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]