Initiate
Initiates parley their wisdom, the respect they command from nobility and commoner alike, and the One Power into positions of responsibility and control. From the Aes Sedai of the White Tower to the men of the Asha’man, from the Aiel Wise Ones to the Atha’an Miere Windfinders, initiates are trained not just in the art of the One Power, but in the skills to counsel and advise the leaders of their nations. But they don’t act alone—initiates serve the traditions that train and aid them throughout their lives.
Adventures:
Most initiates find themselves immersed in adventure as they go about the missions assigned to them by their superiors. Sometimes such missions are straightforward—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 gather a group of companions or other adventuring types about them for the protection they offer. No other class, however, can match the wisdom and insight of the initiate, and the initiate’s mission is always paramount. As such, initiates are often the leaders of their 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 his tradition.
All other conditions are secondary. The traditions of the initiates are above petty desires and affairs; what they do shapes nations, and perhaps even the world. For that reason, nothing is as important to the initiate as developing his abilities and pursuing the agendas of his tradition.
Origin:
Every initiate belongs to a tradition, whether it’s the Aes Sedai, the Asha’man (whether the Asha’man exist in your campaign depends on when the GM sets it), the Wise Ones, or the Windfinders. Having been discovered by this organization at a young age—or perhaps having sought them out when the One Power first began to manifest itself—the initiate was immersed in an intense program of training, discipline, and study that has lasted for years. All other members of the initiate’s tradition are comrades (though there are often internal rivalries), superior to noninitiates due as much to their training and wisdom as to the One Power. Members of other traditions are almost certainly lesser students of the One Power, to be studied and perhaps sometimes worked with, but never due the respect of one’s own tradition. Wilders deserve even less respect, and perhaps even pity for their sad lack of education in the True Source.
Background:
Initiates are always human, never Ogier. Among the westlanders (midlanders, Borderlanders, Cairhienin, Domani, Ebou Dan, Illianers, Tairens, Tar Valoners, and Taraboners), initiates belong to the Aes Sedai, if they are women, or the Asha’man, if they are men (if your campaign is set before the advent of the Asha’man, men cannot be initiates). Aiel initiates are Wise Ones, who are always women; men who can channel set off into the Blight to destroy as many Shadowspawn as possible before they themselves are killed. Among the Atha’an Miere, initiates join the Windfinders, while men who can channel are “given to the sea” (killed) as soon as their ability is detected. Occasionally, initiates join traditions outside of their cultures (such as a young Atha’an Miere woman going to Tar Valon to become an Aes Sedai), but such instances are extremely rare, and the outsider may be the target of suspicion or prejudice within this adopted tradition. There are some important differences between male and female initiates; see here.
Examples of Initiates in the Wheel of Time Novels:
Moiraine Sedai, Elaida Sedai, and any other Aes Sedai sisters; Amys and other Wise Ones who can channel.
GAME RULE INFORMATION:
Initiates have the following game statistics:
Abilities:
Intelligence determines how powerful a weave an initiate can cast, while Wisdom determines how hard her weaves are to resist. Intelligence and Wisdom both determine how many weaves the initiate can cast per day. To cast a weave, an initiate must have an Intelligence score of 10 + the weave’s level. An initiate gets bonus weaves based on both Intelligence and Wisdom—that is, if the initiate has high enough ability scores in both Intelligence and Wisdom to grant bonus weaves, he gains the bonus weaves from both. The Difficulty Class of a saving throw against an initiate’s weave is 10 + the weave’s level + the initiate’s Wisdom modifier. Like a wilder, an initiate benefits from high Dexterity and Constitution scores.
Hit Die: d4.
Class Skills:
The initiate’s class skills (and the key ability for each skill) are:
Composure (Wis), Concentration (Wis), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (varies) (Int), Sense Motive (Wis), and Weavesight (Int). See here for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Intmodifier.
Class Features:
All of thefollowing are class features of the initiate.
Weapon and Armor Proficiency:
Initiates are proficient with the club and the dagger. Initiates are not proficient with any type or armor, nor with shields. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a —1 penalty for every 5 pounds of armor and equipment carried.
The One Power:
Initiates, like wilders, draw upon the Five Powers of the True Source to cast arcane weaves.
Affinities:
Your initiate begins play with an Affinity for one of the Five Powers (Air, Earth, Fire, Spirit, or Water). This Affinity makes the initiate particularly strong with weaves that use only that Power. He or she will be less capable with weaves that involve the other powers, and be somewhat hampered in weaves that don’t use that Affinity at all. If your initiate is a female, choose your Affinity from among Air, Spirit, and Water. If he is a male, choose Earth, Fire, or Spirit. Your initiate can gain more Affinities with the Additional Affinity feat.
Talents and Weaves:
Your initiate begins play having one common Talent and knowing eight common weaves of o level or 1st level (including multilevel weaves that include level 0 or 1). An initiate can gain more Talents with the Additional Talent feat. As the game progresses, your initiate can learn new weaves through observation and training. See the Weavesight skill description for more information.
An initiate is limited to casting a certain number of weaves of each level per day. The number of weaves he can cast per day is improved by his bonus weaves granted by Intelligence and Wisdom, if any. For instance, at 1st level, the initiate Brehanna can cast three 1st-level weaves per day—one for being 1st level (see Table 3—5: Initiate Weaves), plus one thanks to her high Intelligence and another one due to her Wisdom. Among the weaves that Brehanna knows are false trail, sense Shadowspawn, and trace. In any given day, she can cast false trail three times, cast sense Shadowspawn three times, cast trace three times, or cast two or three of these weaves in any combination for a total of three times.
An initiate may use a higher-level slot to cast a lower-level weave if he so chooses. For example, if an 5th-level initiate has used up all of his 2nd-level weave slots for the day but wants to cast another one, he could use a 3rd-level slot to do so. The weave is still treated as its actual level, not the level of the slot used to cast it.
To learn or cast a weave, an initiate must have an Intelligence score of at least 10 + the weave’s level. The Difficulty Class for saving throws against initiate weaves is 10 + the weave’s level + the intiate’s Intelligence modifier.
Cross-Talent Weaves:
Beyond 0-level weaves, initiates can only cast weaves within their Talents. An initiate may learn and cast any 0-level weave, but may only learn and cast weaves of 1st level or higher if they are within one of his or her Talents.
Overchanneling:
Like wilders, initiates can overchannel to cast more weaves than they are normally able (see Over-channeling, page 162). For instance, following the example above, if Brehanna had cast three 1st-level weaves already in one day, she could attempt to overchannel to cast another one. Initiates are not as adept at overchanneling as wilders are, though, and receive no bonuses to do so. See Chapter 9: The One Power for more on overchanneling.
Tradition and Mentor:
Every initiate is a member of one of four traditions: the Aes Sedai, the Wise Ones of the Aiel, the Atha’an Miere Windfinders, or the Asha’man. Of the four, only the Asha’man admit men (in fact, they only take men); the others are open exclusively to women. Each of these organizations trains initiates with the understanding that they will go on to serve the organization, and they expect that service, to one degree or another, throughout the initiate’s lifetime.
At 1st level, an initiate is still in an advanced state of training with his or her tradition. For the Aes Sedai, this means that the initiate is an Accepted, a rank above that of novice but still not quite a full Aes Sedai. Among the Asha’man, a 1st-level initiate is a Dedicated. The Windfinders and Wise Ones do not have such formal ranks for trainees; initiates at 1st level are simply senior apprentices.
As a junior member of his traditions, every 1st-level initiate begins play with a mentor, a full member of his tradition who has the right to command and control the character. Until they “graduate” to become full-fledged Aes Sedai, Asha’man, Wise Ones, or Windfinders, initiates are expected to obey their mentors in all things (young Aes Sedai are expected to abide by the Three Oaths, even though they are not bound to them by the Oath Rod until they graduate to full status). Failure to do so puts the initiate at odds with his or her tradition, possibly forcing a dangerous confrontation with an organization of very powerful channelers.
To graduate to full status, an initiate will have to multiclass, adding the prestige class appropriate to his tradition. This typically becomes possible at around 6th level. Becoming a full-fledged Aes Sedai (to look at one example) frees an initiate from the oversight of her mentor, but it merely loosens—without completely eliminating—the bonds of her tradition. Initiates are expected to work for the benefit of their tradition throughout their careers, regardless of what level they become. For more information on the channeling traditions, see Chapter 9: The One Power.
Bonus Channeling Feats:
At 1st level, the initiate gets a bonus channeling feat in addition to the feat that any 1st-level character gets and any bonus feat granted by the initiate’s background. The initiate gets an additional bonus channeling feat at 2nd level, and every two levels thereafter (4th, 6th, 8th, and so forth). The initiate can choose any channeling feat, so long as he or she meets all the usual prerequisites for it.
Important:
These bonus feats are in addition to the feats that a character of any class gets every three levels (as per Table 3—1: Experience and Level-Dependent Benefits). The initiate is not limited to channeling feats when choosing those feats.
Weavesight:
The intense training that all initiates go through requires them to identify and emulate a broad range of Talents and weaves. As a result, every initiate gains a +4 competence bonus to all Weavesight checks.
Slow Aging:
The ability to channel 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. For example, a 4th-level initiate ages one year for every two years that goes by (in other words, she ages at half the rate of normal people). A 12th-level initiate ages one year every six years (or one-sixth the rate of normal people).
One Power Table:

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