Author
|
Topic: Wild Ones
Prestige class |
JosephKell
Member Member # 99447
|
posted August 14, 2002 07:46 PM
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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JosephKell
Member Member # 99447
|
posted August 15, 2002 06:08 PM
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]](Wizards_Com Boards Wild Ones Prestige class_fichiers/frown.gif)
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CdtData
Member Member # 69022
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posted August 15, 2002 06:24 PM
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
Member Member # 70903
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posted August 15, 2002 07:03 PM
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.
-------------------- 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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JosephKell
Member Member # 99447
|
posted August 15, 2002 08:47 PM
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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have next... ...you might be a Munchkin.
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JosephKell
Member Member # 99447
|
posted August 15, 2002 09:36 PM
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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JosephKell
Member Member # 99447
|
posted August 16, 2002 12:49 PM
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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CdtData
Member Member # 69022
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posted August 16, 2002 02:55 PM
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
Member Member # 30113
|
posted August 16, 2002 03:20 PM
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.
-------------------- Call of the
Horn Visit the Tower Library for the latest version of the
WOT RPG FAQ.
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JosephKell
Member Member # 99447
|
posted August 16, 2002 06:29 PM
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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Eosin_the_Red
Member Member # 30113
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posted August 16, 2002 07:16 PM
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?
-------------------- Call of the
Horn Visit the Tower Library for the latest version of the
WOT RPG FAQ.
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drothgery
Member Member # 4490
|
posted August 16, 2002 09:59 PM
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.
-------------------- Dave
Rothgery Picking nits since
1976 drothgery@alum.wpi.edu http://drothgery.editthispage.com/
Optional d20 WoT Rules at http://home.san.rr.com/drothgery/wot_rpg.htm
From:
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Xythlord
Member Member # 70903
|
posted August 16, 2002 10:33 PM
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]](Wizards_Com Boards Wild Ones Prestige class_fichiers/rolleyes.gif)
[ August 16, 2002, 10:35 PM: Message
edited by: Xythlord
]
-------------------- 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
Member Member # 39941
|
posted August 17, 2002 02:39 AM
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
]
-------------------- "I'm not feeling
very well, it must be the anthrax." ~ Saturday night Delta
Green, GenCon UK
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sfgiantsfanmike Member Member
# 86751
|
posted August 17, 2002 10:32 AM
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.
-------------------- What was once, will
be again...
So where's the rewind button???
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