Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +0 | +0 | +0 | +2 | Earthtong Healthsens |
5 | 3 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Gain Master Strand |
6 | 4 | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | Strandsight | 6 | 5 | — | — | — | — | — | — | — | — |
4th | +2 | +1 | +1 | +4 | Unadjust MR | 6 | 6 | 3 | — | — | — | — | — | — | — |
5th | +2 | +1 | +1 | +4 | Disease Immun | 6 | 6 | 4 | — | — | — | — | — | — | — |
6th | +3 | +2 | +2 | +5 | Channeling | 6 | 6 | 5 | 3 | — | — | — | — | — | — |
7th | +3 | +2 | +2 | +5 | 2nd Strand | 6 | 6 | 6 | 4 | — | — | — | — | — | — |
8th | +4 | +2 | +2 | +6 | Quickening2/w | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — |
9th | +4 | +3 | +3 | +6 | Realm of Sword | 6 | 6 | 6 | 6 | 4 | — | — | — | — | — |
10th | +5 | +3 | +3 | +7 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — | |
11th | +5 | +3 | +3 | +7 | Warder | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — |
12th | +6/+1 | +4 | +4 | +8 | 3rd strand | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — |
13th | +6/+1 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | |
14th | +7/+2 | +4 | +4 | +9 | Realm of Staff | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — |
15th | +7/+2 | +5 | +5 | +9 | scribe scroll | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — |
16th | +8/+3 | +5 | +5 | +10 | quicken 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — |
17th | +8/+3 | +5 | +5 | +10 | 4th strand | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — |
18th | +9/+4 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
19th | +9/+4 | +6 | +6 | +11 | craft wonder | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20th | +10/+5 | +6 | +6 | +12 | channel free action |
6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Level | Spells Known | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | 5 | 2 | — | — | — | — | — | — | — | — |
3rd | 5 | 3 | — | — | — | — | — | — | — | — |
4th | 6 | 3 | 1 | — | — | — | — | — | — | — |
5th | 6 | 4 | 2 | — | — | — | — | — | — | — |
6th | 7 | 4 | 2 | 1 | — | — | — | — | — | — |
7th | 7 | 5 | 3 | 2 | — | — | — | — | — | — |
8th | 8 | 5 | 3 | 2 | 1 | — | — | — | — | — |
9th | 8 | 5 | 4 | 3 | 2 | — | — | — | — | — |
10th | 9 | 5 | 4 | 3 | 2 | 1 | — | — | — | — |
11th | 9 | 5 | 5 | 4 | 3 | 2 | — | — | — | — |
12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | — |
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | — | — | — |
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — |
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | — | — |
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | — |
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | — |
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
The
Aes Sedai are the backbone of Avaolnian power structure. The Aes Sedai
are a
special Prestige Class based on Aes Sedais. They gain spells and spells
known
as per Aes Sedai.
In
the Old
Tongue, Aes
Sedai means "servants of all,"
and the Aes
Sedai of the Age of Legends
lived up to this definition. They
aided mankind as scientists, healers, and philosophers. Women use saidar
and men saidin,.
One thing
is clear, however; the greatest works were wrought by male and female
channelers working together.
Prerequisites
Alignment: Any good
Stats: Intelligence
11+, Wisdom 14+, Charisma 11+
Skills:
Spellcraft 4
ranks+, Sense Motive 4+ ranks
Feats: Educated
Upbringing (see below)
Special:
Location requirement –
Avalonian
Feat:
Educated Upbringing
You grew up in a land where the pen was held in higher regard than the
sword.
All Knowledge skills are considered class skills to you, no matter what
your
current or future class selections. In addition, you may also select
two
Knowledge skills that you have developed more fully. With these two
chosen
skills, you gain a +2 bonus.
Hit Die: d10
Class
Skills:
The
Aes Sedai class skills (and
the key ability for each skill) are Diplomacy (Cha), Concentration
(Con), Craft
(Int), Knowledge
(Nature)
(Int), Profession
(Wis), and Spellcraft
(Int).
Skill
Points at
1st
Level: (2 + Int modifier) ×
4. Skill Points at Each Additional Level: 2 + Int modifier
Class
Features: All
of
the following are class
features of the Aes Sedai
Weapon
and Armor
Proficiency: Aes
Sedai are proficient
with all simple
weapons.
They are not proficient with any type of armor or shield.
Armor of any type interferes with a Aes Sedais gestures, which can
cause his
spells with somatic components to fail.
Spells
An
Aes Sedai casts spells which are drawn primarily from the Aes Sedai
spell list.
He can cast any spell he knows without preparing it ahead of time, the
way a
wizard or a cleric
must (see below).
To
learn or cast a spell, a Aes Sedai must have a Wisdom score equal to at
least
10 + the spell level. The Difficulty Class for a saving
throw against a Aes
Sedai’s spell is 10 + the spell level + the Aes Sedai
Wisdom modifier.
Like
other spellcasters, a Aes Sedai can cast only a certain number of
spells of
each spell level per day. His base daily spell allotment is given on Table:
The Aes Sedai. In addition, he
receives bonus spells per day if he has a
high Charisma AND for a high Wisdom score. The additional Spell levels
are to
enable the Channeling ability.
Upon
reaching 4th level, and at every even-numbered Aes Sedai level after
that (6th,
8th, and so on), a Aes Sedai can choose to learn a new spell in place
of one he
already knows. In effect, the Aes Sedai "loses" the old spell in
exchange for the new one. The new spell’s level must be the
same as that of the
spell being exchanged, and it must be at least two levels lower than
the
highest-level Aes Sedai spell the Aes Sedai can cast. A Aes Sedai may
swap only
a single spell at any given level, and must choose whether or not to
swap the spell
at the same time that he gains new spells known for the level.
Unlike
a wizard or a cleric,
a Aes Sedai need not prepare his spells in advance. He can cast any
spell he
knows at any time, assuming he has not yet used up his spells per day
for that
spell level. He does not have to decide ahead of time which spells
he’ll cast.
Earthtounge
– This
incredibly difficult tongue is
impossible to learn outside interpretation by a Aes Sedai. It is the
language
of nature and its expression in the rustling of leaves, babbling of
brooks. It
is learned at a rate of 4%/lvl of the Aes Sedai.
Master
Strand – Major
focus of the Sedai.
Allowed to access up to 9th
lvl spells
Secondary
Strand –
Minor strand of secondary focus.
Allowed to access up to 5th
lvl spells of this strand.
Unadjustable
SR –
Aes Sedai / Sedai gain a permanent
SR, which cannot be lowered, of 1% per level of Sedai. This is doubled
at 12th
lvl.
Disease
Immunity – Immunity
to magical and non magical
diseases.
Quickening
– May
Commune with Nature 1 per week
for every 4 levels of Sedai
Padan
Tain / Warder – May be
granted a protector from the
council (see Warder) who acts as bodyguard with a special connection to
protected. Acts as a cohort without need of Leadership feat. If killed,
Aes
Sedai gains two negative levels for one year.
Scribe
Scroll -
As the
feat of the same name
Craft
Wondorous Item
-
As the feat of the same name
An
Aes Sedai gains a strandsight ability. Sights
are accomplished by a Wisdom check. It
may NOT be modified by ANY outside influences including rerolls, luck
or other
bonuses. Nothing may come between the practitioner and the True Source.
Further, the channeler would consider the attempt to modify the effort
sacrilege.
Using a
sight is a Full Round Action, can
invoke an attack of opportunity and may be disturbed (like casting a
spell). It
may be used “defensively” with the normal
Concentration checks applying. If a
check is failed, the sight cannot be tried on the same subject/object
until a
level is gained.
Below
are all the Sights. In ()
is the core ability that is
available if
that Strand is your
Primary Strand. There are feats that allow gaining powers for secondary
strands.
Pattern Sight –
(Detect Curse)
Weather Sight - (Predict
Weather)
Spirit Sight –
(Expert Healing Feat)
When
attempting to heal a comrade after battle, healer may make a heal check
against
and cure d4 immediately. The DC of the check is damage inflicted per
wound.
Nature
Sight (Locate Animal)
Flow
Sight (Deduction Ability)
Kinetic
Sight (Know Power Source)
Earth
Sight (Detect as Dwarf
Stonelore)
Wood
Sight (Commune with Forest) - May see out of the eyes of animals, feel
creatures pass, Acts as clairvoyance anywhere in the forest as the
forest shows you,,
Channeling
The Aes
Sedai have the ability to summon forth
energy of the One Power by touching the True Source (Saidin/Saidair).
This
allows them to modify the lore in various ways but it there is always a
costs
and this cost is never fully known until cast. There is no additional
V, S or M
required for the channeling. However, until 9th
lvl channeling makes
any spell a full round action. Further, no channeling is allowed in
regards to
Strandsights, Quickening, or related powers beyond spell manipulation
within
the strands they can manipulate.
Finally,
as the True Source must be touched,
channeling cannot happen outside the Avalonian dimension.
Channeling Rules
Channeling
is accomplished by a Caster Level
check modified by the difficulty of the channel being attempted. It may
NOT be
modified by ANY outside influences including rerolls, luck or other
bonuses.
Nothing may come between the practitioner and the True Source. Further,
the
channeler would consider the attempt to modify the effort sacriledge.
Augmentation
This
involves taking lore that is known (lower
level spell) and attempting to use it as a base to cast a higher level
version.
This is useful when the caster has run out of
higher level spells and desires to use lower level spells to cast a
higher
level version. The caster must expend the lower level spell and
additional
spell energy to equal the higher level spell. Thus, a Forsee Cross 1
could be
used to cast Forsee Cross 3. The Forsee Cross 1 is consumed and another
2
levels of spell energy must be spent in the attempt.
Alteration
This is
the application of any metamagic feat
to a spell. This requires a full round action and
“Quicken” is not one
available normally. The caster must expend spell levels equal to the
normal
spell slots used in the metamagic. Only one metamagic
may be applied thru
channeling but it does not preclude other forms of metamagic
(non-channeling)
also being applied.
Reaching
This is
attempting to use a spell that is
beyond there normal ability to cast. Thus, if a 8th
lvl spell is the
highest they could cast, reaching would be trying to cast a 9th
lvl
spell. Reaching consumes the highest level slot available to the caster
and
must be within there primary or secondary strands. One cannot reach
outside
there known areas.
Success
/ Failure
Base
Chance: Caster DC Check = 15 (20 for
secondary strands)
Failure
– Should the check be failed, the caster
will lose the difference in the dice to the DC in ½
Constitution and ½ Charisma
points. Thus, if the Aes Sedai failed the check by 3, he would lose 2
Constitution Points and 1 Charisma point. These points may be restored
by rest
and via strong magics but NOT the One Power or Earthpower magics as the
imbalance in the caster was caused by Earthpower/One Power misuse.
Clerical
miracles draw from divine energy and thus may restore them as can
Wizards
magics which draw from non-Earthpower related sources.
Realms
Upon
achieving appropriate levels, the Aes Sedai may enter Realms of pure
focus
where the One Power is directly controlling much more of their actions.
Realm
– Sword: When
entering the Realm of the
Sword, the Aes Sedai will gain a doubling of their fighter level (epic
rules apply such that any levels above 20 progress as epic thus BAB
increases by +1 for every two levels). The fighter gains the
commensurate number of combat only feats (1 per 3 levels, 6 max). If
the character is in epic realm, 2 can be combined for 1 epic feat). The
feats must be chosen upon entering the realm and cannot be changed
while in the realm. 5 HP are gained per fighter level added.
These hit points leave when the realm is left. This is channeling
and takes a full round to attempt. The maximum duration in the realm is
1
rnd/const/day and may enter and leave the realm as desired. However,
when
leaving the realm it is fatigued.
Realm
– Staff: When
entering the Realm of the
Staff, the Caster Level of the Aes Sedai is doubled for purposes of
spell
effects. The Aes Sedai gains
the
commensurate number of spellcaster only feats (1 per 3 levels, 6 max).
If
the character is in epic realm, 2 can be combined for 1 epic feat). The
feats must be chosen upon entering the realm and cannot be changed
while in the realm. In
addition, 5 hp are added per Aes Sedai level gained. These
hit points leave when the realm is left. This is
channeling and takes a full round to attempt. The maximum
duration in the realm is 1 rnd/const/day and may enter and leave the
realm as
desired. However, when leaving the realm it is fatigued.
Realm -
Sword and Staff: May
Enter Realm of Staff and Sword
Simultaneously (as above) and gain both benefits of Staff and Sword.
The total number of feats still maxes out at 6 but they can
be either combat or spellcasting. Time spent
in both Sword and Staff count against the total allowed for the day and
character is exhausted.