The Channeler Class & Paths (Wheel of Time) PEACH

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(note this is still a work in progress!)

This class is based on the Channeler classes from the Wheel of Time 3e module (the initiate and the wilder). The class is rich in lore, and despite the number of casters that pop up around here, the class still holds a special place in my heart.

I'll start off to say this will be a difficult conversion as the class was based heavily on spell slot manipulation and was meant to replace all normal D&D casters in the Wheel of Time setting. However, I like a challenge. ;)

This will be a work in progress, and will likely hit a few snags as time goes on as I convert 3e mechanics into 4e mechanics that fit the lore. Feedback, as always, is welcome.

Lore is drawn from the Wheel of Time novel series as well as it's wiki site and the 3e book.
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Channeler
"We are all touched by the One Power, however, few can master touching it back"

Class Traits
• Role: Striker. Using your mastery of the One Power, you cut through your foes quickly. Though your powers are flexible and can often be used in many ways, allowing certain elemental aspects to partially fulfill other roles, including those of the controller and leader.
• Power Source: Weave (The One Power). You draw your power from the energy that lingers in all things, harnessing it to be used in whatever way you see fit.
• Key Abilities: Intelligence, Wisdom, Charisma

• Armor Proficiencies: Cloth
• Weapon Proficiencies: Simple Melee, Simple Ranged
• Bonus to Defense: +2 Will

• Hit Points at 1st Level: 12 + Constitution Score
• Hit Points per Level Gained: 5
• Healing Surges per Day: 7 + Constitution Modifier

• Trained Skills: Weavesight* (Int). From the class skills listed below, choose three more trained skills at 1st level.
Class Skills: Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Weavesight (Int)

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Channelers are divided between Initiates and Wilders, trained and untrained;

Initiates parley their wisdom, the respect they command from nobility and commoner alike, and the One Power into positions of responsibility and control. Initiates are trained not just in the art of the One Power, but also in the skills to counsel and advise the leaders of their nations. But they don't act alone - initiates serve the traditions that train and aid them throughout their lives.

Some people are touched by the One Power without the benefit of years of study or the help of those who have mastered it in the traditions of the initiates. These wilders embrace the Source on their own, and, if they survive the experience, go on to become capable or even powerful channelers. Though they lack access to the years of techniques and skills developed over the years by established orders, wilders are also free from the hidebound rules and limitations that bind and restrict initiates.

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Weavesight
You can use this skill to identify weave powers and effects, and identify Angreal and Sa'angreal. Note that only male channelers can see effects created by saidin and only female channelers can see effects created by saidar.

The One Power
Saidin and Saidar
The True Source is made up of two complimentary parts: Saidin, the male half of it and Saidar, the female half. Only women can touch and use saidar and only men can use saidin In fact, in general women cannot even detect the presence or use of saidin nor can men feel saidar. The methods by which the two halves are manipulated in the casting of weaves is so different that men and women cannot even teach each other in the use or properties of each other's powers. However, the same basics apply to each as follows.

Saidin and saidar are visible forces to those who can channel. When a woman draws upon the saidar, an aura of it's power grows around her, visible to other female channelers. A male channeler cannot readily see saidin gathering around another male channeler, but he can feel that the other holds the Power (within 15 feet or less). Though a male channeler may attempt a weavesight check to 'see' the presence of another male channeler's power.


Non-human Channelers
Almost all channelers are human, however occasionally a non-human wilder arises or a non-human is brought within an order's walls for teaching. Only races which receive a racial bonus to Intelligence, Wisdom or Charisma can become channelers, other races simply cannot touch the Source. In the case of races without a specified gender, they select whether they draw upon Saidin or Saidar. Once this choice is made, it cannot be altered.


Madness

In the Wheel of Time setting, male channelers are daunted by the presence of the Dark One. In other campaign settings, channelers may not be subject to these drawbacks. If you are not using Madness in your campaign, simply ignore this section.

Male channelers are susceptible to the taint of the Dark One that lies within saiden. As they grow closer and closer to the source, the Madness takes a tighter and tighter hold over the channeler. Channelers are prone to outbursts or boughts of insanity at times. Eventually Madness can lead to permanent insanity or the horrible rotting disease that comes from the taint. It is an inevitability for all male channelers.

Male channelers begin with a Madness rating of 1D8 (rolled in secret by the DM). Each time they level, their Madness increases by 1D4. Each time a male channeler attempts to Overchannel, they must check against madness or gain 1 additional point of Madness. As Madness accrues, more and more things can cause checks against their Madness, and the ill-effects get worse and worse.

The following table shows what can trigger checks against Madness based on your overall rating. Note that your rating is private information for the DM. Checks against madness are D20 rolls to which you add your intelligence, wisdom and charisma modifiers, as well as modifiers from level. The DM compares your total against your overall Madness rating. If your total exceeds the rating, no effect happens. If you roll lower than your rating, an ill-effect based upon your total rating occurs.

0-15 Rating: No condition
16-30 Rating: Injury (take damage in combat or deadly noncombat situations)
31-40 Rating: Will Defense is targeted by an attack
41-50 Rating: Using a Weave power
51-60 Rating: A threat is presented (either real or imagined)
61+: Constant (Character permanently insane)

The following occur when a channeler fails their check against Madness. To get the result, you roll 1D20 and the DM subtracts the result from your Madness rating to discover the exact effect;

5 or less: Delusion for an encounter or 5 minutes (Suffers from hallucinations)

6-15: Suspicion for 1D6 hours (Has a deep distrust of everyone, even friends and suspects them of secretly plotting against him, causing him harm or even being darkfriends)

16-25: Panic for 2d6 rounds (Convinced is in mortal danger and does his best to flee the situation. If he cannot flee, he attacks desperately).

26-35: Withdrawal for 1D6 hours (Becomes depressed, argumentative, stubborn and unwilling to interact with the world)

36-45: Fury for 1d6 rounds (Flies into an insane fit of rage. He lashes out at the nearest available target if in combat, or goes on a violent rampage in other situations. Thereafter he overreacts dangerously to events that would otherwise make him irritated, frightened or otherwise stressed.)

46-55: Disease (Fall prey to a rotting disease; must make an Endurance check DC 25. His very body decays around him and the stress of this situation is often enough to propel him to final destruction. The disease reduces maximum hit points by ten. Each day the channeler must roll another endurance check DC 25. Each failure results in another ten hit point loss. Success prevents the hit point loss that day, but does not improve the disease condition. This can only be cured by means of Ter'angreal (or in other settings by the powers of Gods or powerful artifacts). Any effect that cures a disease grants the channeler a +4 bonus to their next save against the disease.

56+: Dementia (The character's personality has been lost entirely to madness. A hero becomes an NPC and is forever beyond saving, death usually not long after this point.)


Despite the negative impact of the taint, those touching saiden are also much more powerful, likely due to the influence of the Dark One. All male channelers receive one additional elemental affinity, one additional talent and receive a +2 bonus to Endurance checks used to Overchannel.
Channeler Class Features

[u]Training[/u]
Channelers are either trained initiates or wilders, choose one of the following;

• Initiate: You receive a bonus elemental affinity from your gender's starting options, one extra talent and one additional trained class skill. You use your Intelligence for your weaves.

• Wilder: You receive a +2 bonus to all endurance checks made to resist effects brought on by Overchannel and the extra d6 damage dice from your Embrace the Source class feature become d8's. However you also gain the Emotional Block flaw. You use your Charisma for your weaves.
Emotional Block

Emotional Block
Although their self training lends wilders a great deal of power, it doesn't come without a price. The dangers of learning the One Power unaided result in a 'block': an emotional trigger without which the Power cannot be activated. Blocks form naturally as a wilder first learns access to the Power they are a sort of buffer to reduce the risk of inadvertently channeling enough power to still/gentle (sever from the source) or even kill the wilder. Unfortunately, the block persists even after the wilder has learned to control the Power, preventing them from using it freely whenever he or she wants to.

Typical emotional states include; being angry, serene, excited, fearful or even lustful (make up a block that is appropriate for your character). Regardless of the block's nature it always requires effort to attain/maintain the emotional state. The wilder must be in this emotional state to channel. This is a full-round action and requires a Wisdom check DC 15 (though if you are in an opposed emotion the DC is 20, if you are in a similar emotion the DC is 10). Once in this emotional state, the wilder may maintain it for up to one hour. Remember that the Wilder's emotions effect everything he or she does (a wilder who must conjure terror is truly afraid and must behave as such).



[u]Affinities[/u]
Each channeler is particularly strong with a specific element. Each channeler begins play with an affinity for one of the five elements. Men and women naturally are guided to different elements. Choose one of the following affinities (or two if you are an initiate). When you cast a weave, if you have an affinity for each of the weave's elements, you receive a +1 bonus to attack and damage rolls with the power. Likewise, if you possess affinities with none of the weave's elements, attack and damage rolls made with the power suffer a -1 penalty. Additional affinities may be gained through feats (including those normally barred by your gender).

Male: Fire, Earth, Spirit
Female: Air, Water, Spirit


[u]Talents[/u]
Each Channeler begins play with one of the following talents (initiates begin with two). These talents grant additional abilities and often provide bonuses to powers (as noted in their description).
• Cloud Dancing

• Conjunction
Sense Emotion

[deck='Sense Emotion (Conjunction Feature)']
You use the power to detect the emotions stirring within those around you.
Encounter ♦ Weave
Minor Action
Personal
Effect: You can sense the emotions of those around you, giving you a +2 power bonus to Bluff, Diplomacy and Intimidate checks until the end of your next turn.[/deck]

• Earth Singing
Earth Delving

[deck='Earth Delving (Earth Singing Feature)']
You use the Power to reach around you and find nearby sources of metal or minerals.
At-will ♦ Weave
Full Round Action
Personal
Special: You must be holding or touching the type of metal or mineral you wish to detect.
Effect: You sense a deposit of the metal or mineral within a 25 foot radius, allowing you to locate hidden concentrations of it. This weave does not tell you precisely how much of the mineral is present, but it does give you a general idea of the size of the deposit (small, medium, etc).
Sustain Minor: You may sustain this power.

At 11th level you may sense within a 50 foot radius, at 21st level you may sense within 100 feet.[/deck]

• Elementalism
Light

[deck='Light (Elementalism Feature)']
You extend your hand and create a fist-sized globe of cool white light which hovers above your palm for the duration.
At-will ♦ Weave
Standard Action
Personal
Effect: The light generated by this effect lasts until you dismiss it and generates light equal to that of a torch.

At 11th level you may increase the light output to that of a bonfire, at 21st level you may increase the light output to that of daylight in a 20 foot radius.[/deck]

• Healing
Delve

[deck='Delve (Healing Feature)']
You reach out and sense injuries and illnesses within the target.
Encounter ♦ Weave
Minor Action
Melee Touch
Target: Touched target.
Effect: You learn of any physical injuries affecting the target currently or recently (though you do not know the exact amount of remaining HP of the target). This may be used to discern cause of death when used on a creature that died within the past 24 hours (provided you can detect the actual cause). This ability grants you a +3 bonus to your next heal check on the target used in the next 5 minutes.

At 11th level you may detect diseases and poisons, at 21st level you may detect supernatural damage effects (ongoing, curses, etc).[/deck]

• Illusion
Disguise

[deck='Disguise (Illusion Feature)']
You wrap the target in the Power, using it to help them hide their true nature.
Encounter ♦ Weave
Full Round Action
Melee Touch
Target: Touched creature
Effect: The target receives a +2 power bonus to Bluff checks used to disguise themselves for the rest of the encounter or for 5 minutes. Note this power can be seen through immediately by those with weavesight of the same gender as the caster.

At 11th level the bonus increases to +3, at 21st level the bonus increases to +5.[/deck]

• Warding
Minor Barrier

[deck='Minor Barrier (Warding Feature)']
You use the Power to create a small barrier of force that shields yourself or an ally.
Encounter ♦ Weave
Standard Action
Close Burst 5
Target: Yourself or an ally within the burst.
Effect: The target receives a +1 power bonus to AC and Reflex defenses until the end of your next turn.
Sustain Minor: You may sustain this effect until the end of the encounter.

At 21st level the defense bonuses increase to +2.[/deck]



All channelers have the following class features:

Embrace the Source
[deck='Embrace the Source (Channeler Feature)']
You embrace the Source directly, letting it's power fill you completely.
At-will ♦ Weave
Minor Action
Personal
Effect: You choose to either gain a +1 bonus to all skill checks until your next turn or increase the damage done to one target by your next weave this turn by 1d6. This effect is useable only once per round. At 11th level this damage bonus increases to 2d6, and at 21st level it increases to 3d6. Those using this power become immediately visible by those of the same gender with weavesight.[/deck]


Overchannel
[deck='Overchannel (Channeler Feature)']
You draw deep into the Source, trying to regain some of your expended power.
Daily ♦ Weave
Minor Action
Personal
Effect: Choose an encounter weave or encounter utility weave you have expended. Roll an Endurance check, DC equal to 12 + the power's level. Success results in that power refreshing, ready to be used again. Failure causes you to become stunned until the end of your next turn. No matter the result, this power is expended.[/deck]



Implement Use
Much in the way a wizard uses staves and wands, a channeler uses Angreal and Sa'angreal. The Angreal are created attuned to either male or female channelers and can only be used by that gender. Members of the opposite gender cannot even tell the items are angreal. What sets Angreal apart from other implements is that they can come in nearly any form. From held statues, to swords, to rings to entire buildings; the Source can be felt in nearly anything. When using a power that states an implement must be wielded directly, you must have at least one hand free (note that especially large objects, such as the aforementioned buildings, cannot be wielded at all for these powers). Regardless of what slots they are equipped to, you may only benefit from one implement per round.

Example Angreal


Ring of Air's Embrace +1 (Level 3)
A ring created to better manipulate air around foes.
Implement (Ring Slot)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Once per round you may sustain one of your Arms of Air effects as a free action.

Shard of Incineration +1 (Level 3)
An onyx shard imbued with the power of fire.
Implement (Held Item)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Saves against your initial hit with Create Fire are made at a -1 penalty.

Crystal of Clouded Visions +1 (Level 3)
A crystal created to hinder your foe's thoughts.
Implement (Held Item)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Foes struck by your Cloud Mind ability suffer a -1 penalty to their Will defense until the end of your next turn (note this effect is non cumulative).

Ring of Vengeful Earth +1 (Level 3)
A ring created to turn the nearby earth against your foes.
Implement (Ring Slot)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Your Tremor ability also pushes adjacent foes 1 square.

Statue of Winter +1 (Level 3)
A statue imbued with the icy chill of winter.
Implement (Held Item)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Saves made against your initial hit with Winter Chill are made at a -1 penalty.




Slow Aging
Those who have embraced the Source age at a much slower rate. A channeler ages at a rate of 1 year for every number of years equal to one-half their level (ex. A level 6 channeler ages at a rate of 1 year every 3 years).
[u]Channeler Powers[/u]

At-will Powers

LEVEL 1 AT-WILL WEAVE POWERS

Arms of Air (Channeler Attack 1)
You gather the Power to slam solid air into a foe and create a temporary barrier.
At-will ♦ Weave, Force, Zone, Implement
Element: Air
Area 1 square within 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 1d10 + Intelligence or Charisma modifier force damage.
Effect: The target is pushed out of the square entirely (this cannot be increased or reduced) and the square becomes occupied. It grants cover and cannot be moved or shifted through. This lasts until your next turn.
Sustain Minor: You may keep the barrier active until the end of your next turn. This effect may be sustained for 5 minutes or until the end of an encounter.
Increase damage to 2d10 + Intelligence modifier at 21st level.


Cloud Mind (Channeler Attack 1)
You use the Power to assault the mind of a target, leaving it confused.
At-will ♦ Weave, Charm, Psychic, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 1d8 + Intelligence or Charisma modifier psychic damage and slide the target up to 2 squares.
Increase damage to 2d8 + Intelligence modifier at 21st level.


Create Fire (Channeler Attack 1)
You gather the Power to cause a nearby target to erupt into flames.
At-will ♦ Weave, Fire, Implement
Element: Fire
Ranged 5
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 1d10 + Intelligence or Charisma modifier fire damage and target must make an immediate save or suffer ongoing 5 fire damage (save ends).
Increase damage to 2d10 + Intelligence modifier at 21st level.


Tremor (Channeler Attack 1)
You strike the ground around you with the force of the Power, causing a jarring quake and a wave of rocks and other debris.
At-will ♦ Weave, Implement
Element: Earth
Close Burst 1
Standard Action
Target:
Each creature in burst
Special: Targets of this attack must either be on the ground or within 1 square of the ground to be struck.
Attack: Intelligence or Charisma vs Reflex
Hit: 1d8 + Intelligence or Charisma modifier damage.
Effect: You may choose to cause the affected area to become difficult terrain until your next turn.
Increase damage to 2d8 + Intelligence modifier at 21st level.


Winter Chill (Channeler Attack 1)
You use the Power to wrap the target in an icy chill.
At-will ♦ Weave, Cold, Implement
Element: Water
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 1d8 + Intelligence or Charisma modifier cold damage and the target must roll an immediate save or become immobilized until the end of it's next turn.
Increase damage to 2d8 + Intelligence modifier at 21st level.


Level 1 Encounter Powers

LEVEL 1 ENCOUNTER WEAVE POWERS

Roaring Wind (Channeler Attack 1)
You gather the Power and create a deadly blast of wind.
Encounter ♦ Weave, Thunder, Implement
Element: Air
Close Blast 3
Standard Action
Target:
Each creature in blast
Attack: Intelligence or Charisma vs Fortitude
Hit: 1d10 + Intelligence or Charisma modifier thunder damage, and the target is pushed 1 square.
Miss: One-half damage and no push.
Cloud Dancing: Instead push the target a number of squares equal to your wisdom modifier (minimum 1).


Sapping Cold (Channeler Attack 1)
You gather the Power and use it to create a strength-draining frost around the target.
Encounter ♦ Weave, Cold, Implement
Element: Water
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 1d10 + Intelligence or Charisma modifier cold damage, and the target is weakened until the end of your next turn.
Healing: The target also suffers a penalty to it's Fortitude defense equal to your wisdom modifier (minimum 1) until the end of your next turn.


Stone Spike (Channeler Attack 1)
You gather the Power and use it to cause the ground under a foe to form into a large spike that drives upwards through them before crumbling away.
Encounter ♦ Weave, Implement
Element: Earth
Ranged 10
Standard Action
Target:
One creature within 2 squares of the ground or another inanimate solid surface.
Attack: Intelligence or Charisma vs Reflex
Hit: 2d6 + Intelligence or Charisma modifier damage, and the target is knocked prone.
Earth Singing: You may push the target one square.


Threads of Loyalty (Channeler Attack 1)
You gather the Power and use it to cause a nearby foe to view you as an ally briefly even as you tear through their mind.
Encounter ♦ Weave, Psychic, Charm, Implement
Element: Spirit
Ranged 5
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 2d6 + Intelligence or Charisma modifier psychic damage, and the target cannot attack you (the target will try to avoid hitting you with area powers as well) until your next turn.
Conjunction: You may increase the range of this power by a number of squares equal to your wisdom modifier.


Wand of Fire (Channeler Attack 1)
You use the Power to create a small length of flame from a handheld wooden item or implement that you can lash out at nearby foes with.
Encounter ♦ Weave, Fire, Implement
Element: Fire
Melee (1)
Standard Action
Special:
You must use this on a small handheld wooden item or an implement, and wield it to strike with this power.
Target: One creature
Attack: Intelligence or Charisma vs Reflex
Hit: 1d10 + Intelligence or Charisma modifier fire damage.
Sustain Standard: If you sustain this power, you may repeat the attack. This power remains active until you stop sustaining it or until the end of an encounter. While active, this power may be used as a basic attack and can be used on opportunity attacks.
Elementalism: This power doesn't end until dismissed or until the end of the encounter (allowing you to skip using it on turns where other actions would be better).


Level 1 Daily Powers

LEVEL 1 DAILY WEAVE POWERS


Earth Grenade (Channeler Attack 1)
You gather the Power and use it to charge a held stone, turning it into a dangerous weapon.
Daily ♦ Weave, Fire, Implement
Element: Fire, Earth
Area Burst 2 within 10
Standard Action
Special:
You must have a stone, pebble or similar object to use this power.
Target: Each creature in burst
Attack: Intelligence or Charisma vs Reflex
Hit: 3d6 + Intelligence or Charisma modifier fire damage.
Miss: One-half damage.
Earth Singing: If you Embrace the Source to increase this power's damage, apply the damage increase to all targets.


Mirrored Pain (Channeler Attack 1)
You gather the Power around yourself like a cloak, it strikes at the minds of foes around you and punishes those that attack you.
Daily ♦ Weave, Psychic, Implement
Element: Spirit, Air
Close Burst 1
Standard Action
Target:
Each creature in burst
Attack: Intelligence or Charisma vs Will
Hit: 1d10 + Intelligence or Charisma modifier psychic damage.
Effect: Until the end of the encounter or for five minutes, any foe that hits you with a ranged or melee attack is subject to another attack from this power with the following differences; the attack only hits the triggering creature, only deals 1d6 psychic damage (no attribute modifiers) and does not draw attacks of opportunity. This triggered attack may only be used once per round.
Illusion: You may add your wisdom modifier to the attack roll of any of the triggered attacks of this power.


Seal of Ice (Channeler Attack 1)
You gather the Power and use it bind a nearby foe to the ground by freezing everything around it.
Daily ♦ Weave, Cold, Implement
Element: Water, Spirit
Ranged 5
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 3d8 + Intelligence or Charisma modifier cold damage and the target takes ongoing 5 cold damage and is immobilized (save ends both)
Warding: The target skips it's first save against this effect.


Level 2 Utility Powers
LEVEL 2 UTILITY WEAVE POWERS

Extinguish (Channeler Utility 2)
You use the Power to extinguish an open flame or incoming fire attack.
Encounter ♦ Weave
Personal (read below)
Minor Action (read below)
Effect:
This power can be used in one of two ways. The first use is to put out a flame (such as a candle, torch or bonfire) within reach (note this has no effect on beings made of fire), you may also use it in this way to end an ongoing fire damage effect on yourself or an ally in melee touch range. The second use of this is used as an immediate interrupt against a fire attack that hits you, you reduce the damage by 5 + your Intelligence (initiate) or Charisma (wilder) modifier.
Elementalism: Increase the damage reduced by this power by 5.


Raise Fog (Channeler Utility 2)
You use the Power to create a thick cloud of fog over a nearby area.
Encounter ♦ Weave, Zone
Area burst 2 within 15
Minor Action
Effect:
A thick cloud of fog rolls into the area suddenly, the cloud provides concealment against attacks made from within or into it. The cloud lasts until dismissed (as a free action) or until the end of the encounter. If dismissed, the cloud disperses slowly, lingering until the end of your next turn before it finally disappears.
Cloud Dancing: As a minor action you may move the cloud in any direction up to 4 squares.


Renew (Channeler Utility 2)
You use the Power to relieve yourself or an ally of weariness.
Encounter ♦ Weave, Healing
Melee Touch
Standard Action
Target:
Yourself or an ally
Effect: The target immediately has any weakened and/or sleep status effects ended. If it has taken any damage, it gains temporary hit points equal to its healing surge value + your Intelligence (initiate) or Charisma (wilder) modifier (note that these temporary hit points cannot exceed the amount of hit points the target has lost so far).
Healing: The target may choose to spend a healing surge instead of gaining the temporary hit points.


Sense Shadowspawn (Channeler Utility 2)
You use the Power to reach out locate nearby creatures tainted by shadow.
Encounter ♦ Weave
Close Burst 20
Minor Action
Effect:
You learn of the presence of demons, undead and any creatures with the shadow keyword within the area of the effect. This effect ignores cover, concealment and other such obstacles that would otherwise hinder the power's area of effect. You learn of their exact location. This effect reduces the bonus defense a target would gain from superior concealment to normal concealment. You continue to sense them until the end of your next turn.
Sustain Minor: The effect persists until the end of your next turn. This effect may be sustained for 5 minutes or until the end of an encounter.
Conjunction: This effect also causes you to learn of the highest vulnerability of sensed targets within 5 squares.


Shift Earth (Channeler Utility 2)
You use the Power to drag the ground under your foe away from yourself.
Encounter ♦ Weave
Immediate Interrupt
Trigger:
An enemy touching the ground or other solid surface becomes adjacent to you.
Target: Triggering creature
Effect: Push the target 1 square. The square it is in as well as all adjacent squares become difficult terrain until the end of your next turn.
Earth Singing: This effect also knocks the target prone.


Voice of Power (Channeler Utility 2)
You use the Power to project and amplify your voice.
Encounter ♦ Weave
Personal
Minor Action
Effect:
Until the end of your next turn, your voice becomes loud enough to easily address a large crowd, call commands across a noisy battlefield or make your loudest shouts audible from more than 4 miles away. This effect also grants you a +2 bonus to intimidate checks made when using your voice.
Illusion: This effect lasts a number of rounds equal to 1 + your wisdom modifier (minimum 2).


Ward of the One Power (Channeler Utility 2)
You gather the Power around yourself, shielding you from another's mystic arts.
Encounter ♦ Weave
Personal
Immediate Interrupt
Trigger:
You would be hit by an arcane, divine or weave power.
Effect: You gain a +4 power bonus to all defenses against the attack, and reduce any damage it would deal to you directly by 5.
Warding: The defense bonus is increased to +5.


Level 3 Encounter Powers

LEVEL 3 ENCOUNTER WEAVE POWERS

Blinding Anger (Channeler Attack 3)
You caress your foe's mind with the Power, tapping into it's anger.
Encounter ♦ Weave, Charm, Psychic, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 1d10 + Intelligence or Charisma modifier psychic damage, and the target moves it's speed towards it's nearest ally and makes a ranged or melee basic attack against it if it is within range. This movement does not draw attacks of opportunity.
Conjunction: The target adds your wisdom modifier to it's attack roll.


Flame Jet (Channeler Attack 3)
You use the Power to create a gout of flame that erupts suddenly around your foes.
Encounter ♦ Weave, Fire, Implement
Element: Fire
Area Blast 2 within 10
Standard Action
Target:
Each creature in blast
Attack: Intelligence or Charisma vs Reflex
Hit: 2d6 + Intelligence or Charisma modifier fire damage.
Miss: Half damage
Elementalism: If there is only one target you wish to strike with this power, you may make it's area 1 square to increase it's base damage to 2d8.


Glimmer Flash (Channeler Attack 3)
You attack the senses of your target with the Power, leaving them confused and unsure of their surroundings.
Encounter ♦ Weave, Illusion, Psychic, Implement
Element: Water
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 2d6 + Intelligence or Charisma modifier psychic damage, and the target treats all squares as though they were difficult terrain until the end of your next turn.
Sustain Minor: Repeat the attack without the damage. You may sustain this effect until you miss or until the end of the encounter.
Illusion: You may add your wisdom modifier to the attack roll of the sustained attacks.


Gust of Wind (Channeler Attack 3)
You gather the air around a foe and use it to drive them back.
Encounter ♦ Weave, Thunder, Implement
Element: Air
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 2d6 + Intelligence or Charisma modifier thunder damage, and the target is pushed 4 squares.
Cloud Dancing: The target is instead pushed a number of squares equal to 3 + your Wisdom modifier (minimum 4).


Riven Earth (Channeler Attack 3)
You cause the earth to tremble, throwing jagged rock into the air around you.
Encounter ♦ Weave, Implement
Element: Earth
Close Burst 2
Standard Action
Special:
You must be touching the ground to use this power.
Target: Each creature in burst.
Attack: Intelligence or Charisma vs Reflex
Hit: 1d10 + Intelligence or Charisma modifier damage, and push the target 1 square.
Effect: The area becomes difficult terrain until the end of the encounter.
Earth Singing: Targets hit that were adjacent to you become prone.


Level 5 Daily Powers

LEVEL 5 DAILY WEAVE POWERS


Geyser (Channeler Attack 5)
Using the Power you cause a steaming geyser to erupt from the ground below your foes.
Daily ♦ Weave, Fire, Implement
Element: Fire, Water
Area Blast 3 within 10
Standard Action
Target:
Each creature in blast
Attack: Intelligence or Charisma vs Reflex
Hit: 3d8 + Intelligence or Charisma modifier damage. Half of this damage is fire, the rest is physical in nature. The target is also pushed enough squares to be out of the blast, though this effect can be reduced by abilities the target may have.
Miss: One-half damage, no push.
Elementalism: You may choose to cause the affected area to grant concealment until the end of your next turn.


Heart Hold (Channeler Attack 5)
You use the Power to take hold of your foe's still-beating heart or source of power with enough force to weaken them.
Daily ♦ Weave, Implement
Element: Spirit, Water
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 3d10 + Intelligence or Charisma modifier damage and the target is weakened and takes ongoing 5 damage (save ends both)
Healing: The target is also dazed until the end of their next turn.


Shackles of Air (Channeler Attack 5)
Using the Power, you create threads of air that bind your foe.
Daily ♦ Weave, Force, Implement
Element: Air, Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Reflex
Hit: 2d10 + Intelligence or Charisma modifier force damage and the target is restrained (save ends).
Cloud Dancing: As a move action, you may slide the target 2 squares while they are affected by this power.


Level 6 Utility Powers
LEVEL 6 UTILITY WEAVE POWERS

Carve the Sea (Channeler Utility 6)
Using the Power, you shape the sea around yourself.
Encounter ♦ Weave
Personal
Minor Action
Effect:
You gain a swim speed equal to your speed and a +6 power bonus to athletics checks made to swim until the end of your next turn.
Sustain Minor: This effect persists until the end of your next turn. This power may be sustained for 5 minutes or until the end of an encounter.
Cloud Dancing: Increase the swim speed provided by this power by 2, and you may add your Wisdom modifier to the power bonus granted by this power.


Distort (Channeler Utility 6)
You use the Power to mislead attackers.
Encounter ♦ Weave, Illusion
Personal
Minor Action
Effect:
Until the end of your next turn, all creatures that would hit you with a ranged or melee attack must reroll their attack, keeping the result even if it is better than the original roll.
Illusion: Attackers take a penalty on their rerolled attacks equal to your wisdom modifier.


Earth Grasp (Channeler Utility 6)
You use the Power to bind yourself to the ground.
Encounter ♦ Weave
Personal
Immediate Interrupt
Trigger:
You would be pushed, slid, pulled or knocked prone.
Special: You must be touching the ground to use this power.
Effect: You cancel the push, pull, slide and/or prone of the effect.
Earth Singing: Until the end of your next turn, if you would be pushed, pulled or slid while you are touching the ground you may reduce the distance by 1.


Elemental Barrier (Channeler Utility 6)
You use the Power to create a barrier to dissipate an incoming energy attack.
Encounter ♦ Weave
Minor Action
Personal
Effect:
Choose one of the following; cold, fire, force, lightning, necrotic, thunder. The next time you are struck by that type of damage this encounter, you negate the initial damage (but not the secondary effects such as ongoing).
Warding: This effect also negates the secondary effects of the attack.


Excite the Flames (Channeler Utility 6)
You use the Power to intensify the fire that clings to a foe.
Encounter ♦ Weave
Close Burst 5
Minor Action
Target:
One creature within the area suffering ongoing fire damage
Effect: Increase the ongoing fire damage the creature is taking by 5, the creature also suffers a -1 penalty to all saves to end that effect. Note this only affects one ongoing damage effect on the target.
Elementalism: Increase the ongoing damage by an amount equal to your Wisdom modifier (minimum 0).


Free the Mind (Channeler Utility 6)
You use the Power to free the mind of yourself or an ally from an outside influence.
Encounter ♦ Weave, Psychic
Melee Touch
Minor Action
Target:
Yourself or an ally within range.
Effect: End a dominate, charm or psychic effect of your choice on the target.
Conjunction: The target also receives a power bonus to their Will defense equal to your Wisdom modifier until the end of your next turn.


Purge the Body (Channeler Utility 6)
Using the Power, you remove diseases, poisons and other foul energies from yourself or an ally.
Encounter ♦ Weave
Melee Touch
Minor Action

Target: Yourself or an ally within range
Effect: End a disease, poison effect, acid effect or necrotic effect of you choice on the target.
Healing: The target receives a power bonus to their Fortitude defense equal to your Wisdom modifier until the end of your next turn.


Level 7 Encounter Powers

LEVEL 7 ENCOUNTER WEAVE POWERS

Earth-wave (Channeler Attack 7)
With but a gesture, the land lashes out at enemies like a tidal wave.
Encounter ♦ Weave, Implement
Element: Earth
Close Blast 3
Standard Action
Target:
Each creature in blast
Attack: Intelligence or Charisma vs Reflex
Hit: 2d6 + Intelligence or Charisma modifier damage, and pushes the target 2 squares.
Earth Singing: Each target hit is pushed an additional square.


Ice Shield (Channeler Attack 7)
You create a barrier of ice to protect yourself or an ally that shatters upon the attacker.
Encounter ♦ Weave, Cold, Implement
Element: Water
Close Burst 5
Immediate Interrupt
Trigger:
Yourself or an ally would be struck by a melee attack
Target: The attacking creature
Effect: Attacker suffers a -4 penalty to the attack roll and takes 1d10 cold damage from this power.
Warding: The penalty lasts until the end of the attacker's next turn.


Immolate (Channeler Attack 7)
You turn the ambient energy of a foe into raw fire, igniting them from the inside out.
Encounter ♦ Weave, Fire, Implement
Element: Fire
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 1d4 + Intelligence or Charisma modifier fire damage, and the target takes ongoing 10 fire damage (save ends).
Elementalism: The target suffers a -1 penalty to saves to end this effect.


Rend (Channeler Attack 7)
Using the Power, you strike at a foe's vital areas.
Encounter ♦ Weave, Implement
Element: Spirit
Ranged 5
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 2d6 + Intelligence or Charisma modifier damage, and the target is dazed until the end of your next turn.
Healing: The target cannot gain any hit points, temporary or otherwise (save ends).


Wind Sheer (Channeler Attack 7)
Without even blinking, you strike a foe with a blast of wind that drives them back, setting them up for you and your allies.
Encounter ♦ Weave, Thunder, Implement
Element: Air
Close Burst 3
Minor Action
Target:
One creature in burst.
Attack: Intelligence or Charisma vs Fortitude
Hit: 1d6 + Intelligence or Charisma modifier thunder damage, and push the target 1 square.
Cloud Dancing: The target cannot make opportunity attacks until the end of your next turn.


Level 9 Daily Powers

LEVEL 9 DAILY WEAVE POWERS


Harnessed Lightning (Channeler Attack 9)
You use the Power to gather a small lightning storm, drawing bolts from it upon your foes.
Daily ♦ Weave, Lightning, Implement
Element: Fire, Air
Close Burst 5
Standard Action
Special:
This power has no effect on the turn it is used, making attacks only when sustained.
Sustain Minor: Make the attack against a target within range. This power may be sustained until the end of the encounter or for 5 minutes.
Target: One creature in burst
Attack: Intelligence or Charisma vs Reflex
Hit: 1d10 + Intelligence or Charisma modifier lightning damage.
Cloud Dancing: You may make the sustain attack with the action used to activate this power.


Mind Shatter (Channeler Attack 9)
You overload a foe's mind with questions and accusations from their past.
Daily ♦ Weave, Psychic, Implement
Element: Spirit, Water
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 3d10 + Intelligence or Charisma modifier psychic damage, and target is dazed (save ends)
Conjunction: While the target is dazed by this power, it has a -2 penalty to it's Will defense.


Sandstorm (Channeler Attack 9)
You gather the Power and use it create a dust storm, full of sand, gravel or other debris in the area.
Daily ♦ Weave, Zone, Implement
Element: Air, Earth
Area Blast 5 within 10
Standard Action
Target:
Each creature in blast
Attack: Intelligence or Charisma vs Reflex
Hit: 1d8 + Intelligence or Charisma modifier damage and the target is blinded until the end of it's next turn.
Effect: The area grants concealment until the end of your next turn. All creatures that start their turn within the area until then are subject to the attack again, but it only deals 1d6 damage (no implement or attribute bonuses).
Sustain Minor: You maintain the effect until the end of your next turn. This power may be sustained until the end of the encounter or for 5 minutes.
Earth Singing: Creatures in the area have -2 defense against other weaves with the Earth element.


Level 10 Utility Powers
LEVEL 10 UTILITY WEAVE POWERS

Cradle of Air (Channeler Utility 10)
You quickly weave the air below you to break your fall.
Encounter ♦ Weave
Personal
Immediate Interrupt
Trigger:
You would take damage from a fall.
Effect: You treat the fall distance as though it were 30 feet shorter.
Cloud Dancing: You instead treat the fall distance as though it were 50 feet shorter.


Illusory Cage (Channeler Utility 10)
You use the Power to make a foe briefly believe they are surrounded by walls, pits or similar obstacles.
Encounter ♦ Weave, Illusion
Personal
Immediate Interrupt
Trigger:
A foe within 10 squares would shift, move or charge.
Effect: That foe has that movement negated (though still loses the action).
Illusion: The affected foe suffers a -1 penalty to its speed until the end of its next turn.


Barrier of Stone (Channeler Utility 10)
You use the Power to create a stone barrier to absorb a foe's attack.
Daily ♦ Weave
Personal
Immediate Interrupt
Trigger:
You would be hit by a melee or ranged attack.
Special: You must be touching the ground to use this power.
Effect: The attack misses you.
Earth Singing: Any damage you would take as a result of the attack's miss is reduced by 1/2.


Aura of Resolve (Channeler Utility 10)
You use the Power to shield you and your allies from attacks against their minds, while offering them courage.
Daily ♦ Weave
Close Burst 3
Move Action
Effect:
Your and your allies within the area receive a +2 power bonus to their Will defense and gain a +2 power bonus to saves against ongoing effects with the Fear keyword for the remainder of the encounter or for 5 minutes
Cojunction: Increase the bonuses to +3.


Pierce Resistances (Channeler Utility 10)
You use the Power to make a foe more susceptible to a particular form of energy.
Daily ♦ Weave
Close Burst 2
Immediate Response
Trigger:
One creature within the area that would be struck by an element it has resistance against.
Target: Triggering creature
Effect: Reduces the creature's resistance against the attack's elemental keywords each by 10 (save ends).
Elementalism: Increase the resistance penalty by an amount equal to your wisdom modifier.


Contain (Channeler Utility 10)
Using the Power, you reduce the area of an enemy's attack.
Encounter ♦ Weave
Close Burst 5
Immediate Interrupt
Trigger:
A foe uses a power with a burst or blast area that would be within this power's range.
Effect: Reduce the attack area's size by 1 to a minimum of 1 (Close Burst 2 becomes 1, etc). You choose where the attack now actually lands, so long as it is within the area it would have hit originally, and is still a legal target for the attacker.
Warding: The affected attack also suffers a penalty to attack rolls equal to your wisdom modifier.


Keep Whole (Channeler Utility 10)
You use the Power to cause an ally's wounds to close on their own.
Daily ♦ Weave, Healing
Melee Touch
Minor Action

Target: Yourself or an ally within range
Effect: The target gains regeneration 3 for the remainder of the encounter.
Healing: Increase the regeneration to 5. (Note that this effect does not trigger the Healing Talent class feature).
(reserved) 3
Paragon Paths

Aes Sedai

Aes Sedai
"I am in service to the White Tower... perhaps I can help you... if you help me first."

Prerequisite: Channeler class, Female

History of the Aes Sedai
Age of Legends
In the Old Tongue Aes Sedai means "servants of all", and the Aes Sedai of the Age of Legends lived up to this definition. They aided mankind as scientists, healers and philosophers. Women used saidar and men saidin, although it is believed that channelers in the Age of Legends were much stronger, or at least more knowledgeable in the Power than their modern equivalents; it is believed that they could fly, and things that would seem miraculous today were supposedly commonplace to them. Some of their lost Talents, such as Traveling and Dreaming, have only just been rediscovered. One thing is clear, however; the greatest works were wrought by male and female channelers working together.

The Collapse and War of Power
It was an Aes Sedai research team at the Collam Daan that ripped open the Dark One's Prison. The researchers, headed by Mierin Eronaile, thought they had found a power that both men and women could wield. They were not entirely mistaken(see the True Power), but it allowed the Dark One to manipulate the darkest desires of those that lived in the Age of Legends. What followed was a general collapse of civilization over the course of 100-110 years, concluding in the War of Power. It is said that, during this time, almost half of all Aes Sedai went over to the Shadow.
In the end, the Dragon, with the help of the Hundred Companions, sealed the Dark One and the Forsaken in his prison at Shayol Ghul, and the Dark One's final counterattack tainted saidin itself, eventually driving all male channelers mad.

The Breaking
The female Aes Sedai could not control them, and the men rampaged across the known world, boiling oceans, raising mountains where there were none, killing countless innocents. This was the Breaking of the World. While some of the men managed to find refuge in Ogier stedding (where they could not touch the Power, and therefore could harm no one and were protected from the effects of the taint), after a time they left the stedding hoping that the taint on saidin had disappeared. It had not, and they went insane, prolonging the breaking of the world according to some. Others hold to the view that this was not as disastrous as if all the men had gone insane all at once.

After the Breaking
The female Aes Sedai organized themselves on the island of Tar Valon and built the White Tower, which the city of Tar Valon grew around. Their policies have changed since the Breaking. Though still 'servants of all', the Aes Sedai keep their own agenda. They still provide aid to any who ask, but it is said that any gift from an Aes Sedai has a price, and often one you never see coming. The Amyrlin Seat, the woman chosen to govern the Aes Sedai, became as powerful as any king, queen or legislative body. Aes Sedai divide themselves into seven Ajah sub-societies.


Aes Sedai Path Features

The Three Oaths
The Three Oaths
Before an Accepted is raised to be Aes Sedai she must swear three oaths on a ter'angreal called an Oath Rod that completely binds her to keep those oaths. The Three Oaths are as follows:

-To speak no word that is not true

-To make no weapon with which one man may kill another

-Never to use the One Power as a weapon except against Shadowspawn, or in the last extreme defense of her life, the life of her Warder or another Aes Sedai

These oaths were never necessary in the past, however after the Breaking the first oath was added, then after the War of the Shadow the second was added. Phrasing sentences, leading the listener to conclusions the speaker desires without saying anything false are "breath and bread" to Aes Sedai. They do not lie outright though, unless they are Black Ajah.


Ajah: Each Aes Sedai is a member of a particular Ajah color. This selection affects her powers and possibly her goals and aspirations. When first selecting this path, choose one of the following, it cannot be changed later:

Blue
Blue Ajah
The Blue Ajah of the Aes Sedai normally involve themselves with righteous causes and justice. While the body of the Blue Ajah is a relatively small one, it has the most extensive network of spies throughout the land. The leader of the Blue Ajah is called the First Selector.

-Gain training in Streetwise


Brown
Brown Ajah
The Brown Ajah of the Aes Sedai is devoted to knowledge and the collection of ancient wisdom. For the past few centuries they have been at odds with the Blue Ajah, but are not enemies with them. Unlike the other six Ajahs, the Browns are run by an internal council, and not a solitary woman. This council is colloquially called the 'Brown Council,' which has a designated sister to sit at its head. This leadership position was simply refered to as the 'Head of the Brown Council,' but was later named as First Chair. The Browns dedicate themselves to knowledge and history and generally forsake the mundane world. They can be usually found in the Great Library in the White Tower, which they also administer, looking for something new to study.

-Gain training in one of the following: History, Nature, Religion


Gray
Gray Ajah
The Gray Ajah of the Aes Sedai favors harmony and consensus above all else. Members are often conflict mediators or ambassadors. The leader of the Gray Ajah is called the Head Clerk. The Grays attempted to hold together the coalition of nations that fought against the Aiel during the Aiel War, but failed. They have been responsible for drawing to a close countless conflicts and wars over the last three thousand years, through their skill in crafting agreements and treaties.

-Gain a +2 bonus to diplomacy checks


Green
Green Ajah
The Green Ajah of the Aes Sedai holds itself ready for the final battle between good and evil, Tarmon Gai'don, when the Dark One breaks free and must be opposed. They are sometimes called the "Battle Ajah". The head of the Green Ajah is known as the Captain-General. Greens have a long history of friendship with the Blues, and generally oppose the Red. However, they do not oppose the gentling of men who can channel. Not only are members of the Green Ajah fantastic at utilizing their Power in times of war, but they are also wonderful strategists who can plan effective battle strategies

-May bond multiple Warders (see Warder section for more details)


Red
Red Ajah
The Red Ajah of the Aes Sedai is dedicated to locating men with the ability to channel and subsequently gentling them. The leader of the Red Ajah is known as Highest. The Red Ajah is the largest Ajah. They have, for millennia, been seeking out men who can channel and gentling them. They do this mostly by detecting the residue of weaves made from saidin. Red sisters generally do not have friends outside of their Ajah. Nor do they ever have warders, in fact, during the time in which the The Wheel of Time Series takes place, it is said that most Red Sisters hate all men, not just those who can channel. Now that saidin has been cleaned of the Dark One's taint, some claim the Red no longer have any reason for existence except as a society for Aes Sedai who hate men. However, it is unlikely that the Red Ajah's purpose was, particularly when it was originally formed, solely to hunt down male channelers. Rather, the Red Ajah is likely more generally concerned with misuse of the One Power in general, and travel in search of girls with the spark (or simply the ability to learn to channel) to bring back to the White Tower for training. Aes Sedai believe strongly in required training and responsibility for all channelers, so even female wilders are considered a danger to all.

-Gain a +1 bonus to all defenses and saves against Weave powers and effects
-Cannot bond a Warder



White
White Ajah
The White Ajah of the Aes Sedai is dedicated to the value of logic, and devotes itself to questions of philosophy and truth. The head of the White Ajah is called the First Reasoner. They ignore the social causes that define the Blue, Gray, Green and Red Ajahs and have no room for the worldly knowledge that the Browns and to some extent the Yellows seek. It is said that they have no room in their hearts for passions. It was White sisters who first made the connection between the Reds' gentling crusade and the dwindling numbers and strength of female channelers.

-Gain a +2 bonus to Insight checks and saves against Illusion and Charm effects


Yellow
Yellow Ajah
The Yellow Ajah of the Aes Sedai primarily studies Healing. The head of the Yellow Ajah is called the First Weaver. Healing is a Talent that not all sisters possess, but is considered a requirement for entry into the Yellow Ajah. The best Healers are always Yellow sisters, and it is said they will try to Heal anything.

-Whenever one of your weave powers would heal a target or grant it temporary hit points, it gains an extra amount equal to your wisdom modifier.


Composed Action (11th level): You may spend an action point to immediately reroll a failed Bluff, Diplomacy, Intimidate or Insight check with a +2 bonus, keeping the new result even if it is worse than the original roll.

Compelling Aura (11th level): When you use Embrace the Source to gain the skill bonus, it grants an additional +1 to Bluff, Diplomacy, Insight and Intimidate checks.

Adept Channeler (16th level): Once per day you may refresh an expended encounter utility weave power as a minor action.


AES SEDAI WEAVE POWERS

Blue

Insect Swarm (Aes Sedai Attack 11)
You use the Power to gather nearby insects and use them to attack a foe.
Encounter ♦ Weave, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Reflex
Hit: 2d6 + Intelligence or Charisma modifier damage, and the target is blinded until the end of your next turn.


Ward against Shadowspawn (Aes Sedai Utility 12)
You gather the Power around yourself, using it to ward off the taint of darkness.
Daily ♦ Weave
Personal
Minor Action
Effect:
You gain a +2 power bonus to all defenses and all saves against undead, demons and creatures with the shadow keyword. In addition, you also gain resist 5 necrotic. This effect lasts for 5 minutes or until the end of an encounter.


Rebuking Thrust (Aes Sedai Attack 20)
You strike a foe with a sudden wall of air, sending them flying.
Daily ♦ Weave, Force, Implement
Element: Spirit, Air
Melee (1)
Immediate Interrupt
Trigger:
You would be struck by a melee attack from an adjacent creature
Target: Triggering creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 4d6 + Intelligence or Charisma modifier force damage, and the target is pushed 3 squares and knocked prone.


Brown

Halt (Aes Sedai Attack 11)
You gather the Power and use it to ingrain the command to halt in the foe's mind.
Encounter ♦ Weave, Charm, Psychic, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 2d4 + Intelligence or Charisma modifier psychic damage, and the target is immobilized (save ends)

Refresh Memory (Aes Sedai Utility 12)
You use the Power to tap into your own mind, using to help remind you of information you might have otherwise forgotten.
Encounter ♦ Weave
Personal
Minor Action
Effect:
You gain a +4 power bonus to the next History, Religion or Nature check you make this encounter.

Pry Mind (Aes Sedai Attack 20)
You strike a foe's mind, forcing them to relive the worst moments in their existence.
Daily ♦ Weave, Psychic, Implement
Element: Spirit, Water
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 3d6 + Intelligence or Charisma modifier psychic damage, and the target is dazed until the end of your next turn.
Sustain Standard: You may repeat this attack when you sustain this power. The power may be sustained until the end of the encounter, or until you miss.


Gray

Apathy (Aes Sedai Attack 11)
You strike a foe with the Power, making them feel disconnected with their surroundings.
Encounter ♦ Weave, Psychic, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 1d6 + Intelligence or Charisma modifier psychic damage and the target is dazed and slowed (save ends both).

Silver-tongued (Aes Sedai Utility 12)
Using the Power you guide the thoughts of those that are particularly stubborn.
Daily ♦ Weave
Minor Action
Effect:
When in a social encounter requiring successes, you are immediately treated as though you made two successes.

Crushing Despair (Aes Sedai Attack 20)
Using the Power, you drown a foe's thoughts in despair.
Daily ♦ Weave, Fear, Psychic, Implement
Element:Spirit, Water
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 2d6 + Intelligence or Charisma modifier psychic damage and the target is stunned (save ends).


Green

Encourage (Aes Sedai Attack 11)
You strike a foe with the Power, and use it to cause a nearby ally to react accordingly.
Encounter ♦ Weave, Psychic, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 1d6 + Intelligence or Charisma modifier psychic damage and the target grants combat advantage to it's next attacker until your next turn. Then choose an ally within 2 squares of the target, it may make a ranged basic or melee basic attack against the target. If this power grants the attack to one of your Warders, the ally may choose to use an at-will power instead of a basic attack.

Warning (Aes Sedai Utility 12)
You use the Power to silently warn an ally of an impending attack.
Encounter ♦ Weave
Close Burst 5
Immediate Interrupt
Trigger:
An ally within range would be hit by an attack that targets AC or reflex.
Target: Triggering Ally
Effect: The target may shift 1 square.


One Mind (Aes Sedai Attack 20)
Using the Power, you link yourself to your allies using the threads of the pattern itself.
Daily ♦ Weave
Close Burst 5
Standard Action
Target:
Each ally in burst
Effect: Each target gains a +2 power bonus to attack and damage rolls, as well as saves while within the area until the end of your next turn. If the target is one of your Warders, the bonuses it gains are increased by 1.
Sustain Minor: You may keep this power active until the end of your next turn. This power may be sustained until the end of the encounter or for 5 minutes.



Red

Power Burn (Aes Sedai Attack 11)
You strike a foe with the Power, and use it to overwhelm their ability to manipulate the One Power or even the arcane.
Encounter ♦ Weave, Psychic, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 1d8 + Intelligence or Charisma modifier psychic damage and the target suffers a -4 penalty to attack and damage rolls with Weave and/or Arcane powers (save ends).

Read the Pattern (Aes Sedai Utility 12)
You reach out and read the pattern woven around you, using it to discern links to the Power..
Encounter ♦ Weave
Close Burst 5
Minor Action
Effect:
You automatically detect enchanted and/or magical objects within the area. You also detect whether or not creatures are touched by the Source or possess arcane or divine powers, though you do not learn any specifics about them. (Note this can also detect Warders and other such things touched by the Source). This lasts until the end of your next turn.
Sustain Minor: You sustain this power until the end of your next turn. You may sustain this power until the end of the encounter or for 5 minutes.


Bar from Power (Aes Sedai Attack 20)
Using the Power, you block your foe's access to their own powers.
Daily ♦ Weave, Psychic, Implement
Element:Spirit, Earth
Ranged 10
Standard Action
Target:
One creature with arcane, divine or weave powers.
Effect: The target takes ongoing 15 psychic damage, cannot recharge powers and cannot use it's highest level daily arcane, divine or weave power (save ends all), if the target has more then one power of the same level they choose which becomes blocked; creatures without daily powers do not suffer from the block.


White

Truth Bind (Aes Sedai Attack 11)
You strike a foe with the Power, binding it's form.
Encounter ♦ Weave, Psychic, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Will
Hit: 1d10 + Intelligence or Charisma modifier psychic damage and the target is returned to it's natural state unable to change (ex. under the effects of a polymorph power, etc) and has any invisibility or similar concealment effect suppressed (save ends both).

Reveal (Aes Sedai Utility 12)
You use the Power to aid an ally suffering from illusions and charms.
Encounter ♦ Weave
Close Burst 5
Minor Action
Target:
An ally within range that is under the ongoing effects of a charm or illusion power.
Effect: You end one of the effects.


Zone of Clarity (Aes Sedai Attack 20)
Using the Power, you reweave an area's pattern to reveal only the truth to those within.
Daily ♦ Weave, Zone, Implement
Close Burst 3
Standard Action
Effect:
Ongoing effects of Illusion and Charm powers immediately end in the zone, as do any brought into the zone. Such powers cannot be used within the zone itself (permanent effects are suppressed while inside the zone). Those targeted by such powers that are inside the zone receive a +4 power bonus to defenses against them. The zone lasts until the end of your next turn.
Sustain Move: You may keep this power active until the end of your next turn. This power may be sustained until the end of the encounter or for 5 minutes.


Yellow

Alter Life's Threads (Aes Sedai Attack 11)
Using the Power, you reweave a foe's pattern, binding them to their current ailments.
Encounter ♦ Weave, Implement
Element: Water
Ranged 10
Standard Action
Target:
One creature
Attack: Intelligence or Charisma vs Fortitude
Hit: 2d4 + Intelligence or Charisma modifier damage and the target cannot make saves to end effects until the end of your next turn (note this does not apply to death saving throws).

Life's Breath (Aes Sedai Utility 12)
You use the Power to invigorate a dying ally.
Daily ♦ Weave
Melee Touch
Standard Action
Target:
A dying ally within reach
Effect: The target may spend a healing surge and immediately stand from prone.


Mortal Wound (Aes Sedai Attack 20)
When a nearby enemy is wounded, you use the Power to amplify the injury.
Daily ♦ Weave, Implement
Element: Spirit, Water
Close Burst 5
Immediate Response
Trigger:
An enemy within range takes damage from an attack.
Target: triggering enemy
Attack: Intelligence or Charisma vs Fortitude
Hit: 2d8 + Intelligence or Charisma modifier damage, the target suffers ongoing 5 damage and cannot regain hit points (save ends both).




Asha'man

Asha'man
"When the Last Battle comes, I will fight at the side of the Dragon Reborn."

Prerequisite: Channeler, Male, Proficiency with any type of heavy blade

Often seen as mysterious or grim by outsiders, the Asha'man exist to aid the Dragon Reborn in his ongoing war against the Dark One. While renegades have been reported, most Asha'man appear ready to uphold this ideal and fight at the Dragon's side when Tarmon Gai'don finally comes.

Trained in the Black Tower, Asha'man are better able to control the onset of madness, using its strength while fighting off its crippling effects.

Asha'man Path Features

Black Tower Action (11th level): When you spend an action point to make a weave attack, it receives a +3 bonus to all attack rolls.

Sword Channeler (11th level): You may use any magical sword as a weave implement of the same bonus.

Resolve (16th level): Once per day as a minor action, you may regain the use of an expended encounter or encounter utility weave power.

*If using Madness, they also gain the following ability:
The Void and Flame (11th level): When you would fail a Madness check, you may reroll it. You may use this ability once per encounter.


ASHA'MAN WEAVE POWERS

Circle of Fire (Asha'man Attack 11)
Using the Power, you channel fire from your blade into a circle around yourself.
Encounter ♦ Weave, Fire, Implement
Element: Fire
Close Burst 1
Standard Action
Requirement:
You must be wielding a heavy blade to use this power.
Target: Each creature in burst
Attack: Intelligence or Charisma vs Reflex
Hit: 2d8 + Intelligence or Charisma modifier fire damage and push the target 1 square.


Asha'man Presence (Asha'man Utility 12)
Your very presence overawes and strikes fear into your foes.
Daily ♦ Weave, Fear, Zone
Close Burst 5
Minor Action
Effect:
This power creates a zone that remains centered on you as you move. Each enemy within the area that can see you suffers a -2 penalty to attack rolls. While active you also receive a +4 power bonus to intimidate checks. This effect remains active until the end of the encounter, for 5 minutes or until you end it as a free action.


Flame of the Black Tower (Asha'man Attack 20)
Using your sword, you lash out at a nearby foe, causing them to be consumed by intense flames.
Daily ♦ Weave, Fire, Implement
Element: Fire, Spirit
Melee (1)
Standard Action
Requirement:
You must be wielding a heavy blade to use this ability.
Target: One creature
Attack: Intelligence or Charisma vs Reflex
Hit: 4d10 + Intelligence or Charisma modifier fire damage. The target also suffers ongoing 10 fire damage and a -2 penalty to all saves (save ends both).
Miss: Half damage and the target suffers ongoing 5 fire damage (save ends).


Unstable One

Unstable One
"Stop? Why would I want to stop!? The Power is incredible, I don't care if it burns me away!"

Prerequisite: Channeler, Wilder

Sometimes wilders survive their personal ordeals and remain hidden from any orders that might train or destroy them. Of these, there are those that develop a peculiar bond with the Power, almost an addiction. Trained individuals learn to limit how much of the Power they draw upon... however, there are those that simply let the Power flow through them, directing it more than actually controlling it. Such wilders are dangerous to themselves and everyone around them, but their power is awe-inspiring.


Unstable One Path Features

Unstable Action (11th level): When you spend an action point to make a weave attack, it ignores all resistances and immunities.

Overchannel Mastery (11th level): You may use your Overchannel ability twice per day.

Cataclysmic Surge (16th level): When you critical with a damaging weave power, the target suffers an extra 2d6 damage of the same type.


UNSTABLE ONE WEAVE POWERS

Draw Through (Unstable One Attack 11)
You draw the Power through a foe, burning their pattern away even as you gain energy to strike them.
Encounter ♦ Weave, Implement
Element: Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Charisma vs Will
Hit: 1d10 + Charisma modifier damage, the target gains a vulnerability of 5 to all damage until your next turn, and make a secondary attack against that target.
Secondary Attack: Charisma vs Reflex
Secondary Hit: 1d8 damage, the damage vulnerability lasts until the end of your next turn.


Flow of Power (Unstable One Utility 12)
You stop holding back, filling yourself with the Power despite how dangerous it is.
Daily ♦ Weave, Stance
Personal
Minor Action
Effect:
You may use your Embrace the Source ability as a free action each turn. In addition whenever you damage a foe with a weave power that you applied your Embrace the Source to, that foe suffers an additional 1d8 damage. In addition any weaves you cast while this power is active can critical on a natural roll of 19 or 20. However, at the start of each turn you have this active you lose 5 hit points, and every time you cast a weave while this is active you lose another 1D6 hit points. When you end this stance, you are unable to use any weave powers until the end of the next turn.


Living Gateway (Unstable One Attack 20)
You turn a foe into an open door to the Source.
Daily ♦ Weave, Fire, Implement
Element: Fire, Spirit
Ranged 10
Standard Action
Target:
One creature
Attack: Charisma vs Will
Hit: 2d10 + Charisma modifier fire damage. Whenever you or an ally starts their turn within 10 squares of the target, you may roll a D6, on a result of six that person may select one of their expended weave encounter or weave utility encounter powers and refresh it (save ends this effect).
Aftereffect: You and each ally within 10 squares of the target may roll a D6, recovering an expended weave encounter or weave utility encounter power on a roll of six.
Miss: 1d10 + Charisma modifier fire damage and the target is dazed until the end of its next turn.


Windfinder

Windfinder
"The skies themselves bend to my will, what chance do you think you have?"

Prerequisite: Channeler, Cloud Dancing Talent, Female

Though their channeling abilities remained a carefully guarded secret until recent times, the Windfinders of the Atha'an Miere occupy positions of power and respect within Sea Folk society very much as Wise Ones do in Aiel culture. Winderfinders often become aids to Sail mistresses aboard ships at sea. They act much in the way Aes Sedai do, acting as intermediaries and advisers. Their control over the weather makes them valuable assets aboard any ship.


Windfinder Path Features

Sky-Shaking Action (11th level): When you spend an action point, you may push each enemy within 2 squares of you 1 square each.

Storm Caller (11th level): You gain 5 thunder and 5 lightning resistance. These resistances stack with other resistances you might already have or later gain.

Stormbind (16th level): You may reduce the required action type to sustain a power with the Air element by one action type (Example: Standard to move, move to minor, minor to free). You may apply this effect to only one weave at a time, but may use this ability at any time. Note that this ability cannot be combined with Multiweave on the same power.


WINDFINDER WEAVE POWERS

Vortex (Windfinder Attack 11)
You use the Power to create a large vortex of wind to draw foes into.
Encounter ♦ Weave, Thunder, Implement
Element: Air
Area Burst 2 within 10
Standard Action
Target:
Each enemy in burst
Attack: Intelligence or Charisma vs Reflex
Hit: 1d10 + Intelligence or Charisma modifier thunder damage, the target is pulled 2 squares towards the origin square and knocked prone.


Control Weather (Windfinder Utility 12)
You channel the flows of air and water, attempting to change the weather.
Daily ♦ Weave
Personal
1 Minute Action
Effect:
You may alter the weather in a 10 mile radius around yourself. Altering the weather is a slow process and requires a lot of focus. Each minute of concentration allows you to alter the weather by one step in either direction, use the following to determine overall condition changing times, note that you can take no other action while concentrating on this power;

Calm, Strong Breeze, Windy, Stormy, Howling Winds, Hurricane

When used to create wind from calm weather, you may choose which direction the wind will blow. Though such control is lost at anything beyond simply windy weather. You may reduce the weather to calm , then raise the weather back up to change direction of the wind. Once you halt concentration, the weather condition remains for 2 hours. Though if used on a storm system, the storm obviously may not reform after that time. The area affected remains centered on you. You may keep concentrating on this ability for up to 5 minutes (not including the casting time).


Sudden Hurricane (Windfinder Attack 20)
You tie the flows of air and water together to create a short-lived hurricane in the area that you weave around yourself and your allies.
Daily ♦ Weave, Thunder, Implement, Zone
Element: Water, Air
Close Burst 5
Standard Action
Target:
Each enemy in burst
Attack: Intelligence or Charisma vs Reflex
Hit: 2d6 + Intelligence or Charisma modifier thunder damage and slide the target 4 squares.
Miss: Half damage and slide the target 1 square
Effect: This power creates a zone of the same area as the attack, that remains centered on you. It lasts until the end of your next turn. Whenever an enemy moves into the area they are subject to the secondary attack. Whenever an enemy begins their turn within the area, they take 1d6 thunder damage and you may slide them 1 square.
Secondary Attack: Intelligence or Charisma vs Reflex
Secondary Hit: 1d8 thunder damage and you may slide the target 1 square.
Sustain Standard: You keep the zone active until the end of your next turn. You may sustain this power a number of times equal to 1 + your Wisdom modifier.
All Channelers (except Red Ajah) gain the following ritual, committing it to memory;
Bond Warder

Bond Warder

Level: 11
Category: Binding
Time: 1 minute
Duration: Until ended
Component Cost: None
Market Price: N/A
Key Skills: N/A

Unlike normal rituals, no components or roll is required. You create a special permanent bond between yourself and a willing humanoid of the opposite gender. That person becomes your Warder, a sort of bodyguard, agent and companion. The bond created by this ritual has several special properties;

Aging: Like channelers, Warders age very slowly. They age at the same rate as the channeler that bonded them (unless of course they age slower already).

Compel to Obey: The caster can use the bond to compel the Warder to obey them. Since Warders are willing and often cooperative companions, the practice is frowned upon amongst most channelers and rarely ever used. To compel the Warder, the caster issues a direct order that must be communicated clearly to the Warder. Unless the Warder makes a save at a -2 penalty, they must obey.

Connection: The caster and the Warder have a deep and personal connection. They each have a sense of the direction, distance (very roughly), and emotional state of the other. Each knows when the other is awake, asleep, injured or in pain. Awareness of the other's state dims over great distances but can be sensed over unlimited distance with a little bit of concentration.

Energy: The caster and Warder share, to a limited extent, their life energy. As a minor action encounter power, one may transfer up to their surge value in hit points to the other if they are within 50 feet. This power is voluntary and can never be forced.

Proximity: If the caster wants the Warder nearby, the Warder knows it and is drawn to the caster. A save at a -2 penalty allows them to resist the pull for 1 day. Distance dulls the pull, for every 100 miles between them, the Warder receives a +1 bonus to the save to a maximum of +5. Failure compels the Warder to travel towards the caster by the fastest possible means.

Resistance: While within 5 squares of one another, the Warder and channeler may share their strongest defense with each other. The Warder receives a +1 bond bonus to the channeler's highest non-AC defense, while the channeler receives a +1 bond bonus to the Warder's highest non-AC defense. (Example: If the Warder's highest defense is their fortitude, the channeler would receive a +1 bonus to their fortitude defense while within 5 squares)

The Warder's bond ends only with the death of either party, the stilling of the channeler or the termination of the bond by the caster. The death of either the Warder or the channeler is a powerful emotional and physical blow to the other; inflicting 1d4 damage/level of the deceased upon the other. Many Warders who outlive their channelers lose their will to live or throw themselves into hopeless battles until death finally finds them.

An individual can only be bonded to one other person at a time. A channeler can pass the bond to another channeler who meets the same requirements (other than Red Ajah of course) by use of this same ritual. Warders cannot form bonds with others (a warder may not have their own warder for example).
New Feats
Heroic Tier

Power-Heightened Senses
Prerequisite: Channeler
Benefits: While receiving the skill bonus from Embrace the Source, it provides an additional +3 to Perception checks.

Paragon Tier

Multiweave Channeler
Prerequisites: Trained in Endurance
Benefits: Once per day as a free action during your turn, you may attempt to use a standard action weave power as a minor action. When you activate this power, you must make an Endurance check DC equal to 12 + the weave's level. Success allows you to use the power with a minor action. Failure causes the power to become expended and you become dazed until the end of your next turn. Whatever the outcome, this effect is expended for the day. This feat may be taken again once at epic tier, granting another use per day of this ability.

Eliminate Block Channeler
Prerequisites: Wilder
Benefits: You no longer have the Emotional Block trait, and may channel freely.

Tie-off Weave
Prerequisties: Channeler, Wis 15+
Benefits: Once per day, as a immediate reaction when you cast a weave that has a sustain effect, you may tie it off. A tied-off weave requires a lower action type to sustain than normal. Standard becomes minor, minor becomes free. This feat may be taken again once at epic tier, granting another use per day of this ability.

Special

Extra Affinity
Prerequisites: Channeler (see below)
Benefits: You receive an additional affinity of your choice, even if it is one that is normally barred by your gender. You may take this feat at 4th level, again at 11th and one last time at 21st. Each time you take this feat you select a new affinity.

Extra Talent
Prerequisites: Channeler (see below)
Benefits: You receive an additional talent of your choice. You may take this feat at 11th level and again at 21st level. Each time you take this feat, you select a new talent.

Mental Stability
Prerequisites: Madness Rating
Benefits: You have succeeded, at least in part, in staving off encroaching madness. Your madness rating is reduced by 15 permanently. You may take this feat multiple times, it effects stack.
(reserved) 7
(reserved) 8
I'm really looking forward to seeing this class, ive never seen the wheel of time rpg books, but im a fan of the novel series. Are you going to limit the class to female characters only?
No actually. In the 3e module there were huge differences between male and female channelers depending on the timeline. Early in the timeline, males cannot be initiates and risk madness as they progress but they are also more powerful. Later in the timeline (after the black tower and the ashaman) males and females tend to even out and the threat of madness no longer looms over male channeler's heads.

In my 4e representation, there will be slight differences between them (such as elemental affinities), but there will be a blurb about madness and the mechanics of adding it to your game to represent the earlier timeline or perhaps to better fit a particular DM's tastes.

I will be combining the module's wilder and initiate classes into one class here, having different primary stats and slightly different casting mechanics, but using the same power list.
No actually. In the 3e module there were huge differences between male and female channelers depending on the timeline. Early in the timeline, males cannot be initiates and risk madness as they progress but they are also more powerful. Later in the timeline (after the black tower and the ashaman) males and females tend to even out and the threat of madness no longer looms over male channeler's heads.

In my 4e representation, there will be slight differences between them (such as elemental affinities), but there will be a blurb about madness and the mechanics of adding it to your game to represent the earlier timeline or perhaps to better fit a particular DM's tastes.

I will be combining the module's wilder and initiate classes into one class here, having different primary stats and slightly different casting mechanics, but using the same power list.

I'm very, very interested in seeing this as I would love nothing more than to see a 4e version of WoT. I think 4e is a much better fit for it than 3e was. I'm excited.
-First level powers completed

-Details of the One power added
Very interesting, it'll be hard to do the whole unraveling unfriendly weaves and the whole cutting someone off from the source thing from the books, but I think this may be an interesting class even if you can't tie those concepts into it.
yea I've noticed some concepts that just wouldn't work well into 4e. Stilling/gentling and shielding (from the source) would be difficult to keep balanced and true to the lore.

Though I do plan to incorporate unraveling as an encounter utility that acts like dispel magic.
-Level 2 utility powers added
-Heroic, paragon and special feats added
I'm yet again amazed at how quickly you can churn out original, quality stuff. At this rate you're going to have made 3 or 4 classes in the time it takes me to make 1!! how do you do it??
yea I've noticed some concepts that just wouldn't work well into 4e. Stilling/gentling and shielding (from the source) would be difficult to keep balanced and true to the lore.

Though I do plan to incorporate unraveling as an encounter utility that acts like dispel magic.

Hmm, yeah...perhaps powers isn't the way to go with those, shield should probably be a class feature, seeing as how in the series pretty much everyone can shield. You could add feats that alllow you to still/gentle, or even make shielding a skill.
I'm yet again amazed at how quickly you can churn out original, quality stuff. At this rate you're going to have made 3 or 4 classes in the time it takes me to make 1!! how do you do it??

I suppose it's because I have fun while doing it, and kind of let myself get carried away. I really should do this for a living! HIRE ME WOTC!


Hmm, yeah...perhaps powers isn't the way to go with those, shield should probably be a class feature, seeing as how in the series pretty much everyone can shield. You could add feats that alllow you to still/gentle, or even make shielding a skill.

Actually I have considered having shield as a power, but perhaps provided as a feat. Planning on having it not only cut off from the source but also arcane/divine. Something along the lines of : target cannot use weave powers, those using arcane or divine powers must roll a save each time they are about to use a power to actually use the power (save ends). Or something to that effect.

I still haven't decided what I'm going to do about stilling/gentling. They really have no place in 4e outside of role-playing. Permanent severing from the source of course exists within the WoT and is an ever-present threat. However, having one's character permanently severed can lead to some... discontent shall we say.
As much as I'd like to see even just shielding just for the flavor of the class, the ability to render a character unable to use their powers is way too powerful for any 4e class even in the epic tier in my opinion. You render the opponent to useing the generic melee/ranged basic attacks, and controlers particularly aren't desigined to work that way, they'd never have a prayer while you can still unload daily powers on them.
i personally think that the male/female diferances are not so great, those are for roleplaying, and like alignments, shouldnt have any substantial affect on gameplay
As much as I'd like to see even just shielding just for the flavor of the class, the ability to render a character unable to use their powers is way too powerful for any 4e class even in the epic tier in my opinion. You render the opponent to useing the generic melee/ranged basic attacks, and controlers particularly aren't desigined to work that way, they'd never have a prayer while you can still unload daily powers on them.

It would still require an attack roll, and would end on save (which elites and solos are actually pretty good at making), similar to a stun save ends, but less devastating.



i personally think that the male/female diferances are not so great, those are for roleplaying, and like alignments, shouldnt have any substantial affect on gameplay

You haven't read the wheel of time series have you? Gender played a big role in channeling. Women, whether they were Aes sedai, Wise Ones or Windshapers were highly respected... whereas male channelers were hunted down and slain before they could go mad (I'm still waiting to add the madness rules, which will be optional based on the campaign setting). Both draw upon different elements, draw upon the power differently and cannot see/understand the powers manifested by the opposite gender. If you are truly curious, you could go wiki the Wheel of Time to get a better understanding. The gender differences stem from lore, not gameplay stuff I decided to add for no reason.
-Added level 3 encounter powers

-Added level 5 daily powers

-Added level 6 utility powers

(I do plan on going back an adding a few extra daily powers to each level when I get through this all)
You do good work, I like the powers. The only thing I fear is how scary a wizard multiclassed into this could be, although i realize what kind of a nightmare making a multiclass feat for this class would be (and the fluff reasons you may not do it). I'll be honest, when I actually use this, in the spirit of 4e, I'll throw out the racial restriction, it just doesn't fit with any of the other 4e classes, reguardless of the fluff. I look fowards to the remainder of the powers, the paragon paths, and the epic destiny(s) you devise.
First off, thanks. :D

What race would you play that doesn't gain a bonus to Int, Wis or Cha? There really aren't very many races that fall into that category that make sense as a channeler.
First off, thanks. :D

What race would you play that doesn't gain a bonus to Int, Wis or Cha? There really aren't very many races that fall into that category that make sense as a channeler.

Oh, my mistake, either you changed it since I looked at it last or I can't read (which is possible) I thought it was just Int. Never mind.
I have been considering the implementation of the prestiege classes from the 3rd ed material. The blademaster was going to be tough. I think I may implement it as a multiclass set of feats that replace powers (encounter attacks, utilities, at wills, etc) since there are so many, but not quite enough for a whole new core class. Then there is the wolf brother (like Perrin became), the Aisle, etc. There is a lot I can do with the material/setting.
Actually after seeing the dhampyr article in dragon I had been considering how to do the Wolf Brother useing the bloodline feat system introduced there. I personally see that as the most interesting way to do it if one can write up enough feats for it to be useful. I'm just personally having dificulty figuring out enough wolf brother powers to do the feats.
The tie off weave paragon feat should probably be: standard becomes move, move becomes minor, minor becomes free. I haven't looked through your powers properly yet, will do so within the next week
Actually after seeing the dhampyr article in dragon I had been considering how to do the Wolf Brother useing the bloodline feat system introduced there. I personally see that as the most interesting way to do it if one can write up enough feats for it to be useful. I'm just personally having dificulty figuring out enough wolf brother powers to do the feats.

Ah, I don't have dragon, so I wouldn't know. I was pondering on giving them the ability to "summon" a wolf minion or two in specific terrain and split actions with them or give DM full control of them. The rest of their abilities lie in lowlight vision, tracking and insight.

The tie off weave paragon feat should probably be: standard becomes move, move becomes minor, minor becomes free. I haven't looked through your powers properly yet, will do so within the next week

There aren't any move action sustains.. at least not yet, I will update it if that changes though. The feat from 3rd ed simply allowed one to keep an effect active for days or even weeks on end, so it should remain powerful, but the restriction on uses per day and the fact it still can only be held for so long has kind of gutted the original feat's intent a bit already.
-Level 7 encounter powers added

-Level 9 daily powers added

-Fixed several typos that listed encounter powers as at-will (oops :P )
There aren't any move action sustains.. at least not yet, I will update it if that changes though. The feat from 3rd ed simply allowed one to keep an effect active for days or even weeks on end, so it should remain powerful, but the restriction on uses per day and the fact it still can only be held for so long has kind of gutted the original feat's intent a bit already.

I suppose that's true, but i have seen some homebrew powers with sustain move. As for putting the gumph back into it, perhaps you could make another feat with tie off weave as a prerequisite, that let's you sustain a zone power indefinately, or for a whole day, by tieing the weave to the location, you would loose any part of the power that allows you to move the zone, It's just an idea and will probably need tweaking?
Ah, I don't have dragon, so I wouldn't know. I was pondering on giving them the ability to "summon" a wolf minion or two in specific terrain and split actions with them or give DM full control of them. The rest of their abilities lie in lowlight vision, tracking and insight.

Hmm... Those are good ideas actually, I had not considered summoning, that combined with the monster manual wolf abilities of knocking prone and attacking prone creatures I think I could make something that works. Mind if I borrow the idea and run with it?
I suppose that's true, but i have seen some homebrew powers with sustain move. As for putting the gumph back into it, perhaps you could make another feat with tie off weave as a prerequisite, that let's you sustain a zone power indefinately, or for a whole day, by tieing the weave to the location, you would loose any part of the power that allows you to move the zone, It's just an idea and will probably need tweaking?

I think perhaps I will keep it in it's current incarnation, though I did add the option to take it (and multi-weave) again at epic granting an additional daily use.

Hmm... Those are good ideas actually, I had not considered summoning, that combined with the monster manual wolf abilities of knocking prone and attacking prone creatures I think I could make something that works. Mind if I borrow the idea and run with it?

Well, I do plan on implementing it as a general path (with Nature as a trained skill perhaps being the only real requirement), and having it's powers and class abilities revolve around the wolf minions. I'm still looking into it though.
-Beginnings of Aes Sedai implemented, looks to be quite an endeavor! :P
Wow, going a lot further with the paragon path than I thought you would, Its very impressive work and a surprising undertaking. I wish you the best of luck, looks like you won't need it though. Will you do something like a true wilder as well as the Aes Sedai and Asha'man, or will you instead be doing things like Windfinders, and Wise Ones? Sorry if I ask too much, but I think you are doing a really great job here and are quite good. (wizards should hire you :P )
Yes I plan on doing ashaman and the wise ones. The wise ones will revolve around the dream world, and be able to bring others into with them. For the wilders I am creating a class called the Unstable that will revolve around overchannel and embrace the source. Windfinders are also going to be up on there.
Interesting class so far! Keep up the good work!

Cheers, LT.
Thanks! I've been pretty busy lately, haven't had time to finish updating Aes Sedai, I promise to get back to this soon however!
This is very nice and a good idea. I like your design philosophy since most classes have two or more ways to pattern their classes even at lv 1. I also have not completed reading through all your powers but have just finished going over the class features. That said, I have some comments and criticism that I hope can help you out. If I say anything that comes off as offense, I am sorry and do not mean to discourage you in any way!

1) Wilder's Emotional Block: Requiring an RP-state leading to mechanical rolls is likely to lead to much argument in game between DM and player (note, this is not a truth in all games, but a possibility in at least some.) I can see a player saying that they are acting appropriately and a DM feeling that they aren't. It feels very clunky to me. Unfortunately, nothing comes into my head on ideas on how to change this. I had thought about leaving it out completely however, that leads me to....

2) The Wilder seems much more powerful than the Initiate: The Initiate gets a bonus power but the list of talents is very much not combat oriented. This is NOT a negative. I like it alot and feel it adds very good flavor to the class. Keep it. However, the wilder's double bonus of the +4 to checks and the d8 boost are much stronger than having access to two of these out of combat talents. I would suggest adding some combat benefits to the Initiate. The d8 bonus is very strong and likely best as a feat.

3) The talents: Great, great, great idea. I can not emphasize how much I love this. However, I can see the Warding talent to be an instant pick for most players. (I do not DM just power gamers, they are well balanced but I cannot see most of them forgoing these bonuses for the other one). I would suggest keeping all the talents along the same lines. The Warding talent is an outright bonus to actual combat capability in line with a leader-like feature. The other features provide either small benefits (+3 healing in combat to stabilize a dying person is good but not great enough to choose over all the other talents) or completely out of combat benefits (predicting weather ,finding ore, etc).

I hope none of that came out as scathing. I look at this in the perspective of someone who thinks putting homebrew up for others to look at and use is best done if the author takes into account general usability of the class, race, etc. If you are not worried about balance in your game due to a variety of factors (no worries on player activity, etc) than perhaps you won't consider any of this useful. I hope otherwise though!