Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Prestige Classes

The Blademaster Requirements: Ability Scores: Dex 13+, Int 13+ Base Attack Bonus: +5 or Higher Skills: Acrobatics 5 Ranks, Intimidate 5 ranks, Athletics 5 ranks.  Feats: Combat Expertise, Dodge, Mobility Special: Profeciency with any type of sword. Weapon: Masterwork or Masterpiece Sword. Level BAB Fortitude Reflex Will Defence Special 1 1 0 2 0 0 Fighter Synergy, Combat Reflexes, Duelist 2 2 0 3 0 0 Spring Attack 3 3 1 3 1 1 Blade Focus, Parry 4 4 1 4 1 1 Whirlwind Attack 5 5 1 4 1 1 Blademaster Insight 6 6 2 5 2 2 Blade Specialization, Parting the Silk 7 7 2 5 2 2 Blade Critical 8 8 2 6 2 2 Improved Multiplier 9 9 3 6 3 3 Blade Mastery 10 10 3 7 3 3 Heron Spread’s Its Wings HD: d10 Weapon & Armor Proficiencies: Blademasters are proficient with all Simple and Martial Weapons, All Armor Types, and With Shields (Excluding Tower Shields) Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Varies, Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), and Sense Motive (Wis). 4 + Int Modifier Class Features: Fighter Synergy — Levels in Blademaster count as fighter levels for the purposes of meeting prerequisites. Combat Reflexes — At 1st level, the Blademaster gains Combat Reflexes as a Bonus Feat. Duelist — When not using a shield or an offhand weapon, the blademaster gains a dodge bonus to his defense equal to his intelligence modifier. This bonus can only be received when wielding a melee weapon. Spring Attack — At 2nd level, the blademaster gains Spring Attack as a bonus feat. Blade Focus — Starting at 3rd Level, whenever a blademaster is wielding any blade, he is treated as though he has the feat Weapon Focus for that weapon. Parry — At 3rd Level, the blademaster becomes proficient with parrying attacks. You may set a readied action in order to render any attacks against you harmless at the last moment. This counts as a Total Defense action (Standard Action that grants you a +4 dodge bonus to your defense for 1 round, starting with the use of this action). While using parry, you count as being flat-footed until you make a DC 10 reflex save, at which point you gain the full benefits of your full Defense Score plus the Total Defense Bonus. Should your reflex save succeed AND the attack against you fails, you may make an immediate AOO against the target, doing normal damage on a successful hit, and stunning the target for 1 round. Whirlwind Attack — At 4th level, the blademaster gains Whirlwind Attack as a bonus feat.  Blademaster’s Insight — You have trained significantly with blades to the point where you have an uncanny insight when fighting with them. Starting at 5th level, when wielding a sword and using a full attack action, then you may use this ability. If you succeed on your first attack, then all of your next attacks receive a +5 insight bonus for the rest of your turn. So long as you continue to hit, the insight bonus increases by +5 for every additional attack landed, but should you miss, then the insight bonus is lost and you have to start all over again. You cannot make more attacks than you normally have. The Maximum bonus cannot exceed your BAB, nor increase your total attack bonus above its usual amount; it just effectively removes the -5 penalty per additional attack. Blade Specialization —Starting at 6th Level, whenever a blademaster is wielding any blade, he is treated as though he has the feat Weapon Specialization for that weapon. Parting the Silk — At 6th level, whenever a blademaster is wielding any blade, the weapon automatically deals maximum damage on a hit. Blade Critical — At 7th level, whenever the blademaster is wielding a blade, he treats the weapon as though he has improved critical with that weapon. Improved Multiplier — At 8th level, whenever the blademaster is wielding a blade, he treats the weapon as though that weapon had a critical hit multiplier 1 point higher than normal. Blade Mastery — Starting at 9th Level, whenever a blademaster is wielding any blade, he is treated as though he has the feat Weapon Mastery for that weapon. Heron Spreads it’s Wings — At 10th level, a blademaster can make a whirlwind attack as a standard action, instead of a full round action. Only one Whirlwind attack can be made per round.
1496641949

Edited 1497800194
The Warder Class Description: Requirements: Ability Scores: Strength of 13 or Higher Base Attack Bonus: +5 or Higher Skills: Acrobatics 5 Ranks, Intimidate 5 ranks, Ride 5 ranks. Feats: Exotic Weapon Profeciency (Warder Sword), Improved Initiative, & Combat Reflexes Special: A character must have been the target of the Bond Warder weave before taking any levels in this class Level BAB Fortitude Reflex Will Defence Special 1 1 1 2 1 2 Armor Compatibility, Power Attack, Warder’s Cloak, Warder’s Bond, Support 2 2 2 3 2 2 Uncanny Dodge, Weapon Focus 3 3 2 3 2 3 Alertness, Cleave 4 4 2 4 2 3 Iron Will, Spring Attack 5 5 3 4 3 3 Improved Reflexes, Defensive Blow (Defend Channeler) 6 6 3 5 3 4 Improved Uncanny Dodge, Weapon Specialization 7 7 4 5 4 4 Great Cleave 8 8 4 6 4 4 Supreme Cleave, Defensive Blow (Defend Allies) 9 9 4 6 4 5 Weapon Mastery 10 10 5 7 5 5 Springing Cleave HD: d12 Weapon & Armor Proficiencies: Warders are proficient with all Simple Weapons, all Martial Weapons, and the Warder Sword. They are also proficient in all kinds of armor, and with all kinds of shields. Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Varies, Int), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), and Sense Motive (Wis). Skill Points: 4 + Int. Modifier. Class Features: Fighter Class — Levels in Warder count as fighter levels for the purposes of meeting prerequisites, and count as Armsman levels for the purposes of improving class abilities already gained. Armor Compatibility — Like the Armsman, Warders are trained to use their Armor effectively. They may stack their defense bonus from Armor and Shields alongside their Class Defense Bonus. Warder’s Cloak — Upon being bonded, the Warder is given a signature Warder’s cloak. Warder’s Bond — A Warder and the person she is bonded to receive all the benefits and drawbacks of the Bond Warder spell. Support — A warder can expect to receive all necessary requirements of life from the Channeler who bonded them. This includes room and board, food, and necessary weapons and equipment. Power Attack — At 1st Level, the Warder gains Power Attack as a Bonus Feat. Uncanny Dodge — Starting at 2nd level, the Warder can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Warder already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead. Weapon Focus — At 2nd Level, the Warder gains Weapon Focus as a Bonus Feat. Alertness — At 3rd Level, the Warder gains Alertness as a bonus feat. Cleave — At 3rd Level, the Warder gains Cleave as a bonus feat. Iron Will — At 4th Level, the Warder gains Iron Will as a bonus feat. Spring Attack — At 4th Level, the Warder gains Spring Attack as a bonus feat, even if she doesn’t meet the prerequisites. Defensive Blow — Starting at 5th level, whenever the Warder is defending the Channeler she is bonded to, and while in melee combat, the warder receives a morale bonus to attack and damage equal to half her class level (rounded down). At 8th Level, the Warder may also apply this morale bonus while defending the allies of her channeler. Improved Reflexes — At 5th Level, the Warder gains a +2 bonus to Initiative checks. This bonus stacks with the Improved Initiative feat. Improved Uncanny Dodge — A Warder of 6th level or higher can no longer be flanked. This defense denies another character with the ability to sneak attack the character by flanking her, unless the attacker has at least three or more levels than the target does in a class with the sneak attack ability. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. Weapon Specialization — At 6th level, the Warder gains Weapon Specialization as a bonus feat. Great Cleave — At 7th Level, the Warder gains Great Cleave as a bonus feat. Supreme Cleave — Upon reaching 8th level, the Warder can take 5 feet-step between attacks when using the Cleave or Great Cleave feat. These 5 feet-steps do not count against her normal limit of 5 feet-steps. She may take one 5 feet-step this way 1/ class level in this way per round. Weapon Mastery — At 9th level, a Warder gains Weapon Mastery as a bonus feat. Springing Cleave — At 10th level, a Warder can use the Spring Attack feat between multiple cleaves as a free action. However, she takes a -2 penalty to defense. A warder may only move a total maximum distance equal to her speed, and any movement made before or after an attack action counts towards this limit.
1496642057

Edited 1497800169
The Algai’d’Siswai Class Description: Trained to fight and protect their clan from the threats of vicious desert creatures, vile servants of the Dark One, and any who would dare insult the honor of their people, Algai’d’siswai are always ready for battle. Training 10 hours a day under the hot desert sun with spear, bow, and buckler, these hooded warriors are a force to be reckoned with. Strength, Dexterity, and Constitution are important skills for an Algai’d’siswai. Requirements: Skills: Stealth 5 ranks, Perception 5 ranks, Survival 5 ranks Alignment: Any Lawful Feats: Weapon Focus (Aiel Spear or Short Spear), Two Weapon Fighting, Improved Initiative Special: Must have learned the ways of Ji’i’Toh and been accepted into one of the Aiel Warrior Societies. Level BAB Fortitude Reflex Will Defense Special 1 1 0 1 0 4 Fast Movement +10, Armorless 2 2 0 2 0 4 Uncanny Dodge, Stride 3 3 1 2 1 5 Spear Dance (+2 to Initiative), Sneak Attack +1d6 4 4 1 2 1 5 Stealthy Movement 5 5 1 3 1 5 Sneak Attack +2d6, Chameleon 6 6 2 3 2 6 Spear Dance (+4 to Initiative) 7 7 2 4 2 6 Sneak Attack +3d6 8 8 2 4 2 6 Fast Movement +20, Improved Uncanny Dodge 9 9 3 4 3 7 Spear Dance (+6 to Initiative), Sneak Attack +4d6 10 10 3 5 3 7 Spear Dance (+8 to Initiative), Hide in Plain Sight HD: d10 Weapon & Armor Proficiencies: Algai’d’siswai are proficient with all Simple Weapons, Shortbows, and Spears. They are proficient with shields, but not with Armor of any kind. Class Skills: Acrobatics (Dex), Athletics (Str), Heal (Wis), Intimidate (Cha), Knowledge (Geography, Nature, Dungeoneering & Blight, Int), Perception (Wis), Search (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis). Skill Points: 4 + Int. Modifier Class Features: Armorless: Algai’d’siswai cannot use any class abilities while wearing any type of armor or wielding a sword. Fast Movement: At 1st level, an Algai’d’siswai becomes faster than others of her race due to the intense training and exercise necessary to become an Aiel Warrior. As a result of this her speed increases by +10 feet. At 8th level, the bonus increases to +20 feet. Spear Dance: At 3rd level, the Algai’d’siswai gains an +2 bonus to Initiative. At 6th level, this bonus increases to a +4 bonus, and at 9th level, this increases to a +6 Bonus. Stealthy Movement — At 4th level, the Algai’d’siswai may add their reflex save to all Stealth checks. Uncanny Dodge — Starting at 2nd level, an Algai’d’siswai can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If an Algai’d’siswai already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.  Improved Uncanny Dodge: At 8th level, the Algai’d’siswai gains the benefits of Improved Uncanny dodge instead. Stride: Starting at 2nd level, an Algai’d’siswai may take two 5 foot steps during a full-round action. Sneak Attack: Starting at 3rd level, the Aiel gains the Sneak Attack ability. At 5th level, and every odd level afterwards, the sneak attack damage increases by +1d6. Chameleon: Starting at 5th level, an Algai’d’siswai can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. In addition, they can take 10 on all stealth checks, even when rushed or threatened. Hide in Plain Sight — At 10th level, the Algai’d’siswai can use the Stealth skill even while being observed.
1497145191

Edited 1497800649
The Asha’man Class Description: Requirements: Gender: Male BAB: +2 or Higher Skills: Composure 4 ranks, Concentration 8 ranks, Weavesight 4 ranks. Feats: Martial Weapon Profeciency (Any type of Sword), Multiweave, Sense Residue, Tie-Off Weave. Channeling: 2 or more Talents Special: Must have sworn allegiance to the Black Tower, completed Asha’man Basic Training, and completed the Test of Guardianship. Level BAB Fortitude Reflex Will Defence Special 1 0 1 0 1 0 Channeler Synergy, Support, Iron Will, Asha’man Presence 2 1 2 0 2 0 Combat Casting, Channeler Arcana 3 1 2 1 2 1 Channeler Control, Extra Talent 4 2 2 1 2 1 Great Fortitude, Resources, Channeler Arcana 5 2 3 1 3 1 Resolve, Extra Affinity 6 3 3 2 3 2 Channeler Arcana, Multiweave 7 3 4 2 4 2 Improved Resources, Quicken Spell 8 4 4 2 4 2 Channeler Arcana, Improved Initiative 9 4 4 3 4 3 Improved Counterspell, Favor 10 5 5 3 5 3 Greater Resolve, Channeler Arcana HD: d6 Weapon & Armor Proficiencies: Asha’man are proficient with all Simple and Martial Weapons. They are not proficient with armor or shields. Class Skills: Athletics (Str), 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 Asha’man count as levels in the Channeler class for purposes of calculating weaves per day and meeting prerequisites. Support: An Asha’man can expect to receive all necessary requirements of life from the The Black Tower. This includes room and board, food, necessary weapons or equipment, and funds needed for specific purposes or missions. Iron Will: At 1st level, an Asha’man gains Iron Will as a bonus feat. Asha’man Presence: An Asha’man’s mere presence can overawe or intimidate a person, giving him an advantage in diplomacy. An Asha’man gain an untyped bonus on all intimidation and diplomacy checks equal to half his class level rounded down (minimum of 1). Combat Casting: At 2nd level, the Asha’man gains Combat Casting as a Bonus Feat. Channeler Arcana: At 2nd level and every even level thereafter, an Asha’man gains a special ability that allows them 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 Asha’man is capable of extending his capacity to control weaves, receiving a bonus to all concentration checks equal to his class level. Extra Talent: At 3rd level, the Asha’man gains Extra Talent as a bonus feat. Resources: Starting at 4th level, the Asha’man gains the ability to call upon resources and contacts through his association with the Black Tower, allowing him 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 Black 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. Great Fortitude: At 4th Level, the Asha’man gains Great Fortitude as a bonus feat. Extra Affinity: At 5th Level, the Asha’man gains Extra Affinity as a bonus feat. Resolve: At 5th level, an Asha’man has honed his channeling skill. For the purposes of calculating weaves per day and bonus weaves, treat his wisdom score as being 2 higher than it actually is. Multiweave: At 6th level, the Asha’man gains Multiweave as a bonus feat. Improved Resources: At 7th level, the Asha’man’s influence is such that few refuse his request. The base chance for Asha’man to receive the desired resources increases… It is now 75% in or around a city, 50% in a good sized town or village, and 20% in the countryside. Quicken Spell: At 7th level, the Asha’man gains Quicken Spell as a bonus feat. Improved Initiative: At 8th level, the Asha’man gains Improved Initiative as a bonus feat. Improved Counterspell: At 9th level, the Asha’man gains Improved Counterspell as a bonus feat. Favor: At 9th level, the Asha'man gains the ability to call in favors from those he knows. By making a favor check, the Asha'man 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 Asha'man 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 Asha'man can't take 10 or take 20 on this check, nor can he 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 Asha'man can try to call in a favor a number of times in a week of game time that's equal to half his class level, rounded down (minimum one). So a 1st-level Asha'man can attempt to call in a single favor per week, while a 7th-level Asha'man can attempt to call in favors as many as three times from different contacts. The DM should carefully monitor the Asha'man'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. Greater Resolve: At 10th level, the Asha’man has honed his skill to the point where he is considered a master. For the purposes of calculating weaves per day and bonus weaves, treat his wisdom score as being 4 points higher than it actually is.
1497145210

Edited 1497800609
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.