From the burning lands of the Aiel wastes, also known as the “Three-fold Land” come brave warriors, wearing little to no armor and wielding spears and daggers to protect what they hold dear, to uphold the oaths they have taken, and to strike back against the forces of Sightblinder (one of the Aiel names for the Dark One). The algai’d’siswai are typically members of the Aiel race, have proven their mettle and their value to those who would be their allies. To enemies who underestimate them, they have proven how deadly and resourceful life in the Three-fold Land has made them.

Adventures: Adventuring offers an algai’d’siswai the chance to prove his combat skills and earn honor and prestige within Aiel society. A trip to the north to attack the Dark One’s forces in the blight has brought a great deal of fame to many algai’d’siswai , paving their path to ascend to greater heights within their sept and clan. Adventuring is also the best chance algai’d’siswai have of finding less warlike lands than the Waste, as most are restless and eager to put their skills to use. Algai’d’siswai are not troubled by the dangers and uncertainties that adventuring involves as they face these daily in the Waste.

Characteristics: The algai’d’siswai is an excellent warrior. Armsmen have training and discipline, however the algai’d’siswai has carefully honed speed, agility and stamina. Although they rarely wear armor, their abilities not only protect them in combat but also allow them to strike back with lightning speed to kill foes rapidly. They are adept at stealth and survival while being able to move rapidly overland.

Origin: Algai’d’siswai come from the uncivilized lands of the Aiel Waste, a vast expanse of desert, west of the Spine of the World. An Aiel adventurer may be on a mysterious mission, lured their by the promise of riches or a chance to “dance the spears” with a hated enemy, or banished from the Waste due to a transgression. Algai’d’siswai share no bond with each other unless they come from the same clan, sept, or warrior society. Aiel clans are often at war for precious territory containing water or other resources.

Alternately, sometimes wetlanders cross the spine of the world and make their way into the Aiel Wastes to learn the ways of the algai’d’siswai . This is incredibly rare but has occurred in the past.

Background: Virtually all algai’d’siswai are Aiel; even the name of the class is virtually unheard of in the wetlands. As mentioned above on rare occasion the Aiel teach their ways of fighting to those outside their race.

Table 2-1: Algai’d’siswai
Level Base Attack Bonus Fort Save Ref Save Will Save Def Bonus Reputation Score Special
1st +1 +1 +2 +0 +1 0 Weapon Focus (Short Spear), Endurance
2nd +2 +2 +3 +0 +2 1 Dance the Spears I, Fast Movement I
3rd +3 +2 +3 +1 +2 1 Uncanny Dodge
4th +4 +2 +4 +1 +3 1 Stealthy Movement
5th +5 +3 +4 +1 +4 2
6th +6/+1 +3 +5 +2 +4 2 Dance the Spears II, Fast Movement II
7th +7/+2 +4 +5 +2 +5 3
8th +8/+3 +4 +6 +2 +6 3 Improved Uncanny Dodge
9th +9/+4 +4 +6 +3 +6 3 Weapon Specialization (Short Spear)
10th +10/+5 +5 +7 +3 +7 4 Dance the spears III, fast movement III
11th +11/+6/+1 +5 +7 +3 +7 4
12th +12/+7/+2 +6 +8 +4 +9 5 Diehard, fast movement IV
13th +13/+8/+3 +6 +8 +4 +9 5 Critical Focus (Short Spear)
14th +14/+9/+4 +6 +9 +4 +9 5 Dance the spears IV, fast Movement V
15th +15/+10/+5 +7 +9 +5 +10 6
16th +16/+11/+6/+1 +7 +10 +5 +11 6 Greater Weapon Focus (Short Spear)
17th +17/+12/+7/+2 +8 +10 +5 +12 7
18th +18/+13/+8/+3 +8 +11 +5 +12 7 Dance the spears V, greater weapon spec. (short spear), fast movement VI
19th +19/+14/+9/+4 +8 +11 +6 +12 7
20th +20/+15/+10/+5 +9 +12 +6 +14 8 First blood

Algai’d’siswai have the following game statistics.
Alignment: Any
Hit Die: d12
Skill Points per Level: 4 + Int modifier

Abilities: Strength is important for the algai’d’siswai because of the role it plays in combat. Dexterity also has a great use for the algai’d’siswai as they do not wear armor and rely on stealth for concealment. The difficult terrain of the Three-fold Land makes Constitution. And finally many of their skills use Wisdom.

Class Skills: The algai’d’siswai class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Nature), Perception (Wis), Stealth (Dex), Survival (Wis).

Class Features: All of the following are class features of the algai’d’siswai.

Weapon and Armor Proficiency: An algai’d’siswai is proficient with all simple weapons except swords. As a people the Aiel despise swords and will refuse to touch them directly. For this reason algai’d’siswai suffer double the normal penalty whenever they attempt to use a sword. Algai’d’siswai do not usually wear armor but are proficient with light armor and bucklers.

AC Bonus: While unarmored and unencumbered and algai’d’siswai add 1 ½ of their dexterity to their AC. Also starting at 4th and ever 4 levels after that the algai’d’siswai gains a +1 bonus to their defense score; this increase has been included in the chart.

Weapon Focus (Short Spear): Algai’d’siswai gain this feat for free at 1st level. This feat may never be retrained for a different weapon.

Endurance: Algai’d’siswai gain this feat for free at 1st level.

Dance the Spears: At 2nd level the algai’d’siswai gains a +2 insight bonus to Initiative, this bonus increase by +2 at 6th level and every four levels after that (+10 at 18th level).

Uncanny Dodge: As per the barbarian’s class ability (p. 34 Core Rulebook) the algai’d’siswai gains this at 3rd level.

Die Hard: At 12th level the algai’d’siswai receives this feat for free.

Fast Movement: At 2rd level the algai’d’siswai receives a +10 ft enhancement bonus to their movement speed, this bonus increases at 6th level and ever four levels afterwards by 10 ft.

Stealthy Movement: At 4th level the algai’d’siswai adds their Reflex save to all Stealth checks.

Improved Uncanny Dodge: As per the barbarian’s class ability (p. 34 Core Rulebook) the algai’d’siswai gains this ability at 8th level

Weapon Specialization (Short Spear): Algai’d’siswai gain this feat for free at 9th level. This feat may never be retrained for a different weapon.

Critical Focus (Short Spear): Algai’d’siswai gain this feat for free at 13th level. This feat may never be retrained for a different weapon.

Greater Weapon Focus (Short Spear): Algai’d’siswai gain this feat for free at 16th level. This feat may never be retrained for a different weapon.

Greater Weapon Specialization (Short Spear): Algai’d’siswai gain this feat for free at 18th level. This feat may never be retrained for a different weapon.

First Blood: At 20th level the _algai’d’siswai’s_reflexes surpass normal human limitation. He always receives a surprise round in combat and if he would normally receive a surprise round he may take both a movement and a standard action. In the first round of combat algai’d’siswai is considered to be acting at the highest initiative, treating his opponents as flat-footed, he also gain a bonus on all attack and damage rolls in this round, and in the surprise round, equal to half his class level.

Maneuvers: You begin your career with knowledge of 3 martial maneuvers. The disciplines available to you are Desert Wind, Setting Sun, and Tiger Claw.

Once you know a maneuver you must ready it before you may use it (see Maneuvers Readied below).

Maneuvers are extraordinary abilities unless otherwise noted in their description and do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels as shown on Table 1-2. You must meet a maneuvers prerequisite to learn it. See Table 3-1 to determine the highest level maneuver you can learn. Upon reaching 4th level and ever even number level after that you may choose to learn a new maneuver in place of one you already know. In effect you lose the old maneuver in exchange for the new one. You do not need to replace the maneuver with one of the same level or school. It must merely be one for which you meet the prerequisites. You may only swap a single maneuver at any even number level after 4th.

Maneuvers Readied: You may ready 4 of your 6 maneuvers know at first level and as you advance in level you learn more maneuvers and are able to ready more as per Table 2-2. You ready your maneuvers by meditating an exercising for five minutes. These maneuvers remain ready until you meditate or exercise in order to change them. You do not need to rest or sleep to for a long period of time to ready your maneuvers, anytime you can spend five minutes in meditation or exercising you may change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times might have already used them since you chose them. When you initiate a maneuver you expend it for the current encounter. So each readied maneuver can be use once per encounter (unless you recover them as described below).

You can recover an expended maneuver by using a full round action to meditate quickly. Doing this does not provoke and attack of opportunity. If you complete your meditation you may select one expended maneuver which will now be ready for subsequent turns.

Stances Known: You begin play with knowledge of one stance from any of the disciplines to which you have access. At 2nd, 5th, 9th, 14th and 20th level you may learn a new stance. Unlike with maneuvers you may not learn a new stance at higher levels in place of one you already know.

Table 2-2: Maneuvers
Level Maneuvers known Maneuvers Readied Stances Known
1 3 3 1
2 3 3 1
3 4 3 1
4 4 3 1
5 4 3 1
6 4 4 2
7 5 4 2
8 5 4 2
9 5 4 2
10 6 4 2
11 6 4 2
12 6 5 2
13 6 5 3
14 7 5 3
15 7 5 3
16 7 5 3
17 8 6 3
18 8 6 3
19 8 6 3
20 8 7 3

Main Page


Wheel of Time- The four Pillars Cos