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Author Topic: Wild Ones Prestige class
JosephKell
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posted August 14, 2002 07:46 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
I got tired of prestige classes for traditions and decided to make one for wandering wilders. The known weave requirements are there to simulate a self sufficient wilder.

Wild One: Founded by Joseph and Selena, the Wild Ones walk the land. They help Wilders and run away Initiates stay free. With Altara now under Seanchan control it is no longer the haven for Wilders that it used to be. The Wild Ones are trying to found a new place to hide them from the Aes Sedai, which will impress or sever the young women and men.

Hit Dice: d6.

Requirements: To qualify to become a Wild One, a character must fulfill all the following criteria.
Base Attack Bonus: +2.
Skills: Composure 4 ranks, Concentration 7 ranks, Heal 2 ranks, Weavesight 3 ranks, Wilderness Lore 3 ranks.
Feats: Multiweave, Tie Off Weave.
Channeling: Two or more Talents.
Known Weaves: Create Fire, Disguise, Heal, Light, and Warmth.
Special: Overchannel Bonus (as Wilder class).
Special: Eliminate Block feat or Composure 9 ranks.
Special: Introduction by another Wild One, whom you must travel with for at least two seasons before making your own way.

Class Skills: The Wild One’s class skills (and the key ability for each skill) are Composure (Wis), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), Weavesight (Int), and Wilderness Lore (Wis). See Chapter 4: Skills for skill descriptions.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features: All of the following are class features of Wild Ones:
Wild One is a channeling prestige class, and as one count both normal channeling classes and this one for weaves per day on their standard class table.
Weapon and Armor Proficiency: Wild Ones are proficient with all simple weapons and light armor. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Improved Overchannel: The Wild One gains an additional +5 to Concentration and Fortitude checks when overchanneling (this stacks with the Wilder class feature, bringing the total to +10).
Endurance: Wild One gains the feat Endurance.
Combat Casting: As feat.
Extra Affinity: As feat.
Extra Talent: As feat.
Great Fortitude: As feat.
Multiweave: As feat.
Resolve: At 7th level, the Wild One has honed her skill. For purposes of calculating weaves per day and bonus weaves, treat her as having a Wisdom score 2 points higher than it actually is.
Great Overchannel: The Wild One gains a second additional +5 to Concentration and Fortitude checks when overchanneling (this stacks with the Wilder class feature and the Improved Overchannel, bringing the total to +15).
Traveling Talent: The Wild One gains the Extra Talent (Traveling) as a bonus feat; if the Wild One already has Traveling, the Wild One gains Extra Talent as a feat.
Create Gateway: The Wild One discovers how to Create Gateway as the weave, if the Wild One already knew how to cast this weave there is no other benefit.
Improved Resolve: On reaching 10th level, the Wild One has mastered his skill. For the Purposes of calculating weaves per day and bonus weaves, treat her as having a Wisdom score 4 points higher than it actually is.


Level..BAB..Fort..Ref..Will...Def..Rep..Special
1st......+0....+1.....+0....+1.....+0....+0...Improved Overchannel, Endurance
2nd.....+1....+2.....+0....+2.....+1....+1...Combat Casting
3rd......+1....+2.....+1....+2.....+1....+0...Extra Affinity
4th......+2....+2.....+1....+2.....+1....+0...Extra Talent
5th......+2....+3.....+1....+3.....+2....+1...Great Fortitude
6th......+3....+3.....+2....+3.....+2....+0...Multiweave
7th......+3....+4.....+2....+4.....+2....+0...Resolve
8th......+4....+4.....+2....+4.....+3....+1...Great Overchannel
9th......+4....+4.....+3....+4.....+3....+0...Traveling, Create Gateway
10th....+5....+5.....+3....+5.....+4....+0...Improved Resolve

Ex-Wild Ones: A Wild One that joins a tradition (takes or furthers an initiate level, or takes a level of their prestige class) can no longer advance as a Wild One.

[ August 14, 2002, 09:28 PM: Message edited by: JosephKell ]

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From: California | Registered: Aug 2002  |  IP: Logged
JosephKell
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posted August 15, 2002 06:08 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
After all the work I put in to align the table, now one comments on the prestige class! Is it really that bad a class that no one even takes the time to flame it?!? [Frown]

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CdtData
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posted August 15, 2002 06:24 PM      Profile for CdtData   Email CdtData    Edit/Delete Post
Wow, that PrC is way overpowered. No one should get Traveling free, especially not the weave itself. And the +10 overchanneling bonus stacking with the wilder's natural abilities is just insane. A channeler with a +15 in concentration could overchannel a weave slot by 3 levels without any danger of burning him/herself out. That shouldn' t be allowed. Overchanneling is dangerous for a reason, after all. The prerequisites are high, but the benefits are just too much.

Maybe access to improved Healing weaves, such as Greater Healing (it's been posted here and is in the netbook) would be OK, since some wilders figure it out like Nynaeve. But Traveling just doesn't work.

Sorry to be too flamy. It just needs to be balanced with the other channeling PrCs, like Aes Sedai.

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Xythlord
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posted August 15, 2002 07:03 PM      Profile for Xythlord   Email Xythlord    Edit/Delete Post
I'm not sure why the Wilders would need a prestige class in the first place. Most of the Prc's presented are more cultural based than anything else. Granted the Aes Sedai and the Asha'man are great channeler's, but they are a group because of what they do, not because of how good they want to become. The channeling just goes along with being part of that group. Look at the Thief-taker, this prestige class has some awsome abilities. They develope these abilities because they are theif-takers, and these abilities are part of that mindset.

I have nothing against wilders, although according to the books, the wilders are weaker than the Aes Sedai, due to thier lack of proper training. IMO, if you wanted to create a prestige class for this game, try picking out a group and see what makes them tick. That way you can see what's important about them and develope feats and special abilities that emphasize that uniqeness.

Without trying to flame you posting too much, I think that having weaves as a requirement is too easy of a preq. Also, you give them simple weapons and light armor, why? they aren't a fighter class and their emphasis is on channeling. Wilderness lore is a skill requirement, yet why would this class be good at it, and finally you have overchannel as one of your requirement's. If you will notice in main book, no other prestige class is limited to any one class. Some classes make it easier to get the preqs. for that Prc, but anybody can get it, If I wanted a 10 level init. of the Green ajah to become a Commander she could.

I'm not trying to bag on you, just a little constructive criticism.

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Albert Einstein (1879 - 1955)

From: Denver, Co | Registered: Mar 2002  |  IP: Logged
JosephKell
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posted August 15, 2002 08:47 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
I have realized where I went wrong, and I have a few ideas to make it better, I am going to copy and paste the original to get the nice alignment of the table (that took me half an hour to do). I am going to stick to the closer to the wandering wilder idea.

For starters Resolve is going to be taken out, as is Traveling Talent and Create Gateway. There will be a (non channeling) ability that allows the Wild One to basicly travel farther in a day (about halfway between a normal human walking and an the Algai'a'siswai), Improved Overchannel will be reduced to +3 and Great Overchannel will be replaced with a "Channel up to level 3 outside your talents" (rather than the wilder's standard upto 2)

[ August 16, 2002, 12:41 PM: Message edited by: JosephKell ]

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...you might be a Munchkin.

From: California | Registered: Aug 2002  |  IP: Logged
JosephKell
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posted August 15, 2002 09:36 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
I got tired of prestige classes for traditions and decided to make one for wandering wilders. The known weave requirements are there to simulate a self sufficient wilder.

Wild One: Founded by Joseph and Selena, the Wild Ones walk the land. They help Wilders and run away Initiates stay free. With Altara now under Seanchan control it is no longer the haven for Wilders that it used to be. The Wild Ones are trying to found a new place to hide them from the Aes Sedai, which will impress or sever the young women and men.

Hit Dice: d6.

Requirements: To qualify to become a Wild One, a character must fulfill all the following criteria.
Base Attack Bonus: +2.
Skills: Composure 4 ranks, Concentration 7 ranks, Heal 2 ranks, Weavesight 3 ranks, Wilderness Lore 3 ranks.
Feats: Multiweave, Sense Residue, Tie Off Weave.
Channeling: Two or more Talents.
Known Weaves: Create Fire, Disguise, Heal, Light, and Warmth.
Special If Wilder: Eliminate Block feat or Composure 9 ranks.
Special: Introduction by another Wild One, whom you must travel with for at least two seasons before making your own way.

Class Skills: The Wild One’s class skills (and the key ability for each skill) are Composure (Wis), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), Weavesight (Int), and Wilderness Lore (Wis). See Chapter 4: Skills for skill descriptions.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features: All of the following are class features of Wild Ones:
Wild One is a channeling prestige class, and as one count both normal channeling classes and this one for weaves per day on their standard class table.
Weapon and Armor Proficiency: Wild Ones are proficient with all simple weapons. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Improved Overchannel: The Wild One gains an additional +3 to Concentration and Fortitude checks when overchanneling (this stacks with the Wilder class feature, bringing the total to +8).
Endurance: Wild One gains the feat Endurance.
Extra Talent: As feat, the first time this class ability comes up, the Wild One gets it as Healing, unless they already have the Healing Talent in which case it is treated as a normal Extra Talent feat.
Combat Casting: As feat.
Great Fortitude: As feat.
Multiweave: As feat.
Extra Affinity: As feat.
Outside Talent Boost: Wild One has been manipulating the threads of the One Power for so long she may channel weaves outside their talents one level higher, up to level one for initiates or level three for wilders.

Level..BAB..Fort..Ref..Will...Def..Rep..Special
1st......+0....+1.....+0....+1.....+0....+0...Improved Overchannel, Endurance
2nd.....+1....+2.....+0....+2.....+1....+1...Extra Talent (Healing)
3rd......+1....+2.....+1....+2.....+1....+0...Combat Casting
4th......+2....+2.....+1....+2.....+1....+0...Extra Talent
5th......+2....+3.....+1....+3.....+2....+1...Great Fortitude
6th......+3....+3.....+2....+3.....+2....+0...Multiweave
7th......+3....+4.....+2....+4.....+2....+0...Extra Affinity
8th......+4....+4.....+2....+4.....+3....+1...Outside Talent Boost

Ex-Wild Ones: A Wild One that joins a tradition (takes or furthers an initiate level, or takes a level of their prestige class) can no longer advance as a Wild One.

Note: I got rid of levels 9 and 10 because I could find NOTHING good to put there, I was about to put Power-Heightened Senses... talk about desprate!

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-If you cast Meteor Swarm to avoid wasting your REALLY good spells...
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-If you have a magic item that can destroy the world...with four charges left...
-If the God of Destiny asks you what will have next...
...you might be a Munchkin.

From: California | Registered: Aug 2002  |  IP: Logged
JosephKell
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posted August 16, 2002 12:49 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
quote:
Originally posted by CdtData:
Wow, that PrC is way overpowered. No one should get Traveling free, especially not the weave itself. And the +10 overchanneling bonus stacking with the wilder's natural abilities is just insane. A channeler with a +15 in concentration could overchannel a weave slot by 3 levels without any danger of burning him/herself out. That shouldn' t be allowed. Overchanneling is dangerous for a reason, after all. The prerequisites are high, but the benefits are just too much.

Maybe access to improved Healing weaves, such as Greater Healing (it's been posted here and is in the netbook) would be OK, since some wilders figure it out like Nynaeve. But Traveling just doesn't work.

Sorry to be too flamy. It just needs to be balanced with the other channeling PrCs, like Aes Sedai.

You do realize that Aes Sedai, Asha'man, and Wise Ones all get overchanneling bonuses like that for concentration checks (not the fortitude) and only the Asha'man is restricted to Offensive Overchanneling for the bonus, and by level 8, 6, and 10 (Aes Sedai, Asha'man, Wise One) they all have +10. So how is that any different?

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-If the God of Destiny asks you what will have next...
...you might be a Munchkin.

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CdtData
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posted August 16, 2002 02:55 PM      Profile for CdtData   Email CdtData    Edit/Delete Post
For one, the weave must be in the Aes Sedai or Asha'man's affinities for he or she to overchannel it. This can significantly limit its usefulness (an Aes Sedai couldn't use it to overchannel Earthquake unless she took enough affinities to get the Earth affinity, the Asha'man couldn't overchannel Arms of Air until he got Air). This would be hard for a wilder to go, considering they get fewer feats with which to get all of the affinities.

The feats are there for those classes to improve upon their abilities, but not make them too powerful with elements with which they are weak. If the same thing is applied to the Wild Ones, it might be more balanced.

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Eosin_the_Red
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posted August 16, 2002 03:20 PM      Profile for Eosin_the_Red   Email Eosin_the_Red    Edit/Delete Post
Sence Residue is an ultra rare feat. Only 1-2 characters in the book know it. If you weren't aware, it has been removed as a preq for all other PrCs. Check out the official/unofficial errata at the tower library.

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Call of the Horn
Visit the Tower Library for the latest version of the WOT RPG FAQ.

From: Norman, OK, USA | Registered: Jun 2001  |  IP: Logged
JosephKell
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posted August 16, 2002 06:29 PM      Profile for JosephKell   Email JosephKell    Edit/Delete Post
quote:
Originally posted by Eosin_the_Red:
Sence Residue is an ultra rare feat. Only 1-2 characters in the book know it. If you weren't aware, it has been removed as a preq for all other PrCs. Check out the official/unofficial errata at the tower library.

No offense Randy, but the Tower Library isn't an official site, it is a suggestive site. It isn't a correction.

And actually Sense Residue isn't THAT rare, obviously some Damane have it or else Avienda wouldn't have been so phobic about unraveling her weaves (Path of Daggers I believe, when they Gated away with the Kin, then the Aes Sedai yelled at her saying it could've exploded) to prevent others from learning them (sounds like a modified use of Invert to undo a weave so no one can learn it).

I would suggest that Invert, until taught otherwise, should only allow for weaves to be undone. Thereby increasing the DC of the Sense Residue feat, but that doesn't mean channelers couldn't sense the weave and learn it before it is undone.

[ August 16, 2002, 06:42 PM: Message edited by: JosephKell ]

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-If you cast Meteor Swarm to avoid wasting your REALLY good spells...
-If your character sheet is longer than the Player's Handbook...
-If you have a magic item that can destroy the world...with four charges left...
-If the God of Destiny asks you what will have next...
...you might be a Munchkin.

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Eosin_the_Red
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posted August 16, 2002 07:16 PM      Profile for Eosin_the_Red   Email Eosin_the_Red    Edit/Delete Post
quote:
No offense Randy, but the Tower Library isn't an official site, it is a suggestive site. It isn't a correction.
None taken.

Those of us who have been around forever understand that Brian (Tower Library) with the blessings of Charles Ryan has collected alot of the Official (From Charles)/Unofficial (Errata will never be released) stuff. So, it is a correction from the RPG author, if not the publisher. The books have introduced only 1-2 characters outside of the forsaken know how to do it. We can guess from Avi's actions that it is not freakishly rare among the Aiel and perhaps the damane.

Again, you can assume that the books written by RJ were right or that the RPG book was. The author posted here to let us know that it was an oversite - if that ain't good enough for you that is cool with me. But, your way violates the cannon of the world and falls into the "I will call it WoT but it really aint" unless you assume that every single AS & AM has Sense Residue (per the PrC Preq) and that RJ was just mistaken?

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Call of the Horn
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drothgery
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posted August 16, 2002 09:59 PM      Profile for drothgery      Edit/Delete Post
quote:
Originally posted by JosephKell:
And actually Sense Residue isn't THAT rare, obviously some Damane have it or else Avienda wouldn't have been so phobic about unraveling her weaves

Aviendha wasn't woried about a random damane with Sense Residue when she wove a Gateway to the Farm. She was woried about a Forsaken.

Elayne wasn't woried about a random damane with Sense Residue when she wove a Gateway to Andor. She was woried about normal channeler-vision on the weave was it broke down after the gateway closed; she didn't want the Seanchan to learn how to Travel.

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Optional d20 WoT Rules at http://home.san.rr.com/drothgery/wot_rpg.htm

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Xythlord
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posted August 16, 2002 10:33 PM      Profile for Xythlord   Email Xythlord    Edit/Delete Post
quote:
Originally posted by JosephKell:
And actually Sense Residue isn't THAT rare, obviously some Damane have it or else Avienda wouldn't have been so phobic about unraveling her weaves (Path of Daggers I believe, when they Gated away with the Kin, then the Aes Sedai yelled at her saying it could've exploded) to prevent others from learning them (sounds like a modified use of Invert to undo a weave so no one can learn it).

I would suggest that Invert, until taught otherwise, should only allow for weaves to be undone. Thereby increasing the DC of the Sense Residue feat, but that doesn't mean channelers couldn't sense the weave and learn it before it is undone.

Actually what Avienda did was Unlace a weave which is covered in the rules under the Concentration skill (pg 74 of the main rule book) and doesn't need any new skills or modifications to implement.

Edited: I wish I could learn to spell [Roll Eyes]

[ August 16, 2002, 10:35 PM: Message edited by: Xythlord ]

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Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein (1879 - 1955)

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Jak Shadow
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posted August 17, 2002 02:39 AM      Profile for Jak Shadow   Email Jak Shadow    Edit/Delete Post
Just a generic 'back-up Randy' reply here (hmmm, will that help his cause or not?). Basically the guy who was in charge of the WoT RPG was, as you probably know, WotC's Charles Ryan, the same guy who currently hangs around on the d20 Modern boards. Well when WoT was released we had a whole round of [WOOF!] questions for him about errors, typos, inconsistancies, etc. The answers to those were all compiled in the FAQ at the Tower LIbrary by Brian. This isn't an 'official' FAQ/list of errata put out by WotC but then such a beast is never going to be released. What it is is a list of Q&A's plus errata from the guy who designed the book and, as he himself said, can be taken as official rulings and changes.

[Edit: Typos are NOT my friend...]

[ August 17, 2002, 02:41 AM: Message edited by: Jak Shadow ]

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From: London, UK | Registered: Aug 2001  |  IP: Logged
sfgiantsfanmike
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posted August 17, 2002 10:32 AM      Profile for sfgiantsfanmike   Email sfgiantsfanmike    Edit/Delete Post
To get back to what "started" the tower library discussion, yes, the tradition bonuses to overchannel are withing there affinities... but because of the rules, there's nothing to stop a intiate to have all five affinities by level 3.. (three afinities at level 1, the one you start with and two feats. Another at level 2, for 4, and level 3, for five).

The Wilder doesn't have the feats to get a ton of affinities that early, soon as she can do it is level 5 (the one you start with, level 1 feat, level 2 feat, level 3 feat, level 5 feat).. and then they'd still have a block till the next level.

To blast it right off isn't fair without thinking about the rest... maybe he did, maybe he didn't. I hope he keeps it as is.. wilders are good with overchanneling in general, if they have the affinity or not. And don't say "it unbalances" the two classes, initate and wilder. A pure wilder will never have weave sight, which easily balances the normal overchannel ability, then they get a overchannel ability from their prc, to boot.

As you can tell, I like the class. It may need a little tweaking but it looks good so far.

PS. keep the overchannel qualifer, it's definately fair. Plenty of wilders go intiate .. initates have their own prcs and don't need this one.. a wilder needs one to stay on par with initiate, and a main attraction to wilder for me is the freedom from a tradition.

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What was once, will be again...

So where's the rewind button???

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