D&D 4E Anybody for Wheel of Time 4e?

Garthanos

Arcadian Knight
The d20 version wasn't half bad, it invoked the flavor of Jordans world though it worked real hard to do it. But the new D&D is well almost swimming in the WOT flavor out of the box.... there were definitely feature characters who would be best described as Warlords and the Master Swordsman describes his moves in ways that are poetic and ring with the flavor of flamboyant fighter D&D 4e style.

I'm curious if anybody is doing an upgrade of the d20 Wheel of Time to 4e version.
 

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I think it'd work great for many of the characters, but for casters? Eh, not really seeing it working that well.

I'd love to see what someone comes up with, though. I recently considered looking at the blademaster moves and seeing what they turned into, myself.
 

Why not the channellers? ;-)

The Ae Sedai could do quite a bit of battle magic... some of it was prohibited by magical oath except against ... well something like demons or undead.

They could even connive it in to being an act of defense and get around the oaths.
The trick of grabbing or throwing around somebody with a shield of air or just blocking attacks with it.
There are some features that one might butt up against... they did have some abilities like tying off a weave to make it last longer or for the most part permanent.

I would say the PC class er Ta'Veren all seem to be multi-class or multi paragon paths or something and had a few more at-wills than core D&D 4e gives em.

Matt is a Rogue with reincarnation giving him multiclass in to Warlord.

Ashaman would enflame a weapon like the swordmages I think and very long range portal style teleport spells at high levels.
 

Hmm, I suppose you could mostly toss the power levels theory and what people are suited for (or not) on its ear and just slam it into the level structure, and it'd still work, true.

I'd definitely want to see some examples before I shake my bit of dread at it, though.
 

Im thinking out loud, rather than giving examples at the moment. Brainstorming.

Any time you try to do something with an actual magic system defined in the story... and try to do a match up with a games magic system there are some real challenges ;)

I like to look at limits first.. are there any limits in story which could be adopted or even exaggerated.

Any time you have at least the npc version of a class always have a bodyguard it makes you wonder why.

Channelers in WOT embrace the source, like a warrior arming and drawing his shield armoring himself they would be at a disadvantage both defensively and offensively till they have done it... You could make this a standard action or is that 1 move and 1 minor action? Slowing them down in round one of the battle and if you want to make sure there bodyguard gets more action. The heroic ones aren't very dependent on that bodyguard so you could give em a fast embrace feat to speed it up. The action is only visible to other channelers.

The world has magic items but not enough to arm a party.. suffice to say we need to reduce the reliance of pcs on their toys.

The Weave Sight is already a feature of being trained in Arcana - the limit of being only able to sense your own gender of magic is more flavor than anything but it did mean the ashaman and aesedai couldnt tell for certain if there adversary was ready for action.

One way to make the Heros / Ta'Varen (or however that is spelled) feel powerful without much mechanical change is to make sure you populate the world with a healthy share of minions. ;-). Although undue charismatic influence on npc's is identified as the outward feature of one of these movers of Fate.

Wheel of time magic in my opinion, doesnt have that many save or die style effects (unlike the sword of truth series) Even clamping somebody with walls of wind is probably less limiting than the admittedly edgy wizards sleep spell.
 

A while back, I tried a WoT conversion. I didn't get very far, and pretty much only did the Channeler. Here's what it looked like so's you can rip it apart. I tried to retain a lot of the terminology of the old d20 version, but there's definitely a bit of disconnect there. Anyway, enjoy.


[FONT=Verdana, sans-serif]CHANNELER
"I draw power from the True Source, and weave the pattern to my will"

CLASS TRAITS
Power Source:
The One Power (Elemental)
Role: Striker/Controller or Leader/Controller. You deal out tremendous amounts of damage and spread destruction over a wide swath with Saidin or bolster your allies and harass your foes with Saidar
Key Abilities: Charisma, Wisdom, Intelligence
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Implements: Angreal, Ter'Angreal
Bonus to Defense: +1 Ref, +1 Will
Hit Points at 1st Level: 8 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 5 + Constitution modifier
Trained Skills: Choose four trained skills at 1st level.
Class Skills: Arcana, Bluff, Diplomacy, Intimidate, History, Insight, Nature
Build Options: Saidin Channeler, Saidar Channeler
Class Features: Elemental Affinity, Minor Weaves, True Source

Creating a Channeler
The Nature of the One Power necessitates that there will be one of two different types: those who use Saidin and those who use Saidar. Weaves that have the fire and air keywords usually rely on Intelligence while earth and water weaves use Wisdom. Charisma governs weaves that use spirit.

Saidar Channeler
Your weaves tend to be subtle and implacable. Rather than force your will with the Power, you tend to direct people and events to reach the ends you desire through manipulation and guile.
Suggested Feat:
Suggested Skills:
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:

Saidin Channeler
The male half of the Source is brutal and direct, requiring tremendous willpower and control to direct safely. Your weaves are direct and lethal and leave the enemy in burning cinders.
Suggested Feat:
Suggested Skills:
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:


Implements
A channeler uses angreal to enhance the power of his or her weaves. Without an implement, a channeler can still use his or her weaves. A channeler using an angreal adds its enhancement bonus to the attack rolls and damage rolls of channeler powers and channeler paragon path powers that have the implement keyword. Channelers can also use ter'angreal, which allows him or her to use weaves that would otherwise be inaccessible.

Channeler Class Features


Elemental Affinity
You have a knack with a certain element, and your weaves using that element are more effective. In addition, you can only gain at-will powers with your elemental affinity or Spirit as a keyword. If you are a Saidar channeler, select Air or Water as your elemental affinity. If you are a Saidin channeler, you can select Earth or Fire.

True Source
You channel either the male half (Saidin) or female half (Saidar) of the One Power. The use of Saidin requires discipline and strict control to avoid being overwhelmed while using Saidar is more a matter of surrendering and directing the flow of power to do as you require. Select either Saidin or Saidar as your half of the True Source.
Saidar Channeler: Due to the raw power of the weaves you wield, you gain a +1 to hit and damage to any powers you use.
Saidin Channeler: Your improved versatility allows you to select an alternate 1st-level encounter power. You may use this power instead of your normal encounter power. Every time you gain a new encounter power, you may change your current alternate power for a new alternate power of any level you have access to.

Simple Weaves

Channelers can make use of simple weaves to acheive minor effects with the Power. You can make use of the Cloud Dancing, Earth Singing, Elementalism, and Shadow Sense weaves as at-will powers.

Channeler Powers

Class Features

Wind Weaving - Simple Weave
At-Will * Elemental; Air, Fire, and/or Water
Minor Action
Effect: You can use this weave to generate one of the following effects as long as you have the elemental affinity indicated in parenthesis:
* Predict the weather to gain a +2 power bonus to Nature checks when Foraging (Air, Water)
* Cause a gust of wind sufficient to snuff out a candle, torch, or small campfire (Air, Water)
* Warm or cool an area comfortably to gain a +1 power bonus to Nature or Dungeoneering checks when Foraging (Air, Fire)

Earth Singing - Simple Weave
At-Will * Elemental, Earth[/FONT] [FONT=Verdana, sans-serif]Standard Action[/FONT]
[FONT=Verdana, sans-serif]Effect: You can use this weave to generate one of the following effects as long as you have the elemental affinity indicated in parenthesis:[/FONT]
[FONT=Verdana, sans-serif]* Polish, mend, and clean metal in up to 1 cubic foot (Earth)[/FONT]
[FONT=Verdana, sans-serif]* Sense the presence of a specific mineral or metal up to 5 squares away (Earth)

Elementalism - Simple Weave
At-Will * Elemental, Conjuration; Air, Earth, Fire, and/or Water[/FONT]
[FONT=Verdana, sans-serif]Effect: You can use this weave to generate one of the following effects as long as you have the elemental affinity indicated in parenthesis:[/FONT]
[FONT=Verdana, sans-serif]* Move an object up to 20 pounds 5 squares for 1 turn. As a minor action you sustain the

Conjunction - Simple Weave
At-Will * Elemental, Spirit

1st-level At-Will Weaves

Weave of Fire - Channeller Attack 1
You weave threads of fire into a bolt of burning heat
At-Will * Arcane, Implement, Fire
Standard Action Ranged 10
Target: 1 creature
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence Fire damage
Increase to 2d8 + Intelligence damage at 21st level

Burden of Air - Channeler Attack 1
At-Will * Arcane, Implement, Air
Standard Action Ranged 10
Target: 1 creature
Attack: Intelligence vs. Fortitude
Hit: Wisdom modifier damage and the target is slowed until the end of your next turn

Grenade - Channeler Attack 1
At-Will * Arcane, Implement, Earth, Fire
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage

1st-level Encounter Weaves

Hand of Air - Channeler Attack 1
Encounter * Arcane, Implement, Air
Standard Action Ranged 10
Target: 1 creature
Attack: Intelligence vs Fortitude
Hit: 1d8 + Intelligence modifer damage and the target is pushed 1 square back
Air Affinity: The target is pushed back a number of squares equal to your intelligence modifier and knocked prone


1st-level Daily Weaves

2nd-level Utility Weaves

Folded Light - Channeler Utility 2
Encounter * Arcane, Conjuration, Air, Fire
Standard Action Area wall 4 within 10
Effect: You create a wall that consists of contiguous lines of folded light. The wall lasts until the end of your next turn. It can be up to 4 squares long and 2 tall. Folded light provides concealment to allies who moved in their last turn and total concealment to allies who did not.
Sustain Minor: The wall persists
Air affinity: The wall provides total concealment to all allies.
Fire affinity: The wall's area increases by 2.

Weapon of Fire - Channeler Utility 2
Daily * Arcane, Fire
Minor Action Personal
Target: You
Effect: Select any melee weapon. For the remainder of the encounter, you are considered to be armed with that weapon (normal proficiency rules apply). At 11th level, your weapon is considered a +1 weapon. At 21st level, your weapon is considered to be a +3 weapon
Fire affinity: Your weapon gains an additional +1 magic bonus.

3rd-Level Encounter Weaves

Chains of Air - Channeler Attack 3
Encounter * Arcane, Implement, Air
Standard Action Ranged 20
Target: 1 creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Wisdom modifier damage and the target is immobilized until the end of your next turn (save ends)
Sustain Standard: Wisdom modifier damage and you extend the time that the target is immobilized until the end of your next turn (save ends)
Air Affinity: Target takes an additional 1d6 damage when you sustain this power


5th-Level Encounter Weaves

Fireball - Channeler attack 5
Encounter * Arcane, Implement, Air, Fire
Standard Action Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 3d6 + Intelligence modifer fire damage
Fire affinity: Targets take ongoing 5 fire damage (save ends)
Miss: Half damage
Air Affinity: Area becomes burst 4 within 20 squares

7th-level Encounter Weaves

Riven Earth - Channeller Attack 7
Encounter * Arcane, Implement, Earth, Fire
Standard Action Area Burst 2 within 20 squares
Target: Each Creature in burst
Attack: Intelligence vs Reflex
Hit: 3d6 + Intelligence modifier fire damage
Fire Affinity: Affected creatures take ongoing 5 fire damage (save ends)
Earth Affinity: Affected creatures are knocked prone.[/FONT]
 

I think we have 2 classes and 2 builds.. which could be called.
Aes Sedai - Wizard/Priest versus
Ashaman - Sorceror/Warlock.

Either has Initiate and Wilder as build options

Most of the Ashaman are wilders in the books.. but not all.
 

I was thinking that a channeler was your basic class and that Aes Sedai, Ashaman, Wise One, etc. would be paragon paths.
 

I was thinking that a channeler was your basic class and that Aes Sedai, Ashaman, Wise One, etc. would be paragon paths.

Thing is nobody in the game world would have called them Chanellers except maybe some esoteric student of the arcane ie some Aes Sedai of the Blue Ajah .... Aes Sedai , Ashaman are what they were known as by everyone outside there group.. making it the paragon title is a little like when Wizards were called magic users and didnt get to be wizards till a certain level. It seems a little off to me... Channeller is may be too general.

Speaking of Ajahs... those could be distinct builds within the Aes Sedai they represented different emphasis of utility.

The Ashaman has a different enough emphasis of training, they encourage bearing of swords and melee range uses of the power, seem not abnormal.

The wize-ones (that is the desert dwellers channelers right) are so different than the students of the white and black tower.. it doesnt seem reasonable to have them the same the focus on prohecy and the dream realm seems much higher for one thing.
 
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Effectively, channelers should have class build options to pick their secondary role (leader or striker, on top of controller, or possibly leader or controller on top of striker).

Thematically, they should also have class build options to differentiate between inborn or trained, and what type of training.
 

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