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> Generic Channeler class
drothgery
Posted: Mar 10 2004, 06:39 AM
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... or, where I try and put the ideas hashed out in the "alternate Wilder class" thread, and earlier (even back on WotC's boards, where there were a few rants from me on why having a wilder core class was silly) into a class.

This class would replace both the initiate and the wilder, and is identical to the initiate except where noted. It is supported by the following feats, which can all be taken as Bonus Channeling Feats ...

Accepted

You have reached an advanced stage of training with one of the Traditions, with all the benefits and responsibilities this includes.

Pre-reqs: Abilty to channel the one Power, and passing a test approriate to the Tradition.

Benefits: A full member of your tradition who serves as a mentor will accompany you, teaching you and providing guidance in the ways of your Tradition. You recieve support from your tradition, covering living expenses and protecting you from those outside your tradition.

You learn four weaves as part of your training, which you gain immediately upon taking this feat. With each Channeler level you gain after taking this feat -- and before becoming a full memeber of your tradition -- you learn at least one weave from your mentor (or others in your Tradition). If circumstances make training impossible, you make up the training at a later date.

Special Notes: Members of the Asha'man tradition call channelers with this feat 'Dedicated', while Wise Ones and Windfinders have no formal name for advanced trainees. If a wilder joins a tradition, she is expected to take this feat as soon as possible.

Self-Motivated

You have the drive to teach yourself how to channel, either on your own or pushing yourself beyond what your Tradition will allow.

Pre-reqs: Abilty to channel the one Power.

Benefits: You discover one weave per Channeler level on your own, starting with the level you take this feat at (you don't gain weaves retroactively). Every three levels, this can be a rare or lost weave.

Note:
  • Skill Emphasis in Composure, Concentration, Invert, or Weavesight can also be used as a bonus channeling feat.
  • The Accepted feat is a prerequisite for the Aes Sedai, Asha'Man, Channeling Wise One, and Windfinder PrCs
The Channeler

Hit Dice: d6

Base Attack Bonus, Saves, Defense Bonus, Reputation, and level-dependent Special abilities -- as per Table 3-4 (the initiate), replacing the Weavesight ability with a second Bonus Channeling Feat.

Class Skills: Composure, Concentration, Deciper Script, Dipomacy, Gather Information, Heal, Intimidate, Invert, Knowledge (any), Sense Motive, and Weavesight.

Skill points at 1st level: (4 + int modifier) X 4
Skill points for each additional level: 4 + int modifier

Weapon & Armor Proficieny: Channelers are proficient with the club, dagger, and quarterstaff. Channelers are not proficient with any type of armor, nor with shields.

The One Power:

Affinities: At first level, you gain one Affinity. If you are male, chose Fire, Earth, or Spirit; if you are female, chose Air, Water, or Spirit.

Talents and weaves: At first level, you gain one common Talent and four common weaves. You gain weaves per day as per Table 3-5. Channelers gain bonus weaves based on their Wisdom and Charisma scores; their primary channeling stat is Wisdom.

Cross-Talent Weaves: Beyond 1st-level weaves (and 2nd-level weaves they can cast using first-level slots due to Affinities), channelers can only cast weaves within their Talents.

Path: At first level, a Channeler either gains the Accepted feat for free or gains the Self-Motivated feat for free and a Block (see the Wilder description for rules on Blocks). Channelers who start learning outside of a Tradition (and therefore with a Block and the Self-Motivated feat) are often called wilders.

Bonus Channeling Feats: As per initiate, except as modified above.

Slow Aging: As per initiate.

This post has been edited by drothgery on Mar 12 2004, 03:16 PM


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Primal Paladin22
Posted: Mar 10 2004, 01:56 PM
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The thing is I don't see the channeler as being any thing like the wizard or even the sorcerer from regular d&d. A channeler, especially one who has the spark is gonig to increase in power no matter what. as soon as they learn to identify the source of their power thy then get better at it every time they try. Magic, as it exists, in the regular d&d game is very hermetic, that is it is accomplished by long years of study of complex formulie(huh?), where as the act of channeling is not at all based on logic or repeatable, dare I say scientific stuff. It is on the other hand an inate ability. The act of weaveing could be argued to be somewhat hermetic in nature but again it is not like you sit down and read a book showing you how to put a weave together. you neeed to see someone do it. Still the power that drives the weave is based on an inate ability, not a developed skill. How to adapt this concept into the game is something I haven't figured out yet, but I will. The point of this is that a person, even an initiate, learning to channel does so, not through intensive or exstensive academic study, but through practice. This is far more phisicaly taxxing than what the wizard does in his pursuit of power. I think the class should there for have a d6 for hit die rather than d4.




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Sharn Penndroen
Posted: Mar 10 2004, 02:32 PM
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I also believe that the channeler class should have a d6 instead of a d4. As statede somewhere before, Wizards play tested the d4 and found it to be just too weak. That is why d20 Modern and Urban aracana did away with the d4 hit die. The only reason that the wizard and sorcerer kept it is because they felt it would be "recognized" by old gamers. There is no reason to burden down the WoT channeler with this old thought. Give them and the Aes Sedai PrC a d6. Other than that, I feel like you are doing good with this.

Another thought, shouldn't Accepted be "Accepted / Dedicated"? And shouldn't "Accepted / Dedicated" be a prerequisite for Aes Sedai and Asha'aman?


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drothgery
Posted: Mar 10 2004, 03:04 PM
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You're right about the d6 Hit Die and PrC pre-requisites, so those have been changed.


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Mantyluoto
Posted: Mar 10 2004, 05:38 PM
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"SHOUTS"why couldn't you have done this before i started my homebrew campaign
biggrin.gif

i did something like this and called it Sorceress. Don't like D&D classes much prefer WoT. its cool man. definately D6 hp though


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Two Rivers Wolfbrother
Posted: Mar 10 2004, 06:35 PM
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You know, I don't really have much productive to say, but I think this is easily the best channeler redo I've seen so far. I love the idea of the self-motivated or accepted paths, and I love how the self-motivated actually has some abilities that make it worth taking.


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Axel
Posted: Mar 10 2004, 07:59 PM
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cool work!

As for the D&D, I like Mage the way it is, but I altered Sorcerer so its more like Wilder. I like having a methodical scientific character, and a more artistic spontaneous one. (not that you could call the Browns anything but perfect mages)


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MagusRogue
Posted: Mar 10 2004, 08:11 PM
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i actually kinda like this, drothgery. might snatch it up for my own game sometime.


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LuciusT
Posted: Mar 11 2004, 03:37 PM
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Damn.

That's good.

Now I have to decide whether or not to use the Wilder class I created or use this.

Damn.
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Entropic_existence
Posted: Mar 11 2004, 07:02 PM
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Like everyone else is saying...wow. I really like this re-write. It seems more...fluid to me somehow. I'm seriously considering stealing this for my game.


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Axel
Posted: Mar 11 2004, 08:34 PM
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question: how could this be converted to handle people who never realize they can channel and thus only do so on accident? Maybe a third "Self Denial" feat that's available only to NPC channelers?


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LuciusT
Posted: Mar 11 2004, 09:32 PM
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QUOTE (Axel @ Mar 11 2004, 08:34 PM)
question: how could this be converted to handle people who never realize they can channel and thus only do so on accident? Maybe a third "Self Denial" feat that's available only to NPC channelers?

My take on that is that it's an RP issue rather than a mechanics issue.
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Axel
Posted: Mar 11 2004, 09:48 PM
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probably you're right, but I was kinda wondering about the point. The local Wisdom may not be capable of much casting power, but has a great deal of experience and can channel almost continually without realizing that. It doesn't follow the rules, but maybe doesn't need to.


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drothgery
Posted: Mar 12 2004, 03:24 PM
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QUOTE (Entropic_existence @ Mar 11 2004, 11:02 AM)
Like everyone else is saying...wow. I really like this re-write. It seems more...fluid to me somehow. I'm seriously considering stealing this for my game.

Thanks. I'll probably put a write-up of this on the same web page as my other optional rules this weekend.


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Guest
Posted: Mar 12 2004, 06:12 PM
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I think that if someone's in self-denial, but can channel, that's pretty much the same thing as being a regular wilder, so I'd say take a level of self-motivated, then roleplay the shock and everything out. How did you used to do it?
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Two Rivers Wolfbrother
Posted: Mar 12 2004, 06:16 PM
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Dang again. That "Guest" was me.
I also wanted to add that the same goes for the varying types of accepted, including the Kinship, which I personally think is the best way to play an Initiate with the original rules and be able to adventure. With the accepted class, you could be a Wise One apprentice, White Tower initiate, Windfinder apprentice, Kin sister, or anything else, it's all just about roleplaying.


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drothgery
Posted: Mar 12 2004, 06:37 PM
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Just as an FYI - one of the reasons for doing things this way was so that someone can have both Self-Motivated and Accepted (and pick them up in either order), much like a 3.5e Archery-path Ranger could spend his normal feats on Two-Weapon Fighting.


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drothgery
Posted: Mar 13 2004, 04:42 PM
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QUOTE (drothgery @ Mar 12 2004, 07:24 AM)
[QUOTE=Entropic_existence,Mar 11 2004, 11:02 AM]I'll probably put a write-up of this on the same web page as my other optional rules this weekend.

Following up on that, this class (and the new feats that help make it work) are now up at http://home.san.rr.com/drothgery/wot_rpg.htm.


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Jonathan
Posted: Mar 28 2004, 09:09 AM
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Okay, you said it is identical to the Initiate in all respects except what follows.

Does that include using Intelligence for highest weaves, Wisdom for DC Mod, and Int/Wis for bonus weaves?

Cause I think the Wilder stats are better. Them being Wis for Highest weaves and DC Mod, and Wis/Cha for bonus weaves.

Channeling for Initiates may be learned, but it seems more like Performance (Cha) and a Profession (Wis). Although it could be argued that they are saidar/saidin weavers (Craft - Int).


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drothgery
Posted: Mar 28 2004, 02:20 PM
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QUOTE (Jonathan @ Mar 28 2004, 01:09 AM)
Okay, you said it is identical to the Initiate in all respects except what follows.

Does that include using Intelligence for highest weaves, Wisdom for DC Mod, and Int/Wis for bonus weaves?

Cause I think the Wilder stats are better. Them being Wis for Highest weaves and DC Mod, and Wis/Cha for bonus weaves.

I think you missed this, under "The One Power".

QUOTE
Channelers gain bonus weaves based on their Wisdom and Charisma scores; their primary channeling stat is Wisdom.


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