Alertness
You have finely tuned senses.
  Benefit:  You get a +2 cicumstance bonus on Listen checks and Spot checks.



Ambidexterity
You are equally adept at using either hand.
  Prerequisite:  Dex 15+
  Benefit:  You ignore all penalties for using an off hand.  You are neither left-handed nor right-handed.
  Normal:  Without this feat, a character that uses his or her off hand suffers a -4 penalty to attack rolls, ability checks, and skill checks.  For example, a right-handed character wielding a weapon with her left hand suffers a -4 penalty to attack rolls with that weapon.
  Special:  This feat helps offset the penalty for fighting with two weapons.  Se the Two-Weapon Fighting feat, page 96, and Table 8-2: Two-Weapon Fighting Penalties, page 143.



Animal Affinity
You are good with animals.
  Benefit:  You get a +2 circumstance bonus on Handle Animal checks and Ride checks.



Armor Proficiency (Heavy)
You are proficient with heavy armor (see Table 7-5: Armor, page 120).
  Prerequisites:  Armor Proficiency (light), Armor Proficiency (Medium).
  Benefit:  See Armor Proficiency (light).
  Normal:  See Armor Proficiency (light).
  Special:  Armsmen receive this feat for free.



Armor Proficiency (Light)
You are proficient with light armor (see Table 7-5: Armor, page 120).
  Benefit:  When you wear a type of armor with which you are proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Pick Pocket, and Tumble checks.
  Normal:  A character that is wearing armor with which she isn't proficient suffers its armor check penalty on attack rolls and on skill checks that involve moving, including Ride.
  Special:  All classes except algai'd'siswai, initiates, and wilders have this feat for free.



Concentration (CON)
Channelers use this skill to cast weaves under difficult circumstances.  It is also used to overchannel, 
to tie off weaves or multiweave, and attempt unusual channeling actions such as linking and 
unlacing weaves.  Members of other classes can also usethis skill to maintain concentration in the face of 
other distractions or on other things besides weaves, such as eavesdropping on a conversation despite distractions 
from other people.
  Check:  You can make a Concentration check to cast a weave despite distractions, such as taking 
damage, getting hit by an unfriendly weave, and so on.
  The table below summarizes various types of distractions that cause you to make a Concentration check 
while casting a weave.  "Weave level" refers to the casting level of the weaves you're trying to cast.  If 
a hero who is not a channeler needs to use Concentration, the GM should set a DC for the check using the 
table below as a general guide.

Distraction DC
Damage of failed saving throw during casting.** 10 + damage dealt + casting level
Damaged by a channeling weave. 10 + damage dealt + casting level
Suffering continuous damage. 10 + half of continuous damage last dealt + casting level
Nondamaging weave.* Distracting weave's save DC + casting level
Casting defensively (avoiding attacks of opportunity). 15 + casting level.
Motion: -
Jostled or entangled. 5 + casting level
Vigorous (a moving mount, a bouncy wagon ride). 10 + casting level
Violent (a galloping horse, on deck of a storm-tossed ship). 15 + casting level
Unnatural (riven earth weave, earthquake weave). 20 + casting level
Grappling or pinned. 20 + casting level
Weather: -
Rough (high wind, blinding sleet or rain). 5 + casting level
Extreme (wind-driven hail or debris). 10 + casting level
Unnatural (harness the wind weave cast at howl). Distracting weave's save DC + casting level
*If the weave allows no save, use the save DC it would have if it did allow a save. **For weaves with a casting time of 1 full round or more or damage by an attack of opportunity or readied attack made in response to the weave being cast (for weaves with a casting time of 1 action). See Distractions, page 162. Link Channelers: Creating a channeling link requires a Concentration check from all participants. The leader rolls against a DC of 20 + 1/4 the total number of participants; all other participants against a DC of 5 + 1/4 the total number of participants. For example, for a circle of 13 channelers, the DC is 23 for the leader and 8 for the other participants. Creating a link is a full-round action. Overchannel: Overchanneling allows an initiate or wilder to cast additional weaves beyond those normally allowed by his class, level, and ability bonuses. Unlace a weave: Unlacing a weave is dangerous and difficult-so much so that unlacing is discouraged and the Aes Sedai forbid it outright. Only weaves which are being held or tied off can be unlaced-weaves that have instantaneous effects dissipate immediately, and cannot be unwove. The DC to unlace a weave is 25 plus the casting level. Failure results ina random weave effect as the partially-unlaced weave collapses into a new, unintended weave-the GM can choose any known weave, exaggerating or expanding the effects as he sees fit, or create entirely new effects. Failure also requires a Fortitude save with a DC of 20, just as if you had failed in an overchanneling attempt (wilders do not get their +5 bonus when making this save). See Chapter 9 for the effects of a failed overchanneling Fortitude save. Unlacing a weave takes a number of full actions equal to the casting level. Retry: General control rolls, linking, and overchanneling attempts may be retried, though a success doesn't cancel the effects of a previous failure, which almost always is the loss of the weave being cast or held. Unlacing attempts may not be retried-once the weave collapses, it is gone. Craft (INT) You are trained in a craft, trade, or art, such as armorsmithing, basketweaving, bookbinding, bowmaking, blacksmithing, calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing, painting, pottery, sculpting, shipmaking, stonemasonry, trapmkaing, weaponsmithing, or weaving. Craft is actually a number of separate skills. For instance, you could have the skill Craft (trapmaking). Your ranks in that skill don't affect any checks you happen to make for pottery or leatherworking. You could have several Craft skills, each with its own ranks, each purchased as a separate skill. A Craft skill is specifically focused on creating something; if it is not, it is a Profession skill. Check: You can practice your trade and make a decent living, earning about half your check result in silver marks per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver mark per day.) However, the basic function of the Craft skill is to allow you to make an item of the appropriate type. The DC depends on the difficulty of the item created. The DC, your check results, and the price of the item determine how long it takes to make the item. The item's finished price also determines the cost of raw materials. (In the game world, it is the skill level required, the time required, and the raw materials required that determine an item's price. That's why the item's price and DC determine how long it takes to make the item and the cost of the raw materials.) All crafts require appropriate artisan's tools (which have an average cost of 5 silver marks) to give the best chance of success; if improvised tools are used instead, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus. To determine how much time and money it takes to make an item: 1. Find the item's price in Chapter 7: Equipement or have the GM set the price for an item not listed. Put the price in silver pennies (p). 2. Find the DC listed here or have the GM set one. 3. Pay one-third the item's price in raw materials. Make a skill check representing one week's work. If the check succeeds, multiply the check result by the DC. If the result times the DC equals the price of the item in silver marks, then you have completed the item. (If the result times the DC equals double or triple the price of the item in silver marks, then you've completed the task in one-half or one-third the time, and so on.) If the result times the DC doesn't equal the price, then it represents progress you've made this week. Record the result and make a check for the next week. Each week you make more progress until your total reaches the price of the item in silver marks. If you fail the check, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Progress by the Day: You can make checks by the day instead of by the week, in which case your progress (result times DC) is in silver pennies instead of marks. Creating Masterwork Items: You can make a masterwork item (an item that conveys a bonus to its use through it exception craftsmanship). To create a masterwork version of an item on the table below, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 silver marks for a weapon or 150 silver marks for a suit of armor) and DC (20). Once both the standard component and the masterwork component are completed, the masterwork item is finished. (Note: The price you pay for the masterwork component is one-third of the given amount, just as it is for the price in raw materials.) Repairing Items: Generally, you can repair an item at the same DC that it takes to make it in the first place. The cost of repairing an item is one-fifth the item's price.
Item Craft DC
Armor, shield Armorsmith 10 + Defense bonus
Longbow, shortbow Bowmaking 12
Two Rivers longbow, Aiel shortbow Bowmaking 15
Mighty bow Bowmaking 15 +2/STR bonus
Crossbow Weoponsmith 15
Simple melee or thrown weapon Weoponsmith 12
Martial melee or thrown weapon Weoponsmith 15
Exotic melee or thrown weapon Weoponsmith 20
Very simple item (wooden spoon) Varies 18
Typical item (iron pot) Varies 5
High-quality item (bell) Varies 10
Complex or superior item (lock) Varies 15
Retry: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Decipher Script (INT) Trained Only, Initiate Only Use this skill to piece together the meaning of ancient runes carved into the wall of an abandoned palace, to follow the directions on a treasure map written in an alphabet lost since the Age of Legends, or to interpret the mysterious glyphs painted on a cave wall. Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing, reading about one page of text (or its equivalent) in 1 minute. If the check fails, the GM makes a Wisdom check (DC 5) for you to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) The GM secretly makes both the skill check and (if necessary) the Wisdom check so you can't tell whether the conclusion you draw is true or false. Retry: No. Diplomacy (CHA) Use this skill to arrange a swift passage on an Atha'an Miere raker, to arbitrate a dispute between two rival Cairhienin houses, or to persuade the Children of the Light to leave your manor peacefully. a skilled character knows the formal and informal rules of conduct, social expectations, proper forms of address, and so on. This skill represents the ability to give the right impression, to negotiate effectively, and to influence others. Check: You can change others' attitudes with a successful check. Diplomacy includes etiquette, social grace, tact, subtlety, and charismatic persuasion. During negotiations, roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposite cases before a third party. When using Diplomacy to haggle a price, each side rolls a Diplomacy check. For every five points that your check exceeds your opponent's, you can adjust the sale price by 5% up or down (your choice) from the market value (established by the GM). A GM character will almost always settle for the new price, but remember that a player's character is never required to buy or sell at a specific price, even if he or she fails the opposed Diplomacy check. Diplomacy is at leasta full-round action. The GM may determine that some netotiations require a longer period of time. If you do not speak the same language as the target of your check, you suffer a -4 penalty. If you speak the same language, but not the same dialect (if you speak Common (midlands) and the target speaks Common (Tairen), for example), you suffer a -2 penalty. A Note on Haggling: Remember that the prices for standard itesm listed in Chapter 7: Equipment represent the result of a reasonable negotiation. You shouldn't haggle over mundane items. You should only haggle over prices when it's significant to the story - if you're arguing over the price of every meal, your GM can and should ask you to move on to more interesting things. Retry: Generally, retries don't work. Even if the initial check succeeds, the other character can only be persuaded so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry becomes futile. Special: Charisma checks to influence GM characters are generally untrained Diplomacy checks. If you have 5 or more ranks in Bluff or Sense Motive, you get a +2 synergy bonus on Diplomacy checks. These bonuses stack. Disable Device (INT) Trained Only Use this skill to disarm a trap, jam a lock (in either the open or closed position), or rig a simple device to fail. You can examine a fairly simple or fairly small mechanical device and disable it. the effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). A set of quality thieves' tools gives the user a +2 circumstance bonus. Check: The GM makes the Disable Device check so taht you don't necessarily know whether you've succeeded. The amount of time needed to make a check and the DC for the check depend on how tricky the device is. Disabling a simple device takes 1 round (and is at least a full-round action). Intricate or complex devices require 2d4 rounds. You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use). Disabling (or rigging or jamming) a fairly simple device has DC of 10. More intricate and complex devices have a higher DC. The GM rolls the check. If the check succeeds, you disable the device. If the check fails by up to 4, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it's a trap, you spring it. If it's some sort of sabotage, you think the device is disabled, but it still works normally.
Device Time DC Example
Simple 1 round 10 Jam a lock.
Tricky 1d4 rounds 15 Sabotage a wagon wheel.
Difficult 2d4 rounds 20 Disarm a trap, reset a trap.
Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device.
*If the character attempts to leave behind no trace of the tampering, add 5 to the DC. Retry: Yes, though you must be aware that you have failed in order to try again. Special: A wanderer who beats a trap's DC by 10 or more can generally study a trap, figure out how it works and bypass it (along with his companions) without disarming it. Disguise (CHA) Use this skill to change your appearance or someone else's. The effort requires at least a few proprs, some makeup, and 1d4x10 minutes of work. A disguise can include an apparent change of height or weight of no more than one-tenth the original. You can also impersonate people, either individuals or types. For example, you might make yourself seem like a local, even if you hail from a distant land, with littls or no actual disguise. Check: Your Disguise check result determines how good the disguise is, and it is opposed by others' Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes your Disguise check secretly so that you're not sure how good it is. If you don't draw any attention to yourself, however, others do not get to make Spot checks. If you come to the attention of people who are suspicious (such as a guard checking travelers entering a city), the GM can assume that such observers are taking 10 on their Spot checks. The effectiveness of your disguise depends in part on how much you're attempting to change your appearance.
Disguise Modifier
Minor details only +5
Disguised as a different sex -2
Disguised as a different background -2
Disguised as a different age category -2*
Disguised as specific class -2
*Per step of age difference between character's actual age category and disguised age category (young [younger than your age], adulthood, middle age, old, venerable). If you're impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks (and are automatically suspicious of you, so your opposed checks are always invoked).
Familiarity Bonus
Recognizes on sight +4
Friends or associates +6
Close friends +8
Usually, an individual makes a check for detection immediately upon meeting you and each hour thereafter. If you casually meet many different people, each for a short time, check once per day or hour, using an average Spot bonus for the group. For example, if a character is trying to pass for a merchant in an open air Tairen marketplace, the GM can make one Spot check per hour for the people the check to represent the average of the crowd (most people with no Spot ranks and a few with good Spot skills). Retry: A character may try to redo a filaed disguise, but once others know that a disguise was attempted they'll be more suspicious. Special: If you have 5 or more ranks of Bluff, you get a +2 synergy bonus on Disguise checks when you know that you're being observed and you try to act in character. Escape Artist (DEX) Armor Check Penalty Use this skill to slip out of manacles, wriggle through a small tunnel or cave, or escape from a holding cell window in the Stone of Tear. Check: Making a check to escape from being bound up by ropes, manacles, or other restraints requires 1 minute of work. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minutes maybe longer, depending on the distance that must be crossed.
Restraint DC
Ropes Opponents Dex check at +10
Net 20
Manacles 35
Tight Space 30
Grappler Grappler's grapple check
Ropes: Your Escape Artist check is opposed by your opponent's Dexterity check to tie the bonds. Since it's easier to tie someone up than to escape from being tied up, the opponent gets a special +10 bonus on her check. Manacles: These confine wrists or ankles, and may be secured to stationary objects. Net: Escaping from a net is a full-round action. Tight Space: This is the DC for getting through a space where one's head fits but one's shoulders don't. If the space is long, such as in a tunnel or crawlspace, the GM may call for multiple checks. You can't fit through a space that your head doesn't fit through. Grappler: You can make an Escape Artist check opposed by your opponent's grapple check to get out of a grapple or out of a pinned condition (so that you're just being grappled). Doing so is an attack action, so if you escape the grapple you can move in the same round. See Grappling in Chapter 8: Combat. Retry: You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks or even take 20 as long as you're not being actively opposed. Forgery (INT) Use this skill to fake a document from the Lord Captain commander of the Children of the Light instructing an Amadician noble to alter his position in a heated border dispute, create an authentic-looking map to a long-lost ruin from the Age of Legends, falsify transport documents to fool the harbormaster of Illian, or detect forgeries that others try to pass off on you. Check: Forgery requires materials appropriate to the document being forged (the proper inks and sealing wax, high-quality vellum, a House seal, etc.) and some time. Forging a very short and simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page. To forge a document such as military orders, a government decree, a business ledger, or the like, the character needs only to have seen a similar document before and gains a +8 bonus on the roll. some documents require special passwords or codes to be embedded in the text, whether authentic ones or additional forgeries. The GM makes your check secretly so you're not sure how good your forgery is. As with Disguise, you don't even need to make a check until someone examines the work. This Forgery check is opposed by the person who examines the document to check its authenticity. That person makes a Forgery check opposed to the forger's. The reader gains bonuses or penalties to his or her check as described in the table below.
Condition Reader's Check Modifier
Type of document unknown to reader. -2
Type of document somewhat known to reader. +0
Type of document well known to reader. +2
Handwriting unknown to reader. -2
Handwriting somewhat known to reader. +0
Handwriting intimately known to reader. +2
Reader only casually reviews document. -2
As with Bluff, a document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document, can increase that character's suspicion (and thus create favorable circumstances for the checker's opposing Forgery check). Retry: Usually, no. A low roll generally means that the forger has made a mistake based on faulty knowledge, and repeated attempts would merely repeat that mistake. Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.) Gather Information (CHA) Use this skill to make contacts in an area, find out local gossip, spread rumors, and collect general information. Check: By succeeding at a skill check (DC 10) and spending an evening passing out silver and buying drinks, you can get a general feel for the major news items in a city or region. This assumes that no obvious reasons exist why information would be withheld (such as if you can't speak the local language). The higher the check result, the better the information. If you want to find out about a specific rumor ("Which way to the hidden bandit camp?"), or a specific person ("What can you tell me about the mysterious man who always stands next to the High Lord?"), or do something else along those lines, the DC is 15 to 25 or higher. If you do not speak the same language of the region, you cannot use Gather Information. If you speak a different dialect (if you're in Illian but you speak Common (midlands), for example), you suffer a -2 penalty. Retry: Yes, but it takes an evening or so for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information. Handle Animal (CHA) Trained Only Use this skill to drive a team of horses pulling a wagon over rought terrain, teach a dog to guard, raise a grolm as a devoted pet, or teach a raken to "come" when you call. Check: The time required to get an effect and the DC depend on what you are trying to do.
Task Time DC
Handle a domestic animal. Varies 10
"Push" a domestic animal. Varies 15
Teach an animal tasks. 2 months 15
Teach an animal unusual tasks. 2 months 20
Rear a wild animal. 1 year 15 + HD of animal
Rear a beast. 1 year 20 + HD of beast
Train a wild animal. 2 months 20 + HD of animal
Train a beast. 2 months 25 + HD of beast
Time: For a task with a specific time frame, you must spend half this tiem (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you make the skill check. If the check fails, you can't teach, rear or train that animal. If the check succeeds, you must invest the remainder of the time before the teaching, rearing, or trainging is complete. If the time is interrupted or the task is not followed through to completion, any further attempts to teach, rear, or train the same animal automatically fail. Handle a Domestic Animal: A character with this skill can drive beasts of labor, tend to tired horses, and so forth. "Push" a Domestic Animal: An animal handler who "pushes" a domestic animal can get more out of it than it usually gives. For example, the handler could command a poorly trained dog or drive draft animals to extra effort. Teach an Animal Tasks: With this skill, you can teach a domestic animal some tricks. You can train one type of animal per rank (chosen when the ranks are purchased) to obey commands and perform simple tricks. Animals commonly trained include dogs, horses, mules, oxen, falcons, and pigeons. You can work with up to three animals at one time, and you can teach them general tasks such asguarding, attacking, carrying riders, performing heavy labor, hunting and tracking, or fighting beside troops. An animal can be trained for one general purpose only. Teach an Animal Unusual Tasks: This is similar to teachign an animal tasks, except that the tasks can be something unusual for that breed of animal, such as training a bear to be a riding animal. Alternatively, you can use this aspect of Handle Animal to train an animal to perform specialized tricks, such as teaching a horse to rear on command or come when whistled for, or teaching a falcon to pluck objects from someone's grasp. Rear a Wild Animal or Beast: Rearing an animal or beast involves raising a wild creature from infancy so that it is domesticated. A handler can rear up to three creatures of the same type at once. A successfully domesticated animal or beast can be taught tricks at the same time that it's being raised, or can be taught as a domesticated animal later. Train a Wild Animal or Beast: The character can train the wild creature to do certain tricks, but only at the character's command. The creature is still wild, though usually controllable. Retry: For handling and pushing domestic animals, yes. For training and rearing, no. Special: A character with 5 or more ranks of Animal Empathy gets a +2 synergy bonus on Handle Animal checks with animals. A character must have 9 or more ranks of Animal Empathy to get the same +2 synergy bonus on Handle Animal checks with beasts. A character with 5 or more ranks of Handle Animal gets a +2 synergy bonus on Ride checks. An untrained character can use a Charisma check to handle and push animals. Heal (WIS) Use this skill to keep a badly wounded friend from dying, to help others recover faster from wounds, to keep your friend from succumbing to a blade forged at Shayol Ghul, or to treat disease. Check: The DC and effect depend on the task you attempt.
Task DC
First Aid 15
Long-term care. 15
Treat poison. Poison's DC
Treat disease. Disease's DC
First Aid: First aid usually means saving a dying character. If a character has negative hit points and is losing hit points (at 1 per round, 1 per hour, or 1 per day), you can make her stable. The character regains no hit points, but she does stop losing them. The check can be made as a move or attack action. (See Dying, page 144.) Long-term Care: Providing long-term care means treating a wounded person for a day or more. If successful, the patient recovers hit points or ability score points (lost to temporary damage) at twice the normal rate: 2 hit points per level for each day of light activity, 3 hit points per level for each day of complete rest, and 2 ability score points per day. YOu can tend up to six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. A healer's kit (page 126) or the appropriate herbs (such as those a village Wisdom might carry) each provide a +2 circumstance bonus on Heal checks. Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your result in place of her saving throw if your Heal result is higher. Treat Disease: To treat a disease means to tend a diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. The diseased character uses your result in place of his or her saving throw if your Heal result is higher. Use Healer's Balm: A trained healer can use this substance more effectively to restore another character's lost hit points. When applying healer's balm (page 128) to another character, make a Heal check against the following table.
Heal Check Additional Converted Damage
0-9 None
10-14 1 hp
15-20 2 hp
21-24 3 hp
25+ 4 hp
The result of the check tells you how many additional hit points this application of healer's balm provides to the injured character. This check may also be made when stabilizing a character that is at negative hit points (in addition to stabilizing, the injured character regains the additional hit points). This application of the Heal skill cannot be used untrained. Special: If you have 5 or more ranks in Profession (herbalist), you get a +2 synergy bonus on Heal checks. Hide (DEX) Armor Check Penalty Use this skill to sink back into the shadows and proceed unseen, approach a guard post under cover of trees and brush, or tail someone through a bustling city without being noticed. Check: Your Hide check is opposed by the Spot check of anyone who might see you. You can move up to one-half your normal speed and hide at no penalty. At more than one-half and up to your full speed, you suffer a -5 penalty. It's pracitcally impossible (-20) penalty to hide while running or charging. For example, Eben Darl has a speed of 10 meters. If he doesn't want to take a penalty on his Hide check, he can move only 5 paces as a move action (and thus 10 meters in a round). Your check is also modified by your size:
Size Modifier Size Modifier
Fine +16 Large -4
Diminutive +12 Huge -8
Tiny +8 Gargantuan -12
Small +4 Colossal -16
Medium +0
If people are observing you, even casually, you can't hide. You can run around a crover so that you're out of sight and then hide, but the others then know at least where you went. If your observers are momentarily distracted (as by a Bluff check), though, you can attempt to hide. While the others turn their attention from you, you can attempt a Hide check if you can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 3 feet for every 3 ranks you have in Hide.) This check, however, is at -10 because you have to move fast. Creating a Diversion to Hide: You can use the Bluff skill to help you hide. A successful Bluff check can give you the momentary diversion you need to attmept a Hide check while people are aware of you. Innuendo (WIS) Trained Only You know how to give and understand secret messages while appearing to be speaking about other things. Two nobles, for example, might seem to be discussing hunting when they're really hatching a plan to bring down a member of the king's privy council. Check: You can get a message across to another character with the Innuendo skill. The DC for a basic message is 10. The DC is 15 or 20 for complex messages, especially those that rely on getting across new information. Also, the character can try to discern the hidden message in a conversation between two other characters that are using this skill. The DC is the skill check of the character using Innuendo, and for each piece of information that the eavesdropper is missing, that character suffers a -2 penalty on the check. For example, if a character eavesdrops on people planning to assassinate a visiting diplomat, the eavesdropper suffers a -2 penalty if he doesn't know about the diplomat. Whether trying to send or intercept a message, a failure by 5 or more points means that some false information has been implied or inferred. The GM makes your Innuendo check secretly so that you don't necessarily know whether you were successful. You cannot use Innuendo to communicate if you do not speak the same language as the person with whom you are communicating, or to listen in if you do not speak the language being spoken. If you speak the same language, but not the same dialect (if you speak Common (midlands) and the conversation is in Common (Tairen), for example), you suffer a -2 penalty to Innuendo checks. Retry: Generally, retries are allowed when trying to send a message, but not when intercepting one. Each retry carries teh chance of miscommunication. Special: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus on your check to transmit a message. If you have 5 or more ranks in Sense Motive, you get a +2 synergy bonus on your check to intercept (but not to transmit) a message. Intimidate (CHA) Use this skill to get a blustering guard to back down or make a prisoner give you the information you want. Intimidation includes verbal threats and body language. Check: You can change others' behavior with a successful check. The DC is typically 10 plus the target's level. Any bonuses that a target may have on saving throws against fear increase the DC. Intimidate requires a full-round action. Retry: Generally, retries don't work. Even if the intimidate check succeeds, the other character can only be intimidated so far, and a retry doesn't help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile. Special: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus on Intimidate checks. Intuit Direction (WIS) Trained Only You have an innate sense of direction. Check: By concentrating for 1 minute, you can determine where true north lies in relation to yourself (DC 15). If the check fails, you cannot determine direction. On a natural roll of 1, you err and mistakenly identify a random direction as true north. The GM makes your check secretly so that you don't know whether you rolled a successful result or a 1. Retry: You can use Intuit Direction more than once per day. The roll represents how sensitive to direction you are that day. Use the number you rolled for all other checks in the same day. Special: Untrained characters can't use an innate sense of direction, but they could determine direction by finding clues. Jump (STR) Armor Check Penalty Use this skill to leap over pits, vault low fences, or reach a tree's lowest branches. Check: You jump a minimum distance plus an additional distance depending on the amount by which your Jump check result exceeds 10. The maximum distance of any jump is a function of your height.
Type of Jump Minimum Distance Additional Distance Maximum Distance
Running Jump* 5 ft. +1 ft./1 point above 10 Height x 6
Standing Jump 3 ft. +1 ft./2 points above 10 Height x 2
Running High Jump* 2 ft. +1 ft./4 points above 10 Height x 1/2
Standing High Jump* 2 ft. +1 ft./8 points above 10 Height
Jump Back 1 ft. +1 ft./8 points above 10 Height
*You must move 20 feet before jumping. A character can't take a running jump in heavy armor. The distances listed are for characters with speeds of 30 feet. If you have a lower speed (From armor, encumbrance, or weight carried, for instance), reduce the distance jumped proportionally. If you have a higher speed (because you're an algai'd'siswai, for instance), increase the distance jumped proportionally, but not the maximum distance. For example, Andric, an algai'd'siswai, has a Jump skill modifier of +2 (no ranks, +3 strength bonus, -1 armor check penalty) and a base speed of 40 feet. He attempts a running jump across a 10-foot wide chasm, and his player rolls an 11 for a result of 13. That's 3 over 10, so he clears 3 feet more than the minimum distance, or 8 feet. Also, his base speed is one-third higher than normal (40 feet instead of 30 feet), so his jumping distance is likewise one-third greater. Adding one-third of 8 feet to 8 feet yields another 2 feet, 8 inches, for a total of 10 feet, 8 inches. Andric clears the chasm by 8 inches. Distance moved by jumping is counted against maximum movement in a round normally. For example, Andric runs 20 feet toward the chasm, leaps 10 feet over it, and then moves an additional 10 feet to be next to a Trolloc. He can now attack the Trolloc, since he can move 40 feet and make an attack in the same round. If you intentionally jump down from a height, you might take less damage than if you just fall. If you succeed at a Jump check (DC 15), you take damage as if you had fallen 10 feet less than you actually did. Special: If you have 5 or more ranks in Tumble, you get a +2 synergy bonus on Jump checks. A character who has the Run feat and who makes a running jump increases the distance of height he clears by one-fourth, but not past the maximum. Knowledge (INT) Trained Only Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. Below are typical fields of study. With your GM's approval, you can invent new areas of knowledge. Check: Answering a questions within your field of sutdy has a DC of 10 (for really easy questions), 15 (for basic questions, or 20 to 30 (for really tough questions). Retry: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something you never learned in the first place. Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.



Listen (WIS)
Use this skill to hear approaching enemies, detect someone sneaking up on you from behind, or eavesdrop on someone 
else's conversation.
  Check:  Make a Listen check against a DC that reflects how quiet the noise is that you might hear or 
against an opposed Move Silently check.
  The GM may make the Listen check so that you don't know whether not hearing anything means that nothing is there 
or that you rolled low.

DC Sound
0 People talking
5 A person in medium armor walking at a slow pace, trying not to make noise.
10 An unarmored person walking at a slow pace, trying not to make any noise.
15 A 1st-level wanderer using Move Silently within 10 feet of the listener.
25 A draghkar stalking its prey.
30 A myddraal moving over a smooth surface.
+1 Per 10 feet from the listener.
+5 Through a door.
+15 Through a stone wall.
In the case of people trying to be quiet, the listed DCs could be replaced by Move Silently checks, in which case the listed DC would be the average result (or close to it). A listen check is either a reaction or a full-round action if you actively attempt to hear something. Retry: You can make a Listen check every time you have the opportunity to hear something in a reactive manner. As a full-round action, you may attmempt to hear something that you failed to hear previously. Special: When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners' skill checks. A character with the Alertness feat gets a +2 synergy bonus on Listen checks. Move Silently (DEX) Armor Check Penalty You can use this skill to sneak up behind an enemy or slink away without being noticed. Check: Your Move Silently check is opposed by the Listen check of anyone who might hear you. You can move up to one-half your nomral speed at no penalty. At more than one-half and up to your full speed, you suffer a -5 penalty. It's practically impossible (-20 penalty) to move silently while running or charging. Open Lock (DEX) Trained Only You can pick padlocks, finesse combination locks, and solve puzzle locks. The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, blank key, wire, or similar implement). Attempting an Open Lock check without a set of thieves' tools (page 126) carries a -2 circumstance penalty, even if a simple tool is employed. The use of masterwork thieves' tools enables you to make the check with a +2 circumstance bonus. Check: Opening a lock entails 1 round of work and a successful check. (It is a full-round action.)
Lock DC Lock DC
Very simple lock 20 Good lock 30
Average lock 25 Amazing lock 40
Special: Untrained characters cannot pick locks, but they might successfully force them open. Perform (CHA) You are skilled in some type of artistic expression and know how to put on a show. Perform is actually a number of separate skils. Possible Perform types include ballad, chant, comedy, dance, drama, drums, epic, flute, harp, lute, mime, ode, singing, juggling, storytelling, and horn. (The GM may authorize other types.) YOu are capable of one form of performance per rank. Check: You can impress audiences with you talent and skill. Performing requires time, usually several minutes to an hour or more. A masterwork musical instrument (page 126) gives a +2 circumstance bonus on Perform checks that involve the use of the instrument.
DC Performance
10 Routine performance. Trying to earn silver by playing in public is essentially begging. You earn 1d10 silver pennies per day.
15 Enjoyable performance. In a prosperous locale you can earn 2d10 sp per day.
20 Great performance. In a prosperous locale, you can earn 3d10 sp per day. With time, you may be invited to join a professional troupe or band, or become an entertainer-in-residence for a minor house.
25 Memorable performance. In a prosperous locale you can earn 1d6 mk per day. With time, you may come to the attention of a wealthy noble or house patrons.
30 Extraordinary performance. In a prosperous locale, you can earn 3d6 mk per day. With time, you may draw attention from distant potential patrons, perhaps even royalty.
Retry: Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is going to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.) Special: In addition to using the Perform skill, a character could entertain people with the Tumble skill. Pick Pocket (DEX) Trained Only, Armor Check Penalty You can cut or lift a purse and hide it on your person, palm an unattended object, or perform some feat of legerdemain with an object no larger than a hat or loaf of bread. Check: A check against DC 10 lets you palm a coin-sized, unattended object. Minor feats of legerdemain, such as making a coin disappear, are also DC10 unless an observer is determined to note where the item went. When performing this skill under close observation, your skill check is opposed by the observer's Spot check. The observer's check doesn't prevent you from performing the action, just from doing it unnoticed. When you try to take something from another person, your opponent makes a Spot check to detect the attempt. To retrieve the item, you must roll a 20 or higher, regardless of the opponent's check result. The opponent detects the attempt if her check result beats your check result, regardless of whether or not you got the item. Retry: A second Pick Pocket attempt against the same targer, or when being watched by the same observer, has a DC +10 higher than the first skill check if the first check failed or if the attempt was noticed. Special: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus on Pick Pocket checks. Profession (WIS) Trained Only You are trained in a livelihood or a professional role, such as apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, gambler, guide, herbalist, herdsman, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stable hand, tanner, teamster, woodcutter, and so forth. Like Craft, Profession is actually a number of separate skills. For instance, you could have the skill Profession (cook). Your ranks in that skill don't affect any checks you happen to make for milling or mining. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents skill in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. To draw a modern analogy, if an occupation is a service industry, it's probably a Profession skill. If it's in the manufacturing sector, it's probably a Craft skill. Check: You can practice your trade and make a decent living, earning about half your check result in silver marks per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise untrained helpers, and how to handle common problems. For example, a sailor knows how to tie several basic knots, how to tend and repair sails, and how to stand a deck watch at sea. The GM sets DCs for specialized tasks. Retry: An attempt to use a Profession skill to earn an income cannot be retried. You are stuck with whatever weekly wage your check result brought you. (Another check may be made after a week to determine a new income for the next period of time.) An attempt to accomplish some specific task can usually be retried. Special: Untrained laborers and assistants earn an average of 1 silver penny per day. Read Lips (DEX) Trained Only; Wanderer Only You can understand what others are saying by watching their lips. Check: You must be within 30 feet of the speaker and be able to see her speak. You must be able to understand the speaker's language. If you speak the same language, but not the same dialect (if you speak Common (midlands) and the target speaks Common (Tairen), for example), you suffer a -2 penalty. The base DC is 15, and it is higher for complex speech or an inarticulate speaker. you have to concentrate on reading lips for a full minute before making the skill check, and you can't perform some other action during this minute. You can move at half speed but not any faster, and you must maintain a line of sight to the lips being read. If the check succeeds, you can understand the general content of a minute's worth of speaking, but you usually still miss certain details. If the check fails, you can't read the speaker's lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The GM rolls your check so you don't know whether you succeeded or missed by 5. Retry: The skill can be used once per minute. Ride (DEX) You can ride a particular type of mount (usually a horse, but possibly a different mount). When you select this skill, choose the type of mount you are familiar with. For this purpose, "horses" includes mules, donkeys, and ponies. If you use the skill with a different mount (such as riding a torm when you're used to riding horses), your rank is reduced by 2 (but not below 0). If you use this skill with a very different mount (such as riding a raken when you're used to riding horses), your rank is reduced by 5 (but not below 0). Check: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. Mounting or dismounting is a move action. Some tasks require checks:
Task DC Task DC
Guide with knees 5 Leap 15
Stay in saddle 5 Control mount in battle 20
Fight with warhorse 10 Fast mount or dismount 20*
Cover 15 Soft fall 15
*Armor check penalty applies. Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make the check at the start of your round. If you fail, you can only use one hand this round because you need to use the other to control your mount. Stay in Saddle: You cat react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You can't attack or cast weaves while using your mount as cover. If you fail, you don't get the cover benefit. Soft Fall: You react instantly to try to take no damage when you fall off a mount, such as when it is killed or when it falls. If you fail, you take 1d6 points of falling damage. Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride skill modifier or the mount's Jump skill modifier (whichever is lower) to see how far the mount can jump. The DC (15) is what you need to roll stay on the mount when it leaps. Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, or heavy horse while in combat. If you fail, you can do nothing else that round. You do no need to roll for warhorses. Fast Mount or Dismount: You can mount or dismount as a free action. If you fail the check, mounting or dismounting is a move action. (You can't attempt a fast mount or dismount unless you can perform the mount or dismount as a move action this round.) Special: If you are riding bareback, you suffer a -5 penalty on Ride checks. If you have 5 or more ranks in Handle Animal, you get a +2 synergy bonus on Ride checks. The Ride skill is a prerequisite for the feats Mounted Combat, Mounted Archery, Trample, Ride-By Attack, and Spirited Charge. See the feat descriptions in Chapter 5: Feats for details. Search (INT) You can scour an area for lost items, find hidden compartments, locate traps, and discern other details not readily apparent to the casual observer. The Spot skill lets you notice something, such as a hiding assassin. The Search skill lets a character discern some small detail or iregularity through active effort. Check: You generally must be within 10 feet of the object or surface to be serached. It takes 1 round to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side; doing so is a full-round action.
DC Task
10 Ransack an area to find a certain item.
20 Notice a typical secret compartment, a simple trap, or an obscure clue.
25+ Find a complex or well-hidden secret compartment or trap; notice an extrememly obscure clue.
Special: A character that does not have the Track feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less. Sense Motive (WIS) Use this skill to tell when someone is bluffing you. This skill represents sensitivity to the body language, speech habits, and mannerisms of others. Check: A successful check allows you to avoid being bluffed (See the Bluff skill, page 72). You can also use this skill to tell when something odd is going on that you were unaware of or assess someone's trustworthiness. Trying to gain information with this skill takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you. In addition, you can use this skill to make a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy. The DC for such a hunch is 20. Retry: No, though you may make a Sense Motive check for each bluff made on you. Speak Language (None) Trained Only The Language skill doesn't work like a standard skill. Retry: Not applicable. Spot (WIS) Use this skill to notice opponents waiting in ambush, to see an assassin lurking in the shadows, or to discern soldiers in the distance. Check: The Spot skill is used primarily to detect characters or creatures that are hiding. Typically, Spot is opposed by the Hide check of the character trying not to be seen. Sometimes a creature isn't intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it. Spot is also used to detect someone in disguise (see the Disguise skill, page 76). Spot is either a reaction or a full-round action if you actively take the time to try to notice something.
Condition Penalty
Per 10 feet of distance -1
Spotter distracted -5
Retry: You can make a Spot check every time you have the opportunity to notice something in a reactive manner. As a full-round action, you may attempt to spot something that you failed to spot previously. Special: A character with the Alertness feat gets a +2 synergy bonus on Spot checks. Swim (STR) Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on. Check: A successful Swim check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail by 5 or more, you go underwater and start to drown (See suffocation and Drowing, page 230). If you are underwater (whether drowning or swimming underwater intentionally), you suffera cumulative -1 penalty to your Swim check for each consecutive round you've been underwater. The DC for the Swim check depends on the water:
Water DC
Calm water 10
Rough water 15
Stormy water 20
Retry: A new check is allowed the round after a check is failed. Special: Each hour that you swim, make a Swim check against DC 20 or suffer 1d6 points of subdual damage from fatigue. Instead of an armor check penalty, you suffer a penalty of -1 for every 5 pounds of gear you carry. Tumble (DEX) Trained Only; Armor Check Penalty You can dive, roll, somersault, flip, and so on. You can't use this skill if your speed has been reduced by armor or excess equipment (see Encumbrance, page 110). Check: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as with the Perform skill).
DC Task
15 Treat a fall as if it were 10 feet shorter when determining damage.
15 Tumble up to 20 feet (as part of a normal movement) past opponents as if they were not there. Failure means you stop immediately upon moving adjacent to the opponent.
25 Tumble up to 20 feet (as part of a normal movement), moving through areas occupied by opponents (over, under, or around them as if they weren't there). Failure means you stop just before moving into the nearest opponent's square.
Retry: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances. You can try to reduce damage from a fall as an instant reaction once per fall. You can attempt to tumble as part of movement once per round. Special: A character with 5 or more ranks in Tumble gains a +3 dodge defense bonus when executing the fight defensively standard or full-round action instead of a +2 dodge Defense bonus (see Fighting Defensively, page 141). A character with 5 or more ranks in Tumble gains a +6 dodge Defense bonus when executing the total defense attack action instead of a +4 dodge Defense bonus (see Total Defense, page 140). Any untrained check involving maintaining balance (such as on a narrow ledge) that doesn't require special moves is simply a Dexterity check. Use Rope (DEX) With this skill, you can make firm knots, undo tricky knots, and bind prisoners with ropes. Check: Most tasks with a rope are relatively simple.
DC Task
10 Tie a firm knot.
15 Tie a special knot, such as one that slips, slides slowly, or loosens with a tug.
15 Tie a rope around oneself one-handed.
15 Splice two ropes together (takes 5 minutes).
When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check. You get a special +10 inherent bonus on the skill check because it is typically easier to bind someone that to escape from being tied up. You don't even make your Use Rope check until someone tries to escape. Special: A silk rope gives a +2 circumstance bonus on Use Rope checks. If you have 5 or more ranks in Escape Artist, you get a +2 synergy bonus on checks to bind someone. Wilderness Lore (WIS) Use this skill to hunt wild game, guide a party safely through frozen wastelands, identify signs of a Trolloc unit's passage, or avoid natural hazards. With the Track feat, you can also use this skill to track foes through the wilderness. Check: You can keep yourself and other safe and fed in the wild.
DC Task
10 Get along in the wild. Move up to on-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10. Extreme environments (such as the Aiel Waste) may increase the DC of your check.
15 Gain +2 on all Fortitude saves against severe weather while moving up to one-half you overland speed, or gain +4 if stationary. You may grant the same bonus to one other hero for every 1 point by which the check result exceeds 15.
15 Avoid getting lost and avoid natrual hazards, such as quicksand.

Channeler Skills

Composure (WIS) Trained Only You are particularly good at maintaining inner calm. Check: You can maintain your calm in the face of fear, stress or trying emotional circumstances. With a successful check against DC 15, you gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks made under heated social circumstances for the next 10 minutes. A successful check against DC 20 allows you to quickly fall asleep, even if you are not particularly tired. This is useful if your opportunities to rest are not regular, or if you are a dreamwalker who wishes to enter the dream realsm without delay. A successful check against DC 25 allows you to remain comfortable in moderate extremes of temperature. Heat that might cause others to break out into a heavy sweat - or cold that sends them into nuddled shivers - causes you only mild discomfort. This use of the skill provides a +5 bonus on Concentration checks made for distractions due to weather. It does not protect you against the elements, however - conditions that might damage your character (extreme heat or freezing cold) are just as dangerous. In combat situations, a successful check against DC 20 gives you a +1 bonus on attack rolls for 5 rounds. Composure checks are always full-round actions. Each check must have a specific goal: A successful Composure check to resist the discomfort of freezing temperatures would not automatically grant a +2 bonus on Bluff, Diplomacy, and Intimidate checks, for example. Retry: Normally, you can't retry a Composure check. Invert (INT) Lost; Trained Only; Initiate, Wilder Only Using this skill, a channeler can conceal from the sight of other channelers a weave that he or she has cast. Note that only male channelers can see weaves cast by other male channelers, and only females can see those cast by female channelers. Check: The channeler may only use the Invert skill on his or her own weaves. The Invert check must be made immediately after the weave is cast. By succeeding at a skill check (DC 10 + the weave's casting level), the weave is successfully hidden from most other channelers. Only the weave itself is hidden - all of its effects continue to occur as they normally would, and are visible as usual. For example, a wilder might cast a create fire weave to light a fire. Inititates in the same room (as well as anyone else there) would see firelight as normal - but they would not see the weave that casued it, and therefore would not know who started it (thought they would probably suspect that a spontaneously sparked fire was started using the One Power). A particularly useful application of this skill is to disguise a person or item, inverting the weave so that even other channelers could not easily tell that its appearance isn't natural. Initiates or wilders with the Sense Residue feat (and of the same gender as the caster) have a chance of seeing the weave. Your Invert check is opposed by the Weavesight check of any such person who might see your weave. Retry: You may only attempt to invert a weave once, just as it is being cast. If the Invert check is failed, that casting of the weave cannot be inverted. You only option is to release the weave and cast it again, or to leave it uninverted. Weavesight (INT) Initiate, Wilder Only Use this skill to identify weaves as they are cast or that are held or tied off. Note that even with this skill, only male channelers can see weaves cast by other male channelers, and only females can see those cast by female channelers. Check: You can identify a weave and its efects, and learn to cast the weave.
DC Task
10 Identify which of the Five Powers are used in the weave.
15 Identify the weave. If you are familiar with the weave, you know its name and effects; if not, you sense its general effect.
20 Learn the weave, if it is of a level you are capable of casting without overchanneling.
25 Learn the weave, if it is of a level you could cast while overchanneling.
If your check result is less than 10, you can see the weave but can't find out anything about it. Retry: You can retry if the caster recasts the weave. If the caster is holding or has tied off the weave, you may retry after studying it for 10 minutes. Residues are harder to see; if retrying when using the Sense Residue feat, each retry not only requires 10 minutes of study, but also increases the DC by 5. Special: You suffer a -5 penalty to attempts to learn a weave if it does not use any of the Five Powers for which you have an Affinity. If you have the Sense Residue feat, you may attempt to use Weavesight on a weave that was recently cast but which is no longer held or tied off. Make the check with a - penalty if the weave was released within the past 2 hours, a -5 penalty if released more than two hours ago but within 24 hours, a -10 penalty if released more than one day ago but within one week, and a -15 penalty if released more than a week ago but within one month. You cannot use Weavesight on weaves released more than one month ago. If you have the Sense Residue feat, you may also attempt to recognize inverted weaves. If you do not succeed at a DC of at least 10, you do not spot the weave at all. Attempts to spot inverted weaves cannot be retried.
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