INITIATE

Initiates use their wisdom, the respect they command from nobility and commoner alike, and the One Power to attain positions of responsibility and control. From the Aes Sedai of the White Tower to the Asha’man of the Black Tower, from the Aiel Wise Ones to the Atha’an Miere Windfinders, initiates are not trained just in the art of the one power but also in skills to counsel and advise leaders of nations. But they do not act alone–initiates serve the very traditions that train and aid them throughout their lives.

Adventures: Most initiates find themselves immersed in adventure as they go about missions assigned to them by their superiors. Sometimes such missions are straight forward–to carry a message to a local lord, for instance–but more often they are difficult, open–ended, and even mysterious in their ultimate goals. Although they are powerful wielders of the One Power, initiates are nonetheless vulnerable to the many physical dangers of the world and usually will gather a group of companions, or other adventuring types (these are more commonly known as arrow fodder) about them for the protection they offer (primarily from arrows, in the form of a living…well once living shield). No other class however, is able to match the wisdom and insight of the initiate, and the initiate’s mission is always paramount to them. As such initiates often push to be the leader of parties.

Characteristics: The initiate’s strengths are the One Power and the certainty of his intelligence and insight. Over time the initiate develops both in tandem and turns them to the service of their tradition.

All other conditions are secondary. The traditions of the initiates are above petty desires and affairs (or so they like to think); what they do is shape nations, and perhaps even the world. For that reason, nothing is as important to an initiate as developing his or her abilities and pursuing the agenda of their tradition.

Origin: Every initiate belongs to a tradition, whether it’s the Aes Sedai, the Asha’man, the Wise One, or the Windfinders. Having been discovered by this organization at a young age (in the case of the Asha’man age doesn’t matter as much), or perhaps having sough them out when the One Power began to manifest itself, the initiate is immersed in an intense program of training, discipline, and study that has lasted for years. All other members of the initiates tradition are comrades (though there may be internal rivalries), superior to non-initiate members as much due to their training and wisdom as to their strength in the One Power. Members of other traditions are often viewed as lesser students of the One Power, to be studied and perhaps worked with, but are rarely given the same respect as one’s own tradition. Wilders are given even less respect, and perhaps even pity for their lack of education in the true source.

Background: Initiates are always human never Ogier. Among the westlanders, initiates belong to the Aes Sedai if women, and the Asha’man if men (if the campaign is set before the creation of the Asha’man only male wilders may exist). Aiel initiates are Wise Ones, who are always women; men who can channel are sent into the blight to kill as many Shadowspawn as they can before dying themselves. Among the Atha’an Miere initiates join the Windfinders, while men who can channel are “given to the sea” (killed duh!, notice the pattern) as soon as their abilities become evident. Occasionally, the Atha’an Miere will send a girl to become an Aes Sedai but this is rare and they are usually extremely weak. There are some important differences for male initiates (see Men Who Can Channel).

GAME RULE INFORMATION:

Initiates have the following game statistics.
Alignment: Any (not usually evil or chaotic neutral)
Hit Die: d6
Skill Points per Level: 4 + Int modifier

Abilities: Intelligence determines how powerful of a weave an initiate can cast, while Wisdom determines how hard their weaves are to resist. Intelligence and Wisdom both determine the number of bonus weaves and initiate may cast. To cast a weave an initiate must have an intelligence score equal to 10 + the weaves level. An initiate gain bonus weaves based on both Intelligence and Wisdom. The Difficulty Class (DC ) of a saving throw against an initiates weave is 10 + weave level + Wisdom modifier. An initiate benefits from high Dexterity and constitution scores.

Class Skills: The initiates class skills are: Composure (Wis), Linguisttics (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Sense Motive (Wis), and Weavesight (Int).

Class Features: All of the following are class features of the initiate.

Weapon and Armor Proficiency: An initiate is proficient with all simple weapons but are not proficient with any armor or shields.

Traditions: As stated previously all initiates are part of one of the four traditions. At 1st level the initiate must decide (either through their background or gender) which tradition they will follow. The years of training taken to become an initiate are represented with the following bonuses.

Aes Sedai: The initiate receives a minor ter’angreal which can take whatever form the initiate and the GM agree on but must belong to one of the following categories: amulet, ring, staff, wand, or weapon (weapons are extremely rare due to the ban on their construction). These items are always of masterwork quality. Amulets or rings must be worn to have an effect while, wands, weapons, and staves must be wielded. If the Aes Sedai initiate wishes to over channel any weave without the bonded item on their person or wielded (as is appropriate) they must make a concentration check DC 20 + spell level or fail to even attempt to over channel the spell. If the object is a ring or amulet it occupies the slot as normal. A bonded object can be used to cast a weave once per day that the initiate knows, even if they do not have a weave slot left for that level. This spell may not be over channeled however. For example if you are able to cast fireball at 3rd level but already cast the weave once (your limit) this day you may use the bonded item to cast the weave a second time, you could not however then over channel and cast the weave at 4th level, assuming that the highest level weave you can cast is 3rd.

Asha’man: You receive an additional +1 to your base attack bonus and to all the DC’s of any weaves you cast are increased by 1 as well. The addition to your base attack can grant you additional attacks.

Windfinder: You receive the affinity for Air free as well as the Defensive Combat Training feat for free.

Wise One: You received the feat Latent Dreamer for free and the affinity for Spirit.

Focus: Focus gives the initiate +3 to their Concentration checks. This increases to +5 at 16th level.

Bonus Channeling Feat: At 2nd , 6th, 8th, 12th, 14th, 18th and 20th level the initiate gains a bonus channeling feat which can be any channeling feat. The One Power: Initiates draw upon the Five Powers of the True Source to cast their arcane weaves.

Affinities: You begin play with an affinity for one of the Five Powers (Air, Earth, Fire, Spirit, or Water) in addition to any that you receive from your tradition. This affinity makes the initiate strong with weaves that use only that Power. For example if you have the affinity for Fire and cast a 3rd level fireball weave you may use a 2nd level weave slot to cast the spell. The DC’s, damage and any other factor that changes with level remain the same as though the weave was using a 3rd level slot. If the weave uses an affinity you have but also includes on you don’t it is cast at its normal level. If you attempt to cast a weave for which you have no affinity it is cast at one level higher. For example if you wished to cast a fireball weave but did not have the Fire affinity to cast a 2nd level Fireball you would need to expend a 3rd level weave slot. The DC’s damage and any other factors that vary with level are still the same as if you used a 2nd level weave slot to cast the weave. If your initiate is female your starting affinity must be from Air, Spirit, or Water. If you are male your first affinity must be Earth, Fire, or Spirit. You may select an additional affinity through the Additional Affinity feat. You are not limited by your gender when selecting these additional affinities.

Talents and Weaves: Your initiate begins play having one common Talent and knowing 8 common weaves of 0 or 1st level. Initiates can gain access to additional Talents by using the Additional Talent feat. As the game progresses an initiate may learn new weaves through observation and training. See the Weavesight skill description for further details. An initiate is limited to casting a certain number of weaves of each level per day. The number of weaves the initiate is improved by his bonus weaves granted by his Intelligence and Wisdom, if any.

An initiate may use a higher-level slot to cast a lower level weave if she so choose. For example a 5th level initiate has used up all her 2nd level weave slots she may use a 3rd level weave slot to cast a 2nd level weave. The weave is still treated as its actual level not the level of the weave slot used to cast it.

Cross-Talent Weaves: Initiates are less adept at creating weaves that are outside of their talents. To represent this any time you wish cast weave that is not in within one of your Talents you must used two weave slots of the appropriate level instead of one. You may over channel these weaves as per normal but you must make an overchanneling attempt for both weave slots separately.

Overchanneling: Initiates are able to channel more of the One Power than they can safely channel in one day. See Overchanneling for more details. Weavesight: The intense training that all initiates goes through allows them to more easily identify weaves and Talents. As a result initiates gain +4 competence bonus on all Weavesight checks.

Slow Aging: The ability to channels slows the aging process. Starting at 3rd level divide your level by 2 the result is the number of years that must pass for your character to age one year.

Table 2-5: Initiate
Level Base Attack Bonus Fort Save Ref Save Will Save Def Bonus Reputation Score Special
1st +0 +2 +0 +2 1 0 Weavesight, Tradition
2nd +1 +2 +0 +3 2 1 Bonus Channeling Feat
3rd +1 +2 +1 +3 2 1 Slow Aging
4th +2 +2 +1 +4 3 1
5th +2 +3 +1 +4 4 2
6th +3 +3 +2 +5 4 2 Bonus Channeling Feat
7th +3 +4 +2 +5 5 3 Focus (+3)
8th +4 +4 +2 +6 6 3 Bonus Channeling Feat
9th +4 +4 +3 +6 6 3
10th +5 +5 +3 +7 7 4
11th +5 +5 +3 +7 7 4
12th +6/+1 +6 +4 +8 9 5 Bonus Channeling Feat
13th +6/+1 +6 +4 +8 9 5
14th +7/+2 +6 +4 +9 9 5 Bonus Channeling Feat
15th +7/+2 +7 +5 +9 10 6
16th +8/+3 +7 +5 +10 11 6 Focus (+5)
17th +8/+3 +8 +5 +10 12 7
18th +9/+4 +8 +5 +11 12 7 Bonus Channeling Feat
19th +9/+4 +8 +6 +11 12 7
20th +10/+5 +9 +6 +12 14 8 Bonus Channeling Feat
Table 2-6: Initiate Weaves Per Day
Weaves Per Day
Level 0 1 2 3 4 5 6 7 8 9
1st 4 3 - - - - - - - -
2nd 5 4 - - - - - - - -
3rd 6 5 3 - - - - - - -
4th 6 6 3 - - - - - - -
5th 6 6 4 - - - - - - -
6th 6 6 5 3 - - - - - -
7th 6 6 6 4 - - - - - -
8th 6 6 6 5 3 - - - - -
9th 6 6 6 6 4 - - - - -
10th 6 6 6 6 5 3 - - - -
11th 6 6 6 6 6 4 - - - -
12th 6 6 6 6 6 5 3 - - -
13th 6 6 6 6 6 6 4 - - -
14th 6 6 6 6 6 6 5 3 - -
15th 6 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 6 5 3 -
17th 6 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6

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INITIATE

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