Aes Sedai

Table: The Aes Sedai
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
Table: Sorcerer Spells Known
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.

Healthsense This form of sense is actually a form of amphasia..a blending of the senses. Smelling sounds, seeing smells and so on that reveals the following: Detect Earthpower, Detect Druid Magic, Positive/Negative energy, Netherworldly, Outer Planar and Other Worldly. If the bearer has sensed something before he may identify it again. This will work 10% per level of caster and may be tried only once per situation until a new level is gained.

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

Strandsight

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.