaiShan, a character must fulfill all the following criteria.
Base Attack Bonus: +4 Skills: Sleight of Hand Feats: Quick Draw, Dodge, Weapon Finesse (dagger).

Class Skills: The NaiShans class skills are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Inimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Tumble (Dex), and Use Rope (Dex). Skill Points per Level: 4 + Int modifier. Class Features: All of the following are class features of the NaiShan.
Weapon and Armor Proficiency: A NaiShan gains no new weapon or armor proficiencies. Weapon Focus (dagger): At 1st level a NaiShan gains Weapon Focus (dagger) as a bonus feat. Knife Toss: At 1st level, the NaiShan can throw a dagger up to 30 ft. without incurring a range penalty. This ability applies only to the dagger. Sneak Attack: At 2nd level, a NaiShan gains +1d6 of sneak attack damage, as per the Wanderer ability. This extra damage stacks with sneak attack damage gained from other sources, but only applies when the NaiShan is wielding a dagger. At 7th level, the extra damage increases to +2d6.

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Two Dagger Fighting: At 3rd level, when fighting with daggers, the NaiShan fights as if she had the Two-Weapon Fighting feat, even if he does not meet the prerequisites. This ability only functions when the NaiShan is wearing light or no armor. Flick of the Wrist: At 4th level, a NaiShan has become so proficient in the art of the dagger that he can catch his enemies off guard. As a standard action, the NaiShan may draw and throw or attack with a dagger in the same motion, treating his opponent as flat-footed for the attack. The NaiShan can use this skill once per two class levels per day, and must have no daggers in hand when attempting to use this ability. Improved Critical (dagger): At 5th level, a NaiShan gains Improved Critical (dagger) as a bonus feat. Twist of the Knife: Beginning at 6th level, a NaiShan can use the dagger to greater effect in melee. By taking a 2 penalty to a melee attack with a dagger, the NaiShan does an additional 1d4 damage on a successful attack. Weapon Specialization (dagger): At 8th level, a NaiShan gains the Weapon Specialization (dagger) as a bonus feat. Improved Two-Dagger Fighting: A NaiShan of 9th level or higher, when fighting with two daggers, is treated as having the Improved Two-Weapon Fighting feat, even if he doesnt meet the prerequisites. Superior Two-Dagger Fighting: At 10th level, the NaiShan has become extremely skilled at fighting two-handed. This ability eliminates the remaining penalties for two-weapon fighting with daggers.

Scholar A Scholar is an individual trained in academic and scientific disciplines. Many are specialists in a specific field of study, such as history, philosophy or invention. Some Scholars are wanderers, traveling the land in search of new, lost or hidden knowledge, but most are situated in cities, where their own reputation or a wealthy patron may secure them access to libraries and workshops. All Scholars are driven by the desire to learn, and they are often curious and patient. Some seek to know the world around them, some wish to make technological improvements, while others find joy in ancient manuscripts. Some Scholars specialize in specific areas of knowledge, while others become knowledgeable in many subjects. Possible knowledge skills include (but are not limited to): Arcana, Engineering, Geography, History, Local, Nature, Nobility and Royalty, The Age of Legends, Philosophy, and Natural Science (Mathematics, Physics). An inventor might also need a Craft or Profession to make new creations himself, otherwise he must work with trained Craftsmen. Most Scholars are former Experts, but all classes may devote their time to study and become a Scholar. Some Scholars have been trained in formal academies, while others are self-taught, but nearly all have received some form of education when they were young. Scholars come from many backgrounds, though there are no known Aiel scholars. Many renowned Scholars have been Ogier. Hit Die: d4. Requirements: To qualify to become a scholar, a hero must fulfill all of the following criteria.
Skills: Any three Knowledge skills, 8 ranks each.

Class Skills: The scholars class skills (and the key ability for each skill) are Appraise (Int),

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Page 39 Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Speak Language. Skill Points at Each Level: 8 + Int modifier. Level
1 2 3 4 5 6 7 8 9 10

Base Attack Bonus


+0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Def Bonus
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Rep Gain
+1 +1 +0 +1 +1 +0 +1 +1 +0 +1

Special
Lore Analyze Knowledge Emphasis, Old Tongue Erudite Knowledge Emphasis Focus Knowledge Emphasis Ingenuity Knowledge Emphasis Identify

Class Features: All of the following are class features of the scholar.
Weapon and Armor Proficiency: A scholar gains no new armor or weapon proficiencies Lore: A scholar gains the ability to know obscure facts, as per the Gleemans Lore ability (make an Int check + Scholar level against a DC between 10 and 30), except that the Scholar only knows general historical and legendary facts, not current rumors. Analyze: A Scholar of 2nd level or higher profits from his years of experience at filtering key information out of written text (books, scrolls, etc.). When performing a Search check on any written material, he gains a +5 circumstance bonus. Old Tongue: At 3rd level, a Scholar has read enough ancient texts to have learned Old Tongue. He gains Old Tongue as a bonus language, without having to spend any skill points. Knowledge Emphasis: At 3rd level, and again at every odd-numbered level after that, a Scholar gains Skill Emphasis in any Knowledge skill as a bonus feat; he may not choose the same Knowledge skill twice. Erudite: Beginning at 4th level, a Scholar is so learned and well-read that she may try to use a skill she has little or no formal training in. The Scholar makes an Intelligence check + Scholar Level against DC 20. If she succeeds she gains 2d6 temporary ranks in an Intelligence- or Wisdom-based skill (or +2 ranks if she has more than 12 ranks in the skill). This ability can only be used once per day, and the Scholar must study her books before she can attempt to use another skill. Focus: A Scholar of 6th level or higher is able to focus on one task, and ignore all distractions. He may take 10 when using one of his class skills, even under adverse conditions. His focus on intellectual tasks means that he seems rather reserved, however, and the Scholar suffers a -2 on all Charisma-based skills. Ingenuity: At 8th level, a Scholar has the potential to make a great scientific discovery, create a new invention or formulate a revolutionary theory. This requires a period of study and access to a library or workshop. The Scholar chooses a skill to study and makes a skill check against DC 35. If the check succeeds, the Scholar has created a new machine, written a new chapter in the history of a kingdom or something similar. This may have wide-reaching political or technological consequences. Identify: Beginning at 10th level, a Scholar may use his Lore ability to know specific facts about a particular person or item, but the Scholar must have the appropriate Knowledge skill. This might even reveal information about wondrous items (requires Knowledge (Age of Legends)).

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Scout Slipping down through the brushwood, quiet and observant, the Scout performs a vital task in defeating armies and winning wars. His task is not to fight the enemy directly, but rather to gain valuable knowledge about the enemys strengths, weaknesses, and movements. Ironically, the skills that make these men formidable scouts are the same skills that make them excellent horse thieves, which is how many begin their career. Hit Die: d6. Requirements: To qualify to become a scout, a character must fulfill all of the following criteria.
Skills: Hide 8 ranks, Move Silently 8 ranks, Ride 8 ranks, Wilderness Lore 8 ranks. Feats: Track, Mounted Combat.

Class Skills: The scouts class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis). Skill Points at Each Level: 8 + Int modifier. Class Features: All of the following are class features of the scout.
Weapon and Armor Proficiency: Scouts are proficient with all simple and martial weapons, as well as with light armor. Woodland Stride: A scout may move through natural thorns, briars, overgrown areas, and similar terrain at his normal speed and without suffering damage or other impairments. Fast Movement: A scout gains +10 feet to his base speed when wearing no armor or light armor. This increase does not stack with other class-based movement increases.

Level
1 2 3 4 5 6 7 8 9 10

Base Attack Bonus


+0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+1 +0 +1 +0 +1 +0 +1 +0 +1 +0

Special
Woodland Stride, Fast Movement Sneak Attack +1d6, Fieldcraft Camouflage Fast Sneak Opportunist Sneak Attack +2d6, Sound the Alarm Concealment Silencing Attack Always Sneaky Sneak Attack +3d6, Internal Compass

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Sneak Attack: At 2nd level, a scout know how to hit enemies where it hurts. He gains +1d6 of sneak attack, as per the Wanderer ability; this extra damage stacks with sneak attack damage from another source. Fieldcraft: A scout of 2nd level or higher gains a +2 circumstance bonus to Climb, Hide, Listen, Move Silently and Spot checks when outdoors in rural or wilderness. Camouflage: At 3rd level, a scout knows how to use natural surroundings to his best advantage. Whenever he uses natural elements (foliage, trees, boulders, shrubbery, etc) to gain a cover bonus to defense, he increases the cover bonus by +2. Fast Sneak: When using the Move Silently or Hide skills, a scout of 4th level or higher can move at his normal speed without suffering a penalty to those skills. Opportunist: Once per round, a scout of 5th level or higher may make an Attack of Opportunity against an opponent that has been struck for damage by another character. This counts toward the maximum number of Attacks of Opportunity that the scout can make in a round. This attack can be made with a ranged weapon, if it is within 30 feet of the scout. Sound the Alarm: At 6th level, if a scout can take an action during a surprise round, he is considered able to alert other party members. They are then able to act in the surprise round with a 4 penalty to initiative. Concealment: At 7th level, whenever a scout uses natural surroundings for cover, he gains 20% concealment. Silencing Attack: Beginning at 8th level, when a scout successfully hits a flat-footed opponent with a melee attack, he may choose to effectively knock the wind from the opponent, rendering them unable to speak for one full round. This prevents shouted warnings and alarms. Always Sneaky: At 9th level, a scout is always taking 10 on Move Silently and Hide. Unless the scout wants to be seen or heard, make opposed Spot and Listen checks to detect the scouts presence. Internal Compass: At 10th level, a scout always knows which way is north. Determining direction for the Scout is a standard action.

Veteran of the Blight Clad in a combination of leather, plate, and mail, these warriors are the first defense of the Borderlands. While along the watchtowers of the Blight soldiers stand ready to defend the Westlands, and lancers await the call to charge the shadowspawn, only a brave few actually travel into the Blight to find out what the tribes of Trollocs are up to. These men come from all four of the border nations and have sworn themselves to death, to search out shadowspawn and destroy them. Hit Die: d10. Requirements: To qualify to become a Veteran, a character must fulfill all of the following criteria.
Base Attack Bonus: +5. Skills: Ride 5 ranks, Spot 5 ranks, Wilderness Lore 5 ranks. Feats: Cleave, Great Fortitude, Power Attack. Special: Armor Compatability.

Class Skills: The Veterans class skills (and the primary ability for each) are Bluff (Cha), Climb (Str), Heal (Wis), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str),

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Page 42 Knowledge (Nature) (Int), Listen (Int), Ride (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str), Wilderness Lore (Int). Skill Points at Each Level: 4 + Int modifier. Base Attack Bonus
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Level
1 2 3 4 5 6 7 8 9 10

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Def Bonus
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Rep Gain
+1 +0 +1 +0 +1 +0 +1 +0 +1 +0

Special
Grim Visage, Great Cleave, Armor Compatibility Sworn to Death 1/day Resist the Darkness Combat Reflexes Sworn to Death 2/day Improved Power Attack Survivalist Sworn to Death 3/day Death is Lighter than a Feather Supreme Power Attack

Class Features: All of the following are class features of the Veteran of the Blight.
Weapon and Armor Proficiency: Veterans of the Blight do not gain additional proficiency with weapons or armor. Armor Compatibility: As the Armsman ability; Armsman and Veteran class defense bonuses both stack with each other and the bonus from armor and shields. Grim Visage: A dark aura surrounds a Veteran at all times. Anyone around the Veteran can sense deaths touch upon him, and will be somewhat uneasy and even cowed. The Veteran may add his level in this class to all Intimidate checks. Great Cleave: A Veteran gains Great Cleave as a bonus feat. Sworn to Death: Beginning at 2nd level, a Veteran, having sworn oaths that he will continue to fight the Dark one and all his minions until the day he dies, has a sense of unbridled fury without any fear. As a swift action, he may gain a +4 morale bonus to Strength, once per day. This may be used an additional time each day when the Veteran reaches the 5th and 8th levels. This boost lasts for a number of rounds equal to the Veterans class level + 3. Resist the Darkness: At 3rd level, when reduced to between -1 and -9 hit points, a Veteran automatically becomes stable. He doesnt have to roll d% to see if he loses 1 hit point each round. When reduced to negative hit points, he may choose to act as if he were disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isnt his turn). If he does not choose to act as if he were disabled, he immediately falls unconscious. When using this ability, the Veteran can take either a single move or standard action each turn, but not both, and he cannot take a full round action. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some free actions) he takes 1 point of damage after completing the act. If he reaches -10 hit points, the Veteran immediately dies. Combat Reflexes: At 4th level, a Veteran gains Combat Reflexes as a bonus feat. Improved Power Attack: Beginning at 6th level a Veteran gains a +3 bonus to his melee damage rolls for every -2 penalty (or every -1 penalty when using a weapon two-handed) he takes on his melee attack rolls when using the Power Attack feat.

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Survivalist: Having survived the horrors of the Blight, a Veteran fears few wilderness threats. Beginning at 7th level, the Veteran may add a +5 competence bonus to all skill checks related to the Wilderness lore skill. Death is Lighter than a Feather: At 9th level, Veterans will and dedication to duty is so great that the character can scorn death and unconsciousness while in battle. When reduced to between -1 and (14+Con) modifier hit points, he automatically becomes stable. He doesnt have to roll d% to see if he loses 1 hit point each round. When reduced to negative hit points, he may choose to act as if he were staggered, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isnt his turn). If he does not choose to act as if he were staggered, he immediately falls unconscious. When using this ability, the Veteran can take either a single move or standard action each turn, but not both, and he cannot take a full round action. If he reaches -(15+Con) modifier hit points, he immediately dies. This effect supersedes Resist the Darkness. Supreme Power Attack: At 10th level, a Veteran gains a +2 bonus to his melee damage rolls (or +4 when using a weapon two-handed) for every -1 penalty he takes to his melee attack rolls when using the Power attack feat. This does not stack with Improved Power Attack.

Whitecloak The Children of the Light, disparagingly called Whitecloaks, are an organization of zealous foes of the Dark and defenders of the Light. They were organized during the War of the Hundred Years by Lothair Mantelar to combat the increasing number of Darkfriends. They follow the teachings of Mantelar, written down in his book, The Way of the Light. Their symbol is a golden sunburst on a field of white, and their trademark is a spotless white cloak, from which they gained their nickname. Their headquarters is the Fortress of the Light in the city of Amador in Amadicia, a nation which they in truth (if not openly) rule. They believe that any use of the One Power is the work of the Dark One and thus all Aes Sedai are Darkfriends. Both feared and respected, most give a wide berth to those called Whitecloaks. Hit Die: d10 Requirements: To qualify to become a Whitecloak, a character must fulfill all of the following criteria.
Base Attack Bonus: +6. Skills: Diplomacy 5 ranks, Intimidate 8 ranks, Ride 8 ranks. Feats: Combat Reflexes, Mounted Combat, Trustworthy. Special: Must be a member of the Children of the Light and undergo 6 months of training.

Class Skills: The Whitecloaks class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex) Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex). Skill Points Per Level: 2 + Int modifier. Class Features: All of the following are class features of the Whitecloak.
Weapon and Armor Proficiency: A Whitecloak is proficient with all simple and martial weapons, all armor, and shields (except tower shields).

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Support: A Whitecloak can expect to receive all the necessary requirements of life from the Children of the Light. This includes room and board, necessary weapons and equipment, and funds needed for specific purposes or missions.

Level
1 2 3 4 5 6 7 8 9 10

Base Attack Bonus


+1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5

Fort Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Def Bonus
+1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Rep Gain
+0 +1 +0 +1 +0 +1 +0 +1 +0 +1

Special
Armor Compatibility, Unnerving Aura, Standard Issue Hold the Line Tall in the Saddle +2 Shield Expertise Tall in the Saddle +3 Persuasive Tall in the Saddle +4 Regroup Tall in the Saddle +5 Burning Hatred

Code of Conduct: A Whitecloak is expected to uphold the virtues set forth in The Way of the Light and laws of their organization. Should a Whitecloak ever be found guilty, by the Hand of the Light, of breaking this code, he is expelled from the Children of the Light. This means they can no longer gain levels in the Whitecloak prestige class, and lose their Support, Standard Issue, and Unnerving Aura abilities. Standard Issue: At 1st level, a Whitecloak receives a masterpiece breastplate and pure-white cloak emblazoned with the Children of the Lights insignia. When wearing both pieces of equipment, the Whitecloak gains a +2 enhancement bonus to Charisma. Armor Compatibility: Children of the Light take great pride in their clean and gleaming armor, and are well trained in its use. When a Whitecloak wears armor or carries a shield, his class Defense bonus stacks with the equipment bonuses of the armor and shield. An Armsman who adds levels in the Whitecloak prestige class may add both class Defense bonuses together and add that total to the equipment bonuses of the armor and shield. Unnerving Aura: Whether feared or respected, people typically pause to give way to members of the Children of the Light, and obey when confronted. When wearing their cloaks, Whitecloaks add their class level to Intimidate checks. Hold the Line: Beginning at 2nd level, a Whitecloak may make an attack of opportunity against a charging opponent that enters an area he threatens. The attack of opportunity happens immediately, before the charge attack is resolved. Tall in the Saddle: Whenever attacking from higher ground (including medium-sized or smaller opponents while on horseback), a Whitecloak of 3rd level receives this number as a circumstance bonus to attack rolls, replacing the usual +1 bonus. This same number is also added as a bonus to Ride checks. Shield Expertise: At 4th level, Whitecloaks are trained to use shields to their maximum efficiency. When making an off-hand attack with their shield, they retain its Defense bonus for that round. Persuasive: At 6th level, Whitecloaks gain Persuasive as a bonus feat. Regroup: Beginning at 8th level, if a Whitecloak disengages from combat, the next round he receives a +2 insight bonus to all attack and damage rolls. Burning Hatred: At 10th level, whenever a Whitecloak is battling a known Darkfriend or channeler, or when fighting Shadowspawn, he receives a +4 morale bonus to all attack and damage rolls.

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Chapter 4: Feats
The following are new feats, in addition to the feats listed in the WoTRPG; there are also two updated feats, Extra Talent and Extra Affinity these replace the versions in the WoTRPG. Note: For feats in the WoTRPG which have D&D analogs that were updated in v3.5, use the updated version (for example, the Two-Weapon Fighting tree).
General Feats Attune Weave Battle Cry Combat Casting Dream Capture Dream Bind Dreamer Fleet of Foot Extra Affinity Extra Talent Extra Weave Slot Flame & Void Improved Talent Strong Talent Inborn Spark In the Flesh Latent Channeler Obscure Knowledge Parry Riposte Quickened Embrace Instant Embrace Sense Saidar Sense Taveren Tower Education [Background] Wealth [Background] Prerequisite Wis 13+ Latent Old Blood -Latent Dreamer, Dream Jump, Dreamwalk Latent Dreamer, Bend Dream, Dreamwalk, Dream Jump, Dream Capture Latent Dreamer Run --Channeler level 4th BAB +5, Wis 13+, trained by a Blademaster At least one Talent Improved Talent -Latent Dreamer, Dream Jump, Dreamwalk -Latent Old Blood Dex 13+, BAB +3, Combat Expertise BAB +6, Combat Expertise, Parry Composure 8 ranks Composure 11 ranks, Quickened Embrace Male channeler -Tar Valoner Tar Valoner, Taraboner, Tairen Benefit Attune a weave to an object to make it easier to cast Shout a battle cry to boost morale +4 to cast weaves defensively Pull someone into Telaranrhiod against their will Force an effect onto someone whenever they enter Telaranrhiod You have prophetic dreams +5 base land speed You discover that you have an additional Affinity You discover that you have an additional Talent You are able to cast an additional weave each day Use Wisdom modifier in place of Strength modifier +2 DC for weaves from chosen talent Cast weaves from chosen talent at one level lower You can touch the True Source without being taught You can enter Tearanrhiod in the flesh You have the ability to channel, if taught You know trivia from other peoples memories You can parry opponents attacks with your weapon You can follow up a successful parry with a melee attack Embrace the Source as a move action Embrace the Source as a swift action Sense when a female channeler has embraced the Source See a glow or feel a tingle around a taveren. +2 Diplomacy and Knowledge (Arcana) You are extremely wealthy

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Players Guide
New Feats
Attune Weave
You can use an inanimate object to gain better focus while channelling the power. Prerequisite: Wis13+ Benefits: Choose a normal, solid, non-angreal object, up to a maximum weight of 5 pounds. By spending five minutes of meditation with it, you can attune it to the preparation of one type of weave. For the remainder of the day, whenever you attempt to cast the attuned weave while holding the object in your hand, you gain a +4 bonus to all Concentration checks made in relation to it. Only one weave boon may be created per day. A weave boon lasts 24 hours, but may be refreshed with an additional period of meditation.

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Battle Cry
The ancient cries of war re-establish old ties and inspire confidence. Prerequisite: Latent Old Blood. Benefit: When making a charge action and shouting a battle cry of your forebears, you receive a +1 morale bonus to attack and damage rolls, for that round. All allies within earshot gain a +2 morale bonus to all Will saves for the same round. Normal: A character receives no special bonus for shouting out their battle cries.

Combat Casting
You are adept at casting weaves in combat. Benefit: You get a +4 bonus on Concentration checks to cast a weave defensively, or while you are grappling or pinned.

Dream Bind
You are able to use your mastery of Telaranrhiod to force a change onto another person, causing that change to occur whenever they enter the Dreamworld. Prerequisite: Latent Dreamer, Dreamwalk, Bend Dream, Dream Jump, Dream Capture. Benefit: With this feat, you can cause an effect that you have created using the Bend Dream feat to have a sustained duration within the world of Telaranrhiod without having to hold it. Furthermore, this effect will take place whenever that person dreams themselves into Telaranrhiod while it remains in effect. You may release a person bound at any time with a free action, but it must take place in Telaranrhiod and both you and the subject of this feat must be present. In order to accomplish this, the Dreamwalker must make a second Concentration skill check. If the other person does not have the Bend Dream feat, add +10 to the DCs used to change your own items or appearance. If the person does have the Bend Dream feat, the check is opposed by the targets Concentration check. The target then gains a final Willpower saving throw (DC is 10 + the Intelligence modifier + the amount the Concentration check was exceeded by). If unsuccessful, they are changed to the new form or appearance and cant change back without help from the Dreamwalker who caused the change, or until the duration ends. The duration for this effect is the Dreamwalkers level + the number she exceeded her Concentration skill check by in days. Dream Binding is an attack or move action.

Dream Capture
You can enter into another persons dreams and forcefully pull them into Telaranrhiod, keeping them there until you release them. Prerequisites: Latent Dreamer, Dreamwalk, Dreamwatch.

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Benefit: Using the Dreamwatch feat, you may enter another persons dream. If you are able to resist being pulled into their dream, you can then attempt to pull that person into Telaranrhiod by making a Concentration check (DC 25). The target receives a Will saving throw (DC is equal to the Concentration skill check) or an opposed Concentration check. Furthermore, a character with this feat can prevent someone in Telaranrhiod from leaving by making an opposed Concentration check.

Dreamer
You have prophetic dreams. Prerequisite: Latent Dreamer Benefit: Like Foretelling, Dreaming is an unreliable ability. At the GM's discretion and at most once a month, the character can make a Concentration check DC 20. If the check succeeds the character remembers one or more prophetic dreams determined by the GM. These dreams are always heavily symbolic, hard to understand and easy to misinterpret.

Fleet of Foot
You are faster than the average person. Benefit: Your base land speed increases by 5 feet. Special: You can gain this feat one additional time, for a total bonus of +10 ft.

Extra Affinity
You have a previously undiscovered Affinity with one of the Five Powers. Benefit: Roll for an extra Affinity, exactly as you rolled for the first one. If you roll an affinity you already have, ignore it and roll again. Special: You can gain this feat up to four times, each time rolling for another affinity.

Extra Talent
You have a previously undiscovered Talent. Benefit: Roll for an extra Talent, according to the rules given under Chapter 2: Classes (Channeling Classes, Affinities and Talents). Special: You can gain this feat multiple times.

Extra Weave Slot


You are able to cast an additional weave each day. Prerequisite: Channeler level 4th. Benefit: You gain an extra slot in your daily allowance. The slot can be at any level up to one level below your highest level weave slot. Special: This feat can be taken multiple times.

Flame & Void


You have learned to focus past external stimuli. Body, mind, and soul become one in combat. Instinct and intuition guide your blade as surely as muscle and agility. Prerequisite: Base attack bonus +5, Wis 13+, trained by a Blademaster. Benefit: By spending a standard action focusing, the character can use their Wisdom Modifier in place of their Strength Modifier for the remainder of the melee. With a Composure check (DC 25), the two modifiers stack.

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Improved Talent
You have a knack for working with a particular Talent. Prerequisites: At least one Talent. Benefit: Increase the DC of all weaves from the chosen Talent by +2.

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Inborn Spark
You will touch the True Source without being taught, whether you like it or not. Benefit: This feat has several benefits and consequences. (1) You can channel. This feat allows you to take levels in either channeling base class. (2) When calculating Strength in the One Power, add three times your Charisma modifier. (3) If you do not take a level in a channeling class by the time you are a 6th level channler (8th level for a male channeler), you will contract a wasting sickness since you have not learned to control your power. (4) Other channelers of the same gender will be able to sense your ability to channel, and your Strength in the One Power. Special: This feat may only be taken as a 1st-level character, and is only given out as a bonus feat it cannot be taken by choice. Also, at character creation the DM will roll randomly for non-channeling characters, who may acquire this as a bonus feat without knowing it.

Instant Embrace
Embracing the True Source comes naturally to you. Prerequisite: Composure 11 ranks, Quickened Embrace. Benefit: You embrace the True Source as a swift action. Embracing the True Source this quickly is tiring, allowing you to only use this feat once per day for every three channeler levels you have attained. Normal: Without this feat, embracing the True Source is a full-round action. Special: Wilders cannot acquire this feat before they have taken the Eliminate Block feat.

In the Flesh
You have the ability to enter Tel'aran'rhiod in the flesh and move about freely. Prerequisites: Latent Dreamer, Dreamwalk, Dream Jump Benefit: When entering Telaranrhiod in a dream, you can make a Concentration check (DC 35) to enter the Dream Realm in the flesh. Your body is physically present. You gain 1d6 madness every time you use this ability. Normal: You travel Tel'aran'rhiod in dream, while your body remains where it was when you went to sleep.

Latent Channeler
You can be taught to channel the One Power. Benefit: This feat has several benefits and consequences. (1) You can channel. This feat allows you to take levels in the Initiate base class. (2) When calculating Strength in the One Power, add twice your Intelligence modifier. (3) Other channelers of the same gender will be able to sense your ability to channel, and your Strength in the One Power. (4) You gain a +1 bonus to Weavesight checks. Special: This feat may only be taken as a 1st-level character, and is only given out as a bonus feat it cannot be taken by choice. Also, at character creation the DM will roll randomly for non-channeling characters, who may acquire this as a bonus feat without knowing it.

Obscure Knowledge
You can pull strange, obscure knowledge from the bits of other peoples memories filling your head.

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Prerequisite: Latent Old Blood Benefit: To recall any obscure or trivial fact that any given person would have a reasonable chance of knowing, you can make an Intelligence check at a DC of 10 to pull the information from the dim recesses of your mind. If it is unlikely someone would know the fact, the DC is 15; improbable has a DC of 20; and impossible a DC of 25. In addition, if you have the Old Blood feat, or either the Gleemans Lore or Scholars Lore abilities, you gain a +4 on lore checks. Special: The knowledge gained from this feat is always considered trivial, such as the motto of a forgotten nation or population of a city. It can never be used to gain the knowledge necessary to perform some important function, only a single, irrelevant fact about something.

Parry
You can deflect a melee attack against you with your own weapon Prerequisites: Dex 13+, base attack bonus +3, Combat Expertise. Benefit: On your action, you may choose to hold one or more of your normal attacks until your opponent attacks. The opponent rolls his attack normally to determine if he hits. If he succeeds, you may then make an opposed attack roll with a DC equal to your opponents attack result. If you succeed, you have parried the blow and struck your opponents weapon (PHB pg. 136). Using this feat does not provoke an attack of opportunity. If, at the end of the round, you have any unused parry actions, they are lost and may not be transferred to the next round.

Quickened Embrace
Embracing the True Source comes naturally to you. Prerequisite: Composure 8 ranks. Benefit: You can embrace the True Source as a move-action. Embracing the True Source this quickly is tiring, forcing you to only use this feat once per day for every two channeler levels you have attained. Normal: Without this feat, embracing the True Source is a full-round action. Special: Wilders cannot acquire this feat before they have taken Eliminate Block.

Riposte
You may attempt to turn a successful parry into an additional attack against your opponent. Prerequisites: Base attack bonus +6, Parry, Combat Expertise. Benefit: If you make a successful parry, you may, once per round, make a free melee attack against the opponent you parried. The attack is at your highest attack bonus and all normal modifiers apply. No matter how many parries you have made, you may make no more than one riposte per round, unless you are affected by items, weaves or other effects that increase the number of actions you may make in a round.

Sense Saidar
You can sense when a female channeler has embraced the True Source. Prerequisites: Male channeler. Benefit: Any time a female channeler embraces the Source around you, the DM secretly makes a Weavesight check (DC 25 her channeler level); if successful, you can tell that a female has embraced the Source. You cannot tell which one, or how many if there are more than one. Special: This feat may not be taken at 1st level.

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Sense Taveren
You can sense when you are near a taveren. Benefit: You can sense when you are near a taveren, either by feeling a tingle or seeing a glow around them. Sensing can only be done within thirty feet (modified slightly by the power of the taveren), and if a glow is seen, it is brighter depending on how strong the taveren is.

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Strong Talent
You are exceptionally strong in one Talent. Prerequisite: Improved Talent. Benefit: This feat applies to the Talent that you chose for the Improved Talent feat. You cast weaves from the chosen Talent at one level lower than they actually are. This feat stacks with other sources of the same effect.

Tower Education [Background]


You have spent time in the White Tower, possibly as a Novice, Warder trainee or long-term guest. Where powerful Aes Sedai hold sway, the wise learn courtesy and everyone learns a little about the One Power. Background: Tar Valoner Benefit: You receive a +2 bonus to Diplomacy and Knowledge (Arcana) checks. Special: Initiates who have been trained in the White Tower may take this feat no matter what their background.

Wealth [Background]
Its good to be rich. Its even better to be born rich. Backgrounds: Tar Valoner, Taraboner, Tairen. Benefit: You begin the game with an extra 250 silver marks (mk). Furthermore, every time you go up in level, you can draw upon your familys investments, gaining 250 mk for each point of Reputation you have when your level increase occurs. This wealth does not magically appear in your pockets; you must collect it from a family business, a relation, or some other source of your familys wealth. If you cannot collect the money before you go up a level again, you lose the benefit for that level (but you can, of course, collect the money gained for your new level). For example, you have a Reputation of 4 when you attain 7th level. You are entitled to immediately collect 1,000 mk- but you are traveling and cant collect it right away. After a few weeks, you reach a place where you can collect it. In the meantime, youve gained another point of Reputation, but you still are entitled only to 1,000 mk, because you had only 4 points of Reputation when you reached 7th level. If your travels kept you away from your money until after you reached 8th level, you could not collect your 7th-level wealth. You could, however, collect your wealth for attaining 8th level- in this case, 1,250 mk: 250 mk multiplied by a Reputation score of 5. Special: This feat may only be taken at 1st level.

Lost Ability Feats


A note about the Lost Ability feats: the Latent feats which are prerequisites for all of the lost abilities will be given out as bonus feats at the DMs discretion. Once a character has a Latent feat, he or she may take the Lost Ability feats from that feat tree as they choose with their normal feat slots.

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Chapter 5: New Weaves
The following is a list of new weaves, sorted by Talent. These are in addition to the ones in the WoTRPG. There are way too many for me to include full write-ups, so this is just the names of the weaves and their rarity.
Align the Matrix [Lost] Craft Cuendillar [Lost] Craft Item [Lost] Craft Power-Wrought Material [Lost] Craft Power-Wrought Weapon [Lost] Balefire [Lost] Balestorm [Lost] Isolating the Thread [Lost] Sowing the Sands of Time [Lost] Cloud Dancing Crushing Sphere [Rare] Desolation of the Deep [Rare] Fist of the Storm [Rare] Rain of Ice [Rare] Conjunction Adoption [Common] Awaken [Rare] Calm Animals [Rare] Imprint [Rare] Mirrorshroud [Rare] Painted Memories [Lost] Persuasion [Common] Shroud the Mind [Lost] Suggestion [Rare] Suggestion, Minor [Common] Summons [Rare] Thread the Needle [Lost] Tracery of Spirit [Lost] Whispers Through the Black Gate [Lost] Earth Singing Breaking the World's Bones [Lost] Control Terrain [Rare] Corrosion [Rare] Determine Direction [Common] Dust Storm [Common] Earth Cunning [Rare] Earthfire [Lost] Embrace of Spring [Lost] Keen Blade [Lost] Liquefy Earth [Common] Magnetize [Lost] Rolling Earth [Rare] Sculpt the Land [Rare] Soften Earth [Common] Treading the Earth [Rare] Weaken [Lost] Elementalism Arrows of Ice and Flame [Rare] Aura of Flame [Common] Bastion of Force [Rare] Buoyancy [Common] Cascade of Lightning [Rare] Cast Off [Common] Clean [Common] Create Ice [Common] Detonate [Rare] Draw from the Well [Rare] Drawing Breath [Rare] Firestorm [Rare] Flame Dart [Common] Flame Delve [Common] Freeze [Rare] Geyer [Common] Heat [Common] Kiss of the Storm [Rare] Impede Opponent [Lost] Open the Way [Common] Rouse the Medium [Lost] Thunderclap [Rare] Wall of Flames [Rare] Healing Adorn [Lost] Blight of the Flesh [Lost] Caress the Child [Rare] Cleanse [Common] Crisis of Breath [Lost] Ease the Mind [Common] Exhaustion [Rare] Fade the Spirit [Rare] Free the Mind [Lost] Greater Healing [Lost] Quicken [Rare] Rejuvenate [Rare] Renew the Flesh [Lost]

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Warding Aeriform Shield [Lost] Alarm [Rare] Alter Pattern [Lost] Circle of Sounds [Common] Cut Weave [Common] Deflect Missiles [Lost] Deflect Weave [Lost] Forbiddance [Rare] Hide Strength [Lost] Eye of the Storm [Lost] Flame Warding [Rare] Keeping [Lost] Resonance Web [Lost] Shield [Common] update! Strangle the Flow [Lost] Test Resonance [Rare] Ward Against Channelers [Common] Ward Against Disease [Common] Restoration [Rare] Restore [Common] Vigil of Silence [Rare] Illusion Disguise Clothing [Common] Far Speaking [Rare] Hidden Message [Rare] Mantle of Shadows [Lost] Mirror of the Mind's Eye [Lost] Vertigo [Rare] Making [Lost] Craft Angreal [Lost] Craft Sa'angreal [Lost] Craft Ter'angreal [Lost] Traveling [Lost] Cycling Gateway [Lost] Hold Gateway [Lost] Steal the Reflection [Lost]

Final Words
For everything else- the One Power, adventuring trivia, combat rules, etc., refer to the Wheel of Time RPG rulebook, the D&D Players Handbook, or the DM. There you will find your answer. Hopefully. And if not, the DM can make something up, no problem.

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