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<blockquote data-quote="Rubio" data-source="post: 4789980" data-attributes="member: 36855"><p>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.</p><p></p><p></p><p>[FONT=Verdana, sans-serif]<span style="font-size: 18px">CHANNELER</span></p><p><em>"I draw power from the True Source, and weave the pattern to my will"</em></p><p><strong></strong></p><p><strong><span style="font-size: 12px">CLASS TRAITS</span></strong></p><p><strong>Power Source:</strong> The One Power (Elemental)</p><p><strong>Role:</strong> 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</p><p><strong>Key Abilities:</strong> Charisma, Wisdom, Intelligence</p><p><strong>Armor Proficiencies:</strong> Cloth, Leather</p><p><strong>Weapon Proficiencies:</strong> Simple Melee, Simple Ranged</p><p><strong>Implements:</strong> Angreal, Ter'Angreal</p><p><strong>Bonus to Defense:</strong> +1 Ref, +1 Will</p><p><strong>Hit Points at 1st Level:</strong> 8 + Constitution score</p><p><strong>Hit Points per Level Gained:</strong> 4</p><p><strong>Healing Surges per Day: </strong>5 + Constitution modifier</p><p><strong>Trained Skills:</strong> Choose four trained skills at 1st level.</p><p><strong>Class Skills:</strong> Arcana, Bluff, Diplomacy, Intimidate, History, Insight, Nature</p><p><strong>Build Options:</strong> Saidin Channeler, Saidar Channeler</p><p><strong>Class Features:</strong> Elemental Affinity, Minor Weaves, True Source</p><p></p><p><strong><span style="font-size: 15px">Creating a Channeler</span></strong></p><p>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. <span style="font-size: 10px">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.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><strong><span style="font-size: 12px">Saidar Channeler</span></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">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.</span></p><p><span style="font-size: 10px"> Suggested Feat:</span></p><p><span style="font-size: 10px"> Suggested Skills:</span></p><p><span style="font-size: 10px"> Suggested At-Will Powers:</span></p><p><span style="font-size: 10px"> Suggested Encounter Power:</span></p><p><span style="font-size: 10px"> Suggested Daily Power:</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span><strong><span style="font-size: 12px">Saidin Channeler</span></strong><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">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.</span></p><p><span style="font-size: 10px"></span> <span style="font-size: 10px">Suggested Feat:</span></p><p><span style="font-size: 10px"> Suggested Skills:</span></p><p><span style="font-size: 10px"> Suggested At-Will Powers:</span></p><p><span style="font-size: 10px"> Suggested Encounter Power:</span></p><p><span style="font-size: 10px"> Suggested Daily Power:</span></p><p></p><p><strong><span style="font-size: 15px">Implements</span></strong></p><p>A channeler uses <em>angreal</em> 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 <em>angreal</em> 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 <em>ter'angreal</em>, which allows him or her to use weaves that would otherwise be inaccessible.</p><p> <strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Channeler Class Features</span></strong></p><p></p><p><strong><span style="font-size: 12px">Elemental Affinity</span></strong></p><p>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.</p><p></p><p><strong><span style="font-size: 12px">True Source</span></strong></p><p>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.</p><p> <strong>Saidar Channeler:</strong> Due to the raw power of the weaves you wield, you gain a +1 to hit and damage to any powers you use.</p><p> <strong>Saidin Channeler:</strong> 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.</p><p><strong><span style="font-size: 12px"></span></strong></p><p><strong><span style="font-size: 12px">Simple Weaves</span></strong></p><p>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.</p><p></p><p><strong><span style="font-size: 15px">Channeler Powers</span></strong></p><p><strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 12px">Class Features</span></strong></p><p></p><p>Wind Weaving - Simple Weave</p><p>At-Will * Elemental; Air, Fire, and/or Water</p><p>Minor Action</p><p>Effect: You can use this weave to generate one of the following effects as long as you have the elemental affinity indicated in parenthesis:</p><p> * Predict the weather to gain a +2 power bonus to Nature checks when Foraging (Air, Water)</p><p> * Cause a gust of wind sufficient to snuff out a candle, torch, or small campfire (Air, Water)</p><p> * Warm or cool an area comfortably to gain a +1 power bonus to Nature or Dungeoneering checks when Foraging (Air, Fire)</p><p></p><p>Earth Singing - Simple Weave</p><p>At-Will * Elemental, Earth[/FONT] [FONT=Verdana, sans-serif]Standard Action[/FONT]</p><p> [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]</p><p> [FONT=Verdana, sans-serif]* Polish, mend, and clean metal in up to 1 cubic foot (Earth)[/FONT]</p><p> [FONT=Verdana, sans-serif]* Sense the presence of a specific mineral or metal up to 5 squares away (Earth)</p><p></p><p>Elementalism - Simple Weave</p><p>At-Will * Elemental, Conjuration; Air, Earth, Fire, and/or Water[/FONT]</p><p> [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]</p><p> [FONT=Verdana, sans-serif]* Move an object up to 20 pounds 5 squares for 1 turn. As a minor action you sustain the </p><p></p><p>Conjunction - Simple Weave</p><p>At-Will * Elemental, Spirit</p><p></p><p><strong><span style="font-size: 12px">1st-level At-Will Weaves</span></strong></p><p></p><p>Weave of Fire - Channeller Attack 1</p><p>You weave threads of fire into a bolt of burning heat</p><p>At-Will * Arcane, Implement, Fire</p><p>Standard Action Ranged 10</p><p>Target: 1 creature</p><p>Attack: Intelligence vs. AC</p><p>Hit: 1d8 + Intelligence Fire damage</p><p>Increase to 2d8 + Intelligence damage at 21st level</p><p></p><p>Burden of Air - Channeler Attack 1</p><p>At-Will * Arcane, Implement, Air</p><p>Standard Action Ranged 10</p><p>Target: 1 creature</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: Wisdom modifier damage and the target is slowed until the end of your next turn</p><p></p><p>Grenade - Channeler Attack 1</p><p>At-Will * Arcane, Implement, Earth, Fire</p><p>Standard Action Area burst 1 within 10 squares</p><p>Target: Each creature in burst</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1d6 + Intelligence modifier fire damage</p><p></p><p><strong><span style="font-size: 12px">1st-level Encounter Weaves</span></strong></p><p></p><p>Hand of Air - Channeler Attack 1</p><p>Encounter * Arcane, Implement, Air</p><p>Standard Action Ranged 10</p><p>Target: 1 creature</p><p>Attack: Intelligence vs Fortitude</p><p>Hit: 1d8 + Intelligence modifer damage and the target is pushed 1 square back</p><p>Air Affinity: The target is pushed back a number of squares equal to your intelligence modifier and knocked prone</p><p></p><p></p><p>1st-level Daily Weaves</p><p></p><p><strong><span style="font-size: 12px">2nd-level Utility Weaves</span></strong></p><p></p><p>Folded Light - Channeler Utility 2</p><p>Encounter * Arcane, Conjuration, Air, Fire</p><p>Standard Action Area wall 4 within 10</p><p>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.</p><p>Sustain Minor: The wall persists</p><p>Air affinity: The wall provides total concealment to all allies.</p><p>Fire affinity: The wall's area increases by 2.</p><p></p><p>Weapon of Fire - Channeler Utility 2</p><p>Daily * Arcane, Fire</p><p>Minor Action Personal</p><p>Target: You</p><p>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</p><p>Fire affinity: Your weapon gains an additional +1 magic bonus.</p><p></p><p><strong><span style="font-size: 12px">3rd-Level Encounter Weaves</span></strong></p><p></p><p>Chains of Air - Channeler Attack 3</p><p>Encounter * Arcane, Implement, Air</p><p>Standard Action Ranged 20</p><p>Target: 1 creature</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 1d8 + Wisdom modifier damage and the target is immobilized until the end of your next turn (save ends)</p><p>Sustain Standard: Wisdom modifier damage and you extend the time that the target is immobilized until the end of your next turn (save ends)</p><p>Air Affinity: Target takes an additional 1d6 damage when you sustain this power</p><p></p><p></p><p><strong><span style="font-size: 12px">5th-Level Encounter Weaves</span></strong></p><p></p><p>Fireball - Channeler attack 5</p><p>Encounter * Arcane, Implement, Air, Fire</p><p>Standard Action Area burst 3 within 20 squares</p><p>Target: Each creature in burst</p><p>Attack: Intelligence vs Reflex</p><p>Hit: 3d6 + Intelligence modifer fire damage</p><p>Fire affinity: Targets take ongoing 5 fire damage (save ends)</p><p>Miss: Half damage</p><p>Air Affinity: Area becomes burst 4 within 20 squares</p><p></p><p><strong><span style="font-size: 12px">7th-level Encounter Weaves</span></strong></p><p></p><p>Riven Earth - Channeller Attack 7</p><p>Encounter * Arcane, Implement, Earth, Fire</p><p>Standard Action Area Burst 2 within 20 squares</p><p>Target: Each Creature in burst</p><p>Attack: Intelligence vs Reflex</p><p>Hit: 3d6 + Intelligence modifier fire damage</p><p>Fire Affinity: Affected creatures take ongoing 5 fire damage (save ends)</p><p>Earth Affinity: Affected creatures are knocked prone.[/FONT]</p></blockquote><p></p>
[QUOTE="Rubio, post: 4789980, member: 36855"] 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][SIZE=5]CHANNELER[/SIZE] [I]"I draw power from the True Source, and weave the pattern to my will"[/I] [B] [SIZE=3]CLASS TRAITS[/SIZE] Power Source:[/B] The One Power (Elemental) [B]Role:[/B] 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 [B]Key Abilities:[/B] Charisma, Wisdom, Intelligence [B]Armor Proficiencies:[/B] Cloth, Leather [B]Weapon Proficiencies:[/B] Simple Melee, Simple Ranged [B]Implements:[/B] Angreal, Ter'Angreal [B]Bonus to Defense:[/B] +1 Ref, +1 Will [B]Hit Points at 1st Level:[/B] 8 + Constitution score [B]Hit Points per Level Gained:[/B] 4 [B]Healing Surges per Day: [/B]5 + Constitution modifier [B]Trained Skills:[/B] Choose four trained skills at 1st level. [B]Class Skills:[/B] Arcana, Bluff, Diplomacy, Intimidate, History, Insight, Nature [B]Build Options:[/B] Saidin Channeler, Saidar Channeler [B]Class Features:[/B] Elemental Affinity, Minor Weaves, True Source [B][SIZE=4]Creating a Channeler[/SIZE][/B] 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. [SIZE=2]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. [/SIZE][B][SIZE=3]Saidar Channeler[/SIZE][/B][SIZE=2] 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: [/SIZE][B][SIZE=3]Saidin Channeler[/SIZE][/B][SIZE=2] 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. [/SIZE] [SIZE=2]Suggested Feat: Suggested Skills: Suggested At-Will Powers: Suggested Encounter Power: Suggested Daily Power:[/SIZE] [B][SIZE=4]Implements[/SIZE][/B] A channeler uses [I]angreal[/I] 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 [I]angreal[/I] 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 [I]ter'angreal[/I], which allows him or her to use weaves that would otherwise be inaccessible. [B][SIZE=4] Channeler Class Features[/SIZE][/B] [B][SIZE=3]Elemental Affinity[/SIZE][/B] 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. [B][SIZE=3]True Source[/SIZE][/B] 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. [B]Saidar Channeler:[/B] Due to the raw power of the weaves you wield, you gain a +1 to hit and damage to any powers you use. [B]Saidin Channeler:[/B] 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. [B][SIZE=3] Simple Weaves[/SIZE][/B] 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. [B][SIZE=4]Channeler Powers [/SIZE][/B] [B][SIZE=3]Class Features[/SIZE][/B] 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 [B][SIZE=3]1st-level At-Will Weaves[/SIZE][/B] 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 [B][SIZE=3]1st-level Encounter Weaves[/SIZE][/B] 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 [B][SIZE=3]2nd-level Utility Weaves[/SIZE][/B] 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. [B][SIZE=3]3rd-Level Encounter Weaves[/SIZE][/B] 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 [B][SIZE=3]5th-Level Encounter Weaves[/SIZE][/B] 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 [B][SIZE=3]7th-level Encounter Weaves[/SIZE][/B] 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] [/QUOTE]
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