Wheel of Time- The four Pillars
When a character selects their first level of Wilder they select a bloodline, or how they came by their ability ro channel The One Power. This choice once made can NEVER be changed. You only advance in your bloodline powers if you advance in Wilder levels.
Aberrant: There is the taint of an Outlander in your bloodline and this interacts in strange ways with your ability to channel. Part of you is drawn towards your Outlander ancestors’ home.
Class Skill: Knowledge (planes)
Bonus Weaves: expeditious retreat (3rd), identify (5th), tongues (7th), dimensional anchor (9th), break enchantment (11th), veil (13th), use portal stone (15th), create gateway (17th), dimensional lock (19th)
Bonus Feats: Combat Casting, Extra Affinity (Spirit), Extra Talent (Traveling) Improved Initiative, Improved Iron Will, Iron Will, Silent Weave, Skill Focus (Knowledge [geography]).
Bloodline Arcana: The duration of all weaves in the Traveling Talent increase by 50% (minimum 1 round), this does not stack with the bonus granted by the Extend Weave feat.
Bloodline Powers: Aberrant wilders show increasing signs of their outlander heritage as they increase in level, though it is visible only when used.
Energy Ray (Sp): Starting at 1st level you are able to weave a ray of force as a standard action, targeting a foe within 25 ft as a ranged touch attack. The ray deals 1d6 + 1 for every two wilder levels you possess. You can use this ability a number of times per day equal to 3 + you Charisma modifier (minimum 1).
Altered Immunities(Ex): Starting at 3rd level you gain a +2 bonus to your saving throws to resist disease and poisons. At 9th level this increases to +4.
Strange Phase (Su): At 9th level you are able to turn yourself invisible for a number of rounds per day equal to your wilder level. This is as per the spell invisibility. These rounds need not be consecutive. This requires a swift action to activate.
Alien Resistance (Su): At 15th level you gain weave resistance equal to your wilder level +10. This ability is always active.
Called to Home (Su): At 20th level you are able to use the create gateway weave as a full round action at a level equal to ½ their wilder level a number of times per day equal to 1 + their charisma modifier.
Arcane: Your family has a history of channelers who have skilled in manipulating the One Power. Your powers have developed without any need for practice or study.
Class Skill: Knowledge (any one)
Bonus Weaves: identify (3rd), mirror of mists (5th), break enchantment (7th), resist energy (9th), weave resistance (11th), phantasmal killer (13th), true seeing (15th), sunburst (17th), balefire (19th)
Bonus Feats: Combat Casting, Heighten Weave Improved Initiative, Iron Will, Skill Focus (Knowledge [arcane]), Still Weave, Weave Focus, Weave Penetration.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell or cast a spell at a higher level than normal (+ X Casting Level: costs) increase the weave’s DC by +1. This Bonus does not stack with the Heighten Weave Feat.
Bloodline Powers: The One Power comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you. Arcane Bond (Ex): At 1st level You possess an family heirloom that is a ter’angreal that functions as the Aes Sedai Tradition ability.
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a weave you are about to cast without increasing the casting time. You must still expend a higher level weave slot to cast the weave. The ability may be used once per day at 3rd level and one additional time per day for every four wilder levels you possess beyond third, to a maximum of five times per day at 19th level.
New Arcana (Ex): At 9th level you may add any one weave to your weaves known regardless of Talent restrictions. This must be a weave you are capable of casting (Talent limitation on casting levels do not apply). You may also add one additional weave (with the same restrictions at 13th and 17th level.
Talent Power(Ex): At 15th level pick one Talent you possess. The DC for any weaves cast from this Talent increase by +2. This bonus stacks with the Weave Focus feat.
Arcane Apotheosis (Ex): At 20th level your body surges with the one power you may over channel a number of spell levels per day equal to your Charisma modifier without requiring a Concentration check. For example a Charisma modifier of +3 would allow you to over channel a total of 3 weave levels per day without needing to check. You must declare you are using this ability and for how many levels before you cast the weave.
Destined: The Wheel weaves as the Wheel wills and it’s woven you as a channeler. You can access the True Source because you are destined to serve a higher purpose.
Class Skill: Knowledge (history)
Bonus Weaves: alarm (3rd), blur (5th), protection from the one power (7th), freedom of movement (9th), shield (11th), remove disease (13th), shield of light (15th), slay living (17th), balefire (19th)
Bonus Feats: Arcane Strike, Die Hard, Eliminate Block, Endurance, Heroic Surge, Lightning Reflexes, Improved Initiative, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.
Bloodline Arcana: Whenever you cast a weave that affects you and has a range of personal or touch you receive a +1 luck bonus to your saving throws for 1 round.
Bloodline Powers: You are destined for greatness, and the power that you gain serves to protect you.
Touch of Destiny (Su): Starting at first level you can touch a creature as a standard action (touch attack required to touch unwilling subjects), giving that creature an insight bonus on all attack roll, skill checks, ability checks and saving throws for equal to ½ you wilder level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + you Charisma modifier.
Fated (Su): at 3rd level you gain a +1 luck bonus to AC during surprise rounds and whenever you are unaware of an attack (when you are flat footed for example). At 7th level and ever four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation, or level check made of overcome weave resistance. You may decide to use this after you see your die roll but before the result is announced by the GM. You must use the second roll even if it is worse. At 9th level you can use this ability once per day. At 17th level, you can use this ability twice per day.
Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day when an attack or weave that cause damage would result in your death, you may attempt a dc 20 Will save. If successful you are instead reduced to -1 hit points and automatically stabilize. The bonus from your fated ability applies to this save.
Destiny Realized (Su): At 20th level, you moment of destiny is at hand. Any critical threats against you only confirm on a natural 20. Any critical threats you score with a weave are automatically confirmed. Once per day you can automatically succeed in an attempt at one caster level check to overcome weave resistance. You must use this ability before making the roll.
Elemental: The power of the elements resides in you. Your ancestors were particularly adept at using one of the Five Powers.
Class Skill: Knowledge (nature)
Bonus Weaves: burning hands 1 (3rd), scorching ray 1 (5th), protection from energy (7th), elemental body I 2 (9th), elemental body II 2 (11th), elemental body III 2 (13th), elemental body IV 2 (15th), fire storm 1(17th), and storm of vengeance 1 (19th)
1 these weaves always deal a damage type determined by your elemental heritage. In addition the subtypes if these weaves change to match the energy type of your element. (Fire is fire, Air is electricity, Water is cold, and earth is acid)
2 You are able to the cast 3+I level of this weave only. Thus you may not cast elemental body IV unless you are a 15th level wilder.
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Extra Talent (Elementalism) Improved Initiative, Power Attack, , Skill Focus (Knowledge [nature]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a weave that deals energy damage you may change that damage to match the type of your bloodline. This also changes the spells type to match the type of your bloodline.
Bloodline Powers: One of the four elements is infused into your ability to channel and you can draw upon it in times of need. At first level, you must select one of the four elements. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element as noted below
|Element||Energy Type||Elemental Movement|
|Air||Electricity||Jump 60 feet|
|Earth||Acid||Burrow 30 feet|
|Fire||Fire||+30 feet base speed|
|Water||Cold||Swim 60 feet|
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action targeting any foe within 25 ft as a ranged touch attack. This ray deals 1d6 points of damage of your energy type +1 for every two wilder levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Sp): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20 ft radius does 1d6 points of damage of your energy type per your wilder level. Those caught in area of your blast receive a Reflex save for half damage. The DC of this save is equal to 10 +1/2 your wilder level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level you can use this ability three times per day. This power has a range of 60 feet.
Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.
Elemental Body (Su): At 20th level, elemental power surges through your body. For a number of round a day equal to twice your wilder level you gain immunity to sneak attacks, critical hits and damage from your energy type. The rounds need not be consecutive.
Infernal: Somewhere in your family’s history a relative made a deal with the Dark One or one of his agents. This has tainted your bloodline and fuels your channeling. Special Note: You gain 1d3 madness per wilder level. This replaces any madness you would gain as a male for gaining levels.
Class Skill: Knowledge (blight)
Bonus Weaves: sense Shadowspawn (3rd), ward against Shadowspawn (5th), scorching ray (7th), remove compulsion (9th), break enchantment (11th), symbol of pain (13th), compulsion (15th), symbol of insanity(17th), and symbol of death (19th)
Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [blight]), Weave Penetration.
Bloodline Arcana: Whenever you cast a weave of the Conjunction Talent increase the spells DC by +2.
Bloodline Powers: You can draw upon the power of the Dark One although you must be wary of the corrupting influence. Such power does not come without a price.
Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persist for a number of rounds equal to ½ your wilder level (minimum 1). Creature shaken by this ability radiate and aura of Shadowspawn this aura lasts for 1 day for ever two wilder levels (minimum 1). Multiple touches do not stack, but they do add to duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Infernal Resistance (Ex): At 3rd level, you gain a +2 bonus on saving throws to resist poison and disease. At 9th level this increase to +4.
Hellfire (Sp): At 9th level you can call down a column of hellfire. This 10-ft radius burst does 1d6 points of fire damage per wilder level. Those caught in the area receive a Reflex save for half damage. Good creatures that fail their save are shaken for a number rounds equal to your wilder level. The DC for this save is equal to 10 +1/2 your wilder level + your Charisma modifier. At 9th level you can use this ability once per day. At 17th level you can use this ability twice per day and at 20th level you can use this ability three times per day.
On Dark Wings (Su): At 15th level you can grow fearsome shadowy bat-like wings as a standard action giving you a fly speed of 60 with average maneuverability. The wings can be dismissed as a free action.
Power of Shayol Ghaul (Su): At 20th level your form becomes infused with the power of the Dark One. You gain immunity to fire and poison. You also gain Acid resistance 10 and cold resistance 10 and the ability to see perfectly in darkness of any kind to a range of 120 feet.