Green Ajah

The Battle Ajah. The Greens train to be front line channelers when the Last Battle begins. They know the most destructive weaves of any Ajah, and also claim the most warders. It is not unheard of for a Green Aes Sedai to hold three or four men as personal guards.

Requires: Skill Focus Survival.

Ajah Talents

 * Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
 * War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. You can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
 * Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. You gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.
 * Spirit of the Warrior (Su): You can summon great courage and inner fortitude; allowing it to possess you, and becoming a mighty warrior. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, and a +4 natural armor bonus to AC. Your base attack bonus while possessed equals your character level (which may give you additional attacks), and you gain the Improved Critical feat with a weapon of your choice. You can use this ability for 1 round for every 2 levels you possess. This duration does not need to be consecutive, but it must be spent in 1-round increments. You must be at least 11th level to select this Talent.
 * Primal Manipulation (Su): Whenever you cast a spell that deals acid, cold, electricity, or fire damage, you may change it to deal one of the other listed damage types. You may use this ability once per day, plus one additional time for every 5 levels you possess. At 15th level, you can change a spell to deal sonic damage, though the damage is halved. At 20th level, you can change a spell to deal force damage, though the damage is halved.
 * Clobbering Strike (Ex): Whenever you score a critical hit against an opponent with a spell that requires an attack roll, you may immediately attempt to trip your opponent as a swift action. You do not provoke an attack of opportunity as normal for this trip attempt. You cannot be tripped in return when using this ability.