The Aes Sedai
Class Description:
Requirements: Gender: Female Skills: Composure 4 ranks, Concentration 8 ranks, Weavesight 4 ranks. Feats: Multiweave, Sense Residue, Tie-Off Weave. Channeling: 2 or more Talents Special: Must have sworn allegiance to the White Tower, completed the Test of Composure, and Completed the Test of 100 Weaves.
Level
BAB
Fortitude
Reflex
Will
Defence
Special
1
0
0
0
2
0
Channeler Synergy, Support, Aes Sedai Presence, Three Oaths, Ajah
2
1
0
0
3
0
Iron Will, Resources, Channeler Arcana
3
1
1
1
3
1
Channeler Control, Bonus Channeling Feat
4
2
1
1
4
1
Channeler Arcana, Extra Affinity
5
2
1
1
4
1
Extra Talent, Improved Resources
6
3
2
2
5
2
Channeler Arcana, Multiweave
7
3
2
2
5
2
Resolve, Favor
8
4
2
2
6
2
Channeler Arcana, Bonus Channeling Feat
9
4
3
3
6
3
Great Fortitude
10
5
3
3
7
3
Greater Resolve, Channeler Arcana
HD: d6
Weapon & Armor Proficiencies: Aes Sedai gain no proficiencies with weapons, armor or shields.
Class Skills: Bluff (Cha), Concentration (Con), Composure (Wis), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Invert Weave (Int), Knowledge (Varies, Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Weavesight (Int), Use Magic Device (Cha)
Skill Points: 4+Int. Modifier.
Class Features: Channeler Synergy: Levels in Aes Sedai count as levels in the Channeler class for purposes of calculating weaves per day and meeting prerequisites. Support: An Aes Sedai can expect to receive all necessary requirements of life from the The White Tower. This includes room and board, food, necessary weapons or equipment, and funds needed for specific purposes or missions. Aes Sedai Presence: Aes Sedai are well known for their abilities to stare down even the most stubborn of royalty, giving her an advantage in diplomacy. An Aes Sedai gain an untyped bonus on all intimidation and diplomacy checks equal to half her class level rounded down (minimum of 1). Three Oaths: Upon being raised to the shawl and being granted the rank of Aes Sedai, the channeler in question is required to swear three oaths upon the Oath Rod. The Oath Rod only affects channelers. Attempting to break an oath sworn on the rod requires a successful Will Save (DC 30) each time, but even if successful, the swearer suffers extreme pain, discomfort, and suffers 2d6 points of damage. The three oaths are as follows: The Oath of Truth: An Aes Sedai swears to speak no word that is not true. Because of this, she is physically incapable of lying, although she may use the Bluff skill to twist the truth while speaking no actual lies. The Oath of Forging: An Aes Sedai swears to create no weapon for one being to kill another. The Oath of Defense: An Aes Sedai swears to never use the One Power as a weapon, except against Shadowspawn, creatures of an evil nature, Darkfriends, and beings with evil-intent; or in the last extreme defense of her life, her Warder’s, an Asha'man, or a fellow Aes Sedai. Ajah: At 1st level, an Aes Sedai must choose an Ajah to join. Once this choice is made, it cannot be unmade. Blue Ajah: The Blue Ajah concerns themselves with individual causes. As such, each member of the Blue Ajah chooses one skill, gaining a +2 bonus to said skill. If it is not a class skill, then it becomes one. Red Ajah: The Red Ajah, is the Ajah of justice, hunting down and capturing (or eliminating) rogue channelers and protecting the world from grave threats. As such, members of the red Ajah may Embrace the Source as a swift action, and may cast Shield as a Quickened Spell. Green Ajah: The Green Ajah is known as the Battle Ajah. As such, all members of the green Ajah receive the a +2 Bonus to all attack and damage rolls, a +2 Bonus to Defense, and a +2 Bonus to all Saves. Yellow Ajah: The yellow Ajah is the Healing Ajah. As such, all members of the Yellow Ajah receive a +5 Competence Bonus to all Heal Checks. White Ajah: The White Ajah is known as the Ajah of logic. As such, all members of the White Ajah receive a +2 Competence Bonus to all Wisdom-based skills. Gray Ajah: The Grey Ajah focuses almost exclusively on diplomacy. As such, all members of the Grey Ajah receive a +5 Competence Bonus to all Diplomacy Checks. Brown Ajah: The Brown Ajah focuses almost exclusively on the pursuit of knowledge. As such, all members of the Brown Ajah receive a +5 Competence Bonus to all Knowledge Checks. Iron Will: At 2nd level the Aes Sedai gains Iron Will as a bonus feat. Resources: Starting at 2nd level, the Aes Sedai gains the ability to call upon resources and contacts through her association with the White Tower, allowing her to requisition necessary resources. at the GM’s discretion, these can include everything from funds to political favors, from fresh horses to critical supplies, from passage with a merchant caravan to shelter in a White Tower loyalist’s county manor. The base chance of obtaining the desired resources is 50% in or around a city, 25% in a good sized town or village, and 10% in the countryside. Channeler Arcana: At 2nd level and every even level thereafter, an Aes Sedai gains a special ability that allows her to alter their magic in unique and powerful ways. Arcane Fire (Su): The Channeler gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of Channeler) that deals 1d6 points of damage per class level of the Channeler plus 1d6 points of damage per level of the spell used to create the effect. Arcane Reach (Su): The Channeler can use spells with a range of touch on a target up to 30 feet away. The Channeler must make a ranged touch attack. Arcane reach can be selected a second time to increase its range to a close-range spell. Mastery of Shaping: The Channeler can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Mastery of Counterspelling: When the Channeler counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. Spell Power: The Channeler’s effective caster level is increased by 1 for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks. Mastery of Elements: The Channeler can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. Maximize Talent: Select one talent that you have; All spells within said talent may be treated as though you used the Maximize Spell feat on them. You may select this Arcana multiple times, each time you do, apply the effects to another talent. Enlarge Talent: Select one talent that you have; All spells within said talent may be treated as though you used the Enlarge Spell feat on them. You may select this Arcana multiple times, each time you do, apply the effects to another talent. Widen Talent: Select one talent that you have; All spells within said talent may be treated as though you used the Widen Spell feat on them. You may select this Arcana multiple times, each time you do, apply the effects to another talent. Channeler Control: Starting at 3rd level, the Aes Sedai is capable of extending her capacity to control weaves, receiving a bonus to all concentration checks equal to his class level. Bonus Channeling Feat: An Aes Sedai receives a bonus channeling feat at 3rd level and at 8th level. Extra Affinity: An Aes Sedai receives Extra Affinity as a bonus feat at 4th level. Extra Talent: An Aes Sedai receives Extra Talent as a bonus feat at 5th level. Improved Resources: At 5th level, an Aes Sedai’s influence is such that few can refuse her request. The base chance for the Aes Sedai to receive the desired resources increases. Now, it is 75% in or around a city, 50% in a good sized town or village, and 20% in the countryside. Multiweave: At 6th level, the Aes Sedai receives Multiweave as a bonus feat. Resolve: At 7th level, an Aes Sedai has honed her channeling skill. For the purposes of calculating weaves per day and bonus weaves, treat her wisdom score as being 2 higher than it actually is. Favor: At 8th level, the Aes Sedai gains the ability to call in favors from those her knows. By making a favor check, the Aes Sedai can call upon contacts to gain important information without going through the time and trouble of a Diplomacy check to gather information. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. To call in a favor, the Aes Sedai makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The Aes Sedai can't take 10 or take 20 on this check, nor can her retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check. An Aes Sedai can try to call in a favor a number of times in a week of game time that's equal to half her class level, rounded down (minimum one). So a 1st-level Aes Sedai can attempt to call in a single favor per week, while a 7th-level Aes Sedai can attempt to call in favors as many as three times from different contacts. The DM should carefully monitor the Aes Sedai's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign. Great Fortitude: At 9th level, the Aes Sedai gains Great Fortitude as a bonus feat. Greater Resolve: At 10th level, an Aes Sedai has honed her channeling skill to the point where she is considered a master. For the purposes of calculating weaves per day and bonus weaves, treat her wisdom score as being 4 higher than it actually is.