Wheel of Time- The four Pillars
The One Power isn’t reserved for those who travel to the White Tower or seek out the guidance of the Wise Ones. Some people are touched by the One Power without the benefit of years of study or the help of those who have mastered it in the traditions of the initiates. These wilders embrace the True Source on their own, and, if they survive the experience, go on to become capable, or even quite powerful channelers. Though they lack access to the techniques and skills developed over the years by the Aes Sedai, Wise Ones, Windfinders or Asha’man, Wilders are freed from the hidebound rules and limitations that bind the restricted initiates.
Adventures: Many wilders become village Wisdoms or local healer, respected and admired in their communities. Others, especially men, find themselves shunned, their abilities misunderstood or even feared. Those who find a place of value in their communities often venture forth for the betterment of the communities or to support others from their villages or regions that are traveling abroad. Others travel to find a solace for themselves where their abilities won’t bring scorn or distrust. All seek to better understand the bizarre potentials thrust upon them by the One Power.
Characteristics: A wilder’s connection to the True Source is mysterious and intuitive, based more on a hodgepodge of experiences than intense course of training and study, but they are used to testing their limits–for them, every experience with the One Power is a test of their limits, at early in their careers–wilders find over channeling slightly easier initially than initiates.
Origin: Wilders develop rudimentary powers at puberty. Their first weaves are spontaneous, erratic, and frequently dangerous – many wilders do not survive their initial contact with the True Source. A household with a budding wielder in it may be troubled by strange events, or the wilder may find herself mysteriously adept at healing, manipulating people, or other things that matter deeply to her. Eventually, the young wilder begins to understand the power she has been wielding unintentionally. From that point on she can begin practicing and improving her abilities.
Wilders have no sense of identity as a group (though some do find their way to the Kin). Many, in fact, are completely unaware that there are others in the world like them. A few recognize what they are experiencing early on and travel to Tar Valon (or apprentice with a Windfinder or Wise One) before their powers develop fully, these people become initiates. Many however grow their powers according to their own devices. Background: Wilders are always human, never Ogier. They are most commonly from the westlands (the Windfinders and Wise Ones monitor their small communities very closely for any who can use the One Power). As mentioned earlier most men who can channel are killed outright by the Aiel and Atha’an Miere.Table 2-9: Wilder
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Def Bonus||Reputation Score||Special|
|1st||+0||+2||+0||+2||1||0||Block, bloodline power, bloodline feat|
|2nd||+1||+3||+0||+2||2||1||Bonus channeling feat|
|3rd||+1||+3||+1||+2||2||1||Slow Aging, Bloodline power, bloodline weave|
|7th||+3||+5||+2||+4||5||3||Bloodline weave, bloodline feat|
|8th||+4||+6||+2||+4||6||3||Bonus channeling feat|
|9th||+4||+6||+3||+4||6||3||Bloodline power, bloodline weave|
|13th||+6/+1||+8||+4||+6||9||5||Bloodline feat, bloodline weave|
|14th||+7/+2||+9||+4||+6||9||5||Bonus channeling feat|
|15th||+7/+2||+9||+5||+7||10||6||Bloodline power, bloodline weave|
|19th||+9/+4||+11||+6||+8||12||7||Bloodline feat, bloodline weave|
|20th||+10/+5||+12||+6||+9||14||8||Bloodline power, Bonus channeling feat|
GAME RULE INFORMATION:
Wilders have the following game statistics.
Hit Die: d6
Skill Points per Level: 4 + Int modifier
Abilities: Wisdom determines how powerful a weave a wilder can cast, and how hard her weave are to resist. Wisdom and Charisma both determine how many weaves the wilder can cast per day. To cast a weave a wilder must have a Wisdom score of 10 + the weave’s level. The Difficulty class of a wilders saving throws against a wilder’s weave is 10 + weave’s level + the wilder’s Charisma modifier. Like an initiate a wilder benefits from a good Dexterity and Constitution.
Class Skills: The wilder’s class skills are: Craft (Cha), Diplomacy (Cha), Intimidate (Cha), Profession (Int), Ride (Dex) Sense Motive (Wis) and Weavesight (Int).
Class Features: All of the following are class features of the wilder.
Weapon and Armor Proficiency: Wilders are proficient with all simple weapons and light armor.
The One Power: Wilders 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). This affinity makes the wilder 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 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 wilder begins play having one common Talent and knowing 6 common weaves of 0 or 1st level. Wilders can gain access to additional Talents by using the Additional Talent feat. As the game progresses a wilder may learn new weaves at each level as shown in Table 2-11. An wilder is limited to casting a certain number of weaves of each level per day. The number of weaves the wilder can cast per day is improved by his bonus weaves granted by his Charisma and Wisdom modifiers, if any.
A wilder 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. Wilders are used to overchanneling and are less susceptible to the risks involved as a result starting at 1st level they receive a +5 competence bonus for Concentration checks to over channel this bonus increase to +8 at 10th level. They also receive a +5 Competence bonus to Fortitude saves when they fail to overchannel this also increase to +8 at 10th level.
Weaves Known: A wilder learns weaves at a rate shown in Table 1-11, to learn a weave it must be able to be cast at the level the wilder wishes to learn it. For example fireball is a 2-8th level weave. Wilder may learn fireball at any level he learns a 2nd thru 8th level weave (assuming he possesses the Elementalism Talent). He cannot learn a weave that is 0 – 1st level at after 10th level as an opposite example.
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.
Block: Although their self training leads wilders to be very resilient to the rigors of channeling it does not come without a price. Touching the True Source unaided results in a “block”: an emotional or physical trigger the wilder mentally believes is necessary to to access the One Power. Blocks form naturally as a response to the wilder touching the True Source unaided. They are a barrier designed to protect the wilder from the severe mental trauma that can come from experiencing the True Source. The wilder associates channeling with their block and is able to rationalize the amazing experience. It also acts a buffer to reduce the chance of channeling too much too often and stilling or gentling the wilder by accident. Unfortunately the block tends to persist even after the wilder has learned to control her powers, and prevents the wilder from channeling whenever she wants to. Typical blocks include the need to be angry, afraid, excited, calm, or even lustful (determine a block with your GM that is appropriate for your character). Regardless of the block’s exact nature, it always requires the wilder make an effort to obtain the exact emotional state required before they can channel. This is a full round action that requires a Concentration check DC 15. (The DC may increase of decrease based on how close the actual emotional state of the wilder is to what they require to channel). Once a wilder reaches the emotional state necessary to bypass the block they may maintain that state for 10 minutes per wilder level and is free to use a full round action to embrace the True Source an begin channeling. If the time limit expires while the wilder is channeling nothing happens they are able to maintain the emotional state as long as they are still embracing the True Source. Once a wilder releases the True Source they may embrace it again within 10 minutes, per wilder level, without another Concentration check. Remember that a wilder’s emotions affect everything she does, not just channeling–so a wilder that must conjure terror within herself to channel is truly afraid and should act appropriately. A block can be removed with the Eliminate Block feat. However female Wilders may not take this feat until 5th level while male wilders must be 2nd level before they can take this feat. You may not enter a channeling prestige class if you have a block. Once the block is eliminated the wilder can channel freely like an initiate regardless of emotional state.
Bonus Channeling Feat: Starting at 2nd level and ever six levels afterwards the wilder gains a bonus channeling feat selected from any channeling feats for which they have the prerequisites.
Bloodline: Wilders are meant to touch the True Source for one reason or another. The blood that flows in their veins and grants them this power is it may come from one of five sources: Aberrant, Arcane, Destined, Elemental, and Infernal. Each bloodline provides unique feats, powers, arcana, spells and class skills. Bloodline weaves may not be taught or learned by others through observation and can be cast regardless of Talent restrictions. The way in which the weaves are cast are entirely alien and bizarre to any observer. Also a +10 to the DC for an observer to determine what a bloodline weave does.Table 2-10: Wilder Weaves Per Day
|Weaves Per Day|