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.
- Arcana (ancient mysteries, channeling traditions, arcane symbols, cryptic phrases, World of Dreams,
Aes Sedai traditions).
- Architecture and engineering (buildings, aqueducts, bridges, fortifications).
- Blight (denizens, geography, and dangers of the Blight).
- Geography (lands, terrain, climate, people, customs).
- History (royalty, wars, colonies, migrations, founding of cities).
- Local (legends, personalities, inhabitants, laws, traditions).
- Nature (plants and animals, seasons and cycles, weather).
- Nobility and royalty (lineages, heraldry, customs, family trees, mottoes, personalities, laws).
- The Age of Legends (personalities, history, Breaking of the World).
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.
- You start at 1st level knowing how to read, write, and speak in your primary language.
(See Chapter 2: Backgrounds.)
- Instead of buying a rank in Speak Language, you choose a new language in which you are proficient.
- You don't make Speak Lanugage checks. You either know how to use a specific language or you don't.
- The Wheel of Time Roleplaying Game assumes that characters with the appropirate Language skill can
speak, read, and write the language. If a language doesn't have a written form, a character obviously
can't write it.
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.