Wot Pathfinder
Wot Pathfinder
Wot Pathfinder
Introduction ................................................ 2
Chapter 1 - Basics ........................................ 3
Chapter 2 - Character Statistics .................. 4
Ability Scores......................................................... 4
Stat Descriptions ................................................... 4
Determining Stats ................................................. 6
Improving Abilities ................................................ 7
Chapter 6 - Skills........................................ 61
Skill Descriptions ................................................. 62
1
Introduction
INTRODUCTION
these guidelines to experience one of my favorite worlds
This work has its genesis in the fact that I get bored
Truly!,
02-17-2011
and
revolutionary
deadly
for
Aiel.
its
time,
Unfortunately,
the
d20
though
system
is
Chapter 1 - Basics
CHAPTER 1 - BASICS
A working knowledge of the Pathfinder gaming
3.
4.
6.
estate (for the setting). Anything that does not fall under
one of these two ownerships is my own personal,
intellectual property.
They
friends.
Time setting.
2.
(or simply 'stats"), which fall into two general groups: the
of 18?
The bonus or
damage you can inflict, how well you can dodge, and
discussed later.
ability to Channel.
Ability Scores
means that your typical peasant will most likely have all
penalty.
Stat Descriptions
I have tried to be
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20-21
Bonus
-5
-4
-3
-2
-1
+1
+2
+3
+4
+5
Strength (Str)
enables you to lift and carry more weight, hit harder, and
following abilities:
Hit points
damage.
Fatigue
Intelligence (Int)
governed by intelligence.
prowess.
Strength-based skills
Dexterity (Dex)
It
Skill Points
Intelligence-based skills
Wisdom (Wis)
following abilities:
Defense
surprise.
Initiative
Dexterity-based skills
Wisdom-based skills
Constitution (Con)
Charisma (Cha)
skills as such:
Strength 8
Dexterity 12
Constitution 10
powers.
Intelligence 10
Wisdom 13
Charisma 14
Charisma-based skills
Determining Stats
wish).
For
For example, let's say you roll 3d6 6 times and end
up with the following numbers: 10, 10, 8, 13, 12, and 14.
sets of 4d6 and drop the lowest single die roll in each
set. For instance, you might roll 4d6 and get the
Strength 14
Dexterity 12
Constitution 13
Intelligence 8
Wisdom 10
Charisma 10
(i.e., roll 5d6, drop the lowest two die, roll 6d6, drop
the lowest three die, etc).
6
Leveling up:
drop the lowest die from each set and then drop the
th
th
their choosing.
scores: 10, 10, 12, 12, 14, and 17. This method also
scores.
bad ones.
Improving Abilities
Items:
Power-wrought
ter'angrealthat
is worn or used.
Chapter
3 - 3Races
& Cultures
CHAPTER
- RACES
& CULTURES
Human characters have a dozen backgrounds to
choose from:
The
Aiel: A fierce, semi-nomadic desert people who value
Benefits: +2 Constitution,
they're like, how they think and act, and the way they
suffocation.
Borderlander: Tough warrior folk from the kingdoms that
Benefits: +2 Constitution,
Choosing a Background
fierce
tempers,
cunning
in
negotiation,
and
areas as a child. You must choose the one that best fits
day.
Seanchan: Stern, mysterious, and deadly strangers from
western ocean.
at http://wot.wikia.com
Human Characteristics
class abilities).
each background.
characteristics.
character.
the
New
Tongue
first,
so
they
can
character.
or constructing buildings.
tongues.
Ogier.
Feat
Restrictions:
Armor
Proficiency
(Light,
Ogier Characteristics
Substantially
Benefits
Regional Traits
Background Skills
Countries
Dialect
Comparison
Aiel
+2 Constitution
Forged by the ThreeFold Land
Aiel
Slavic
+2 Dexterity
People of the Sea
Atha'an
Miere
Borderlander
+2 Constitution
Continue the Fight
Knowledge [The
Waste]
Perception
Stealth
Survival
Acrobatics
Profession [Sailor]
Swim
Use Rope
Knowledge [The
Blight]
Intimidate
Perception
Ride
Aiel Waste
Atha'an Miere
Arafel
Kandor
Malkier
Saldaea
Shienar
Borderlands
Egyptian/North
African
Cairhienin
+2 Intelligence
Playing the Game
Bluff
Diplomacy
Linguistics
Sense Motive
Cairhien
Cairhien
Domani
+2 Charisma
The Art of Seduction
Arad Doman
Indian
+2 Dexterity
Beware the Knife
Appraise
Bluff
Diplomacy
Perform [Dance]
Acrobatics
Appraise
Diplomacy
Disable Device
Arad Doman
Ebou Dari
Altara
Ebou Dar
Illianer
+2 Wisdom
Thus Always to Tyrants
Appraise
Art [Any]
Intimidate
Profession [Any]
Illian
Illian
Dutch
Midlander
+2 Wisdom
Wool-Headed
Blooded
Bullheaded
Hardy1
Sneaky
Survivor
Mercantile
Sea Legs
Silver Palm
Smooth Talk
Blooded
Hardy1
Saddleback
Shadowspawn
Hunter2
Strong Soul
Cosmopolitan2
Militia2
Silver Palm
Smooth Talk
Street Smart
Cosmopolitan2
Militia2
Seductive
Street Smart
Cosmopolitan2
Duelist
Gambler
Mercantile
Background
Street Smart
Cosmopolitan2
Mercantile
Background
Militia2
Silver Palm
Street Smart
Bullheaded
Luck of Heroes2
Militia2
Strong Soul
Handle Animal
Heal
Ride
Survival
Midlands
Irish/English
Seanchan
+2 Constitution
Battle-Ready
Amadicia
Andor
Far Madding
Ghealdan
Murandy
Seanchan
Empire
Seanchan
Texan
Tairen
+2 Dexterity
Glory and Conquest
Tear
Tairen
Spanish
Tar Valoner
+2 Intelligence
If I Recall Correctly
Tar Valon
Midlands
Irish/English
Taraboner
+2 Intelligence
How We Did It in the Old
Days
Tarabon
Tarabon
Unaffiliated
+2 to one statistic
except Strength
All Around the World
Any
Any
1
2
Artist2
Blooded
Bullheaded
Handler
Militia2
Gambler
Mercantile
Background
Militia2
Saddleback
Cosmopolitan2
Education
Militia2
Smooth Talk
Artist2
Living History
Mercantile
Background
Luck of Heroes2
Militia2
Street Smart
Bluff
Handle Animal
Intimidate
Knowledge [Ancient
History]
Profession [Any]
Perception
Ride
Sense Motive
Art [Any]
Craft [Any]
Knowledge [Any]
Profession [Any]
Appraise
Sleight of Hand
Stealth
Disable Device
Craft [Any]
Profession [Any]
11
Traits
Traits
Duelist
Artist
You come from a culture in which the arts,
checks.
Backgrounds: Seanchan
have uncovered.
checks.
Tar Valoner
12
Living History
Backgrounds: Taraboner
Saddleback
[History] checks.
land.
Backgrounds: Domani
commodity.
Shadowspawn Hunter
Taraboner, Tairen
You have
in
Andor's
Queen's
Guard,
the
Backgrounds: Borderlander
Myrddraal.
13
Street Smart
Silver Palm
deal.
raising suspicion.
checks.
Unaffiliated
Benefit: You gain a +2 bonus to Knowledge [Local]
Smooth Talk
checks.
Sneaky
Survivor
Backgrounds: Aiel
14
Chapter
4 -4Base
Classes
CHAPTER
- BASE
CLASSES
It is on the subject of character classes where this
characters.
option.
introduced
extensive
Pathfinder-derived
in
an
deadly algai'd'siswai.
Favored Class
gain their first level in, though they can select a different
archetype).
st
every odd level and an extra skill point every even level,
additional feat.
permanent.
rd
th
th
Level-dependant Benefits
concerned
with
Use
level
and
level-dependant
benefits.
Level: This is the overall
character
level,
has.
Experience
0
1,000
3,000
6,000
10,000
15,000
21,000
28,000
36,000
45,000
55,000
66,000
78,000
91,000
105,000
120,000
136,000
153,000
171,000
190,000
Class Features
Bonus Ability
Feats Bonus
1st
2nd
1st
rd
3
4th
2nd
5th
6th
3rd
7th
8th
4th
9th
10th
5th
for
adventuring,
common
characteristics,
st
Pathfinder equivalents.
nd
Hit Die: The class's hit die or the die they roll for hit
points upon leveling up.
The following steps will guide you through the basics of creating a PC:
1. Determine ability scores.
Human
c) Base speed 30
c) Base speed 40
d) Determine background
d) Low-light vision
benefit
Ogier
a) Choose background
f) +2 Fortitude saves
g) +2 Perception
g) Determine dialect
h) +2 Craft checks
j) Feat Restrictions
k) Choose dialect
l) Favored Class: Wanderer
4. Determine hit points (Hit Die + Con). Note: PCs get maximum hp at
first level.
5. Determine melee attack (BAB + Str).
7. Determine saving throws ( Fort + Con, Ref + Dex, and Will + Wis).
11. Allocate skill points. Note: Class skills get a one-time +3 bonus when
14. Determine character details (name, gender, age, height, weight, hair
touch attacks.
17
Some are among the land's best souls, willing to face the
Others are
certain camaraderie.
An
adventurer.
choice are usually pikes and bows, axes (battle axes for
toward longswords.
fighting skills.
relatively quickly.
feats, but the heavy armor that many armsmen wear can
Class Features
Additionally,
armsman's
However, armsmen
st
Defense
Bonus
stacks
with
the
st
nd
th
th
Finally, the
The armsman's class skills (and the key ability for each
BAB
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Def Bonus
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
+10
19
Special
Armor Compatibility , Bonus Combat Feat
Bonus Combat Feat
Armor Training
Bonus Combat Feat
Weapon Training
Bonus Combat Feat
Improved Armor Training
Bonus Combat Feat
Combat Maneuver Training
Bonus Combat Feat
Combat Defense
Bonus Combat Feat
Improved Weapon Training
Bonus Combat Feat
Improved Combat Maneuver Training
Bonus Combat Feat
Combat Maneuver Mastery
Bonus Combat Feat
Armor Mastery
Bonus Combat Feat, Weapon Mastery
th
Pathfinder
groups).
core
rules
for
th
weapon
level, an armsman's
15
increases to +2.
per day.
armor.
worse.
Bonus (CMB).
Armor Mastery: At 19
th
increased
skill
at
th
th
protecting
See the
and victory.
Those
for the greater good of the unit. Still, history is rife with
Many
Hit Die: d8
Class Skills
The commander's class skills (and the key ability for each
Intimidate
(Cha),
Knowledge
[Engineering]
(Int),
BAB
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Def Bonus
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
+10
Special
Armor Compatibility, Combat Leader (+2), Inspiration 1d6
Bonus Combat Feat, Hold the Line
Commanding Presence (+1), Inspiration 2d6
Bonus Combat Feat
Inspiration 3d6, Rallying Presence (+2)
Hard March
Inspiration 4d6
Bonus Combat Feat
Combat Leader (+4), Inspiration 5d6
Commanding Presence (+2)
Inspiration 6d6
Bonus Combat Feat
Inspiration 7d6
Battle Cry
Inspiration 8d6, Rallying Presence (+4)
Bonus Combat Feat
Commanding Presence (+3), Inspiration 9d6
Combat Leader (+6)
Inspiration 10d6
Onward to Victory!
21
nd
Class Features
st
This bonus
th
th
th
st
th
th
th
st
A commander of 6
th
st
rd
th
Battle Cry: When the commander's call rings out over the
th
level, the
and all allies within sight of them may make one free
nd
th
th
th
16 level.
22
The Initiate
The Initiate
Initiates are trainees in one of the many traditions of
using the One Power. From the Aes Sedai of the White
initiates, trained not just in the art of the One Power, but
even less respect, and perhaps even pity for their sad
who can channel are sent off into the Blight to destroy as
they offer.
tradition.
Windfinders.
this
Having
been
discovered
by
23
Class Features
The One Power: Initiates, like wilders, draw upon the Five
noble).
Affinity at all.
Water.
Hit Dice: d6
Affinity feat.
Talents and Weaves: Your initiate begins play having one
Class Skills
The initiate's class skills (and the key ability for each) are
th
st
BAB
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Def Bonus
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
+10
24
Special
Initiated, The One Power
Bonus Channeling Feat
Slow Aging
Bonus Channeling Feat
0
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
1
1
2
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
4
4
4
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
1
1
1
2
2
2
2
3
3
3
3
4
1
1
1
2
2
2
2
3
3
st
1
1
1
2
2
2
1
1
1
An Initiate is
the attempt.
For
st
details..
st
th
th
th
th
For
nd
example, if a 5 level Initiate has used all of her 2 level weave slots for the day, but wants to cast
nd
th
rd
nd
channeling feat at 4
afterward (8 , 12 , 16 , etc.).
th
th
th
th
at 3
th
th
th
th
may learn and cast any 0 -level weave, but may only
In fact,
As a group, they
his repertoire.
armsman or woodsman.
th
th
Hit Die: d8
Class Skills
for details.
The wanderer's class skills (and the key ability for each
Evasion: At 2
nd
nd
See the
rd
+3d6 at 11 , etc.).
th
th
rd
st
th
th
BAB
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
The
Will
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Def Bonus
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
Special
Skill Focus, Trapfinding
Evasion, Rogue Talent
Sneak Attack +1d6, Trap Sense +1
Dark One's Own Luck, Rogue Talent
Skill Focus, Uncanny Dodge
Rogue Talent, Trap Sense +2
Sneak Attack +2d6
Rogue Talent
Improved Uncanny Dodge, Skill Focus, Trap Sense +3
Advanced Talents, Rogue Talent
Sneak Attack +3d6
Rogue Talent, Trap Sense +4
Skill Focus
Dark One's Own Luck (x2), Rogue Talent
Sneak Attack +4d6, Trap Sense +5
Rogue Talent
Skill Focus
Rogue Talent, Trap Sense +6
Sneak Attack +5d6
Master Strike, Rogue Talent
27
th
th
th
level or
The
TheWilder
Wilder
of experience than any intense course of training and
study.
cast fewer weaves per day. But because they are used to
local
their
healers,
respected
and
admired
in
themselves
mysteriously
adept
at
healing
or
weaves the wilder can cast per day. To cast a weave, the
level.
women to Wise Ones; men who can channel are sent off
Hit Dice: d6
Class Skills
The wilder's class skills (and the key ability for each) are
Weavesight (Int).
Lvl
BAB
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Def Bonus
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
+9
+10
29
Special
Block
Bonus Channeling Feat
Slow Aging
Improved Overchannel
Bonus Channeling Feat
Class Features
shields.
st
st
st
do.
and blade of fire. In any given day, she can cast arms
st
times.
an 8
Affinity at all.
level, not the level of the weave slot used to cast it.
Affinity feat.
st
Lvl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
level
Water.
rd
rd
th
th
Weavesight
skill
description
for
more
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
6
6
6
6
6
1
1
2
2
2
3
3
3
4
4
4
5
5
5
5
6
6
6
6
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
5
6
6
1
1
1
2
2
2
3
3
3
4
4
4
5
5
5
6
1
1
1
2
2
2
3
3
3
4
4
4
5
5
1
1
1
2
2
2
3
3
3
4
4
4
1
1
1
2
2
2
3
3
3
1
1
1
2
2
2
1
1
1
1
information.
0
2
3
3
4
4
5
5
6
6
6
6
6
6
6
6
6
6
6
6
6
The number of
30
Like
weaves per day than they are able. This ability is not
the attempt.
channel
details.
appropriately.
is
truly
afraid,
and
should
behave
nd
th
nd
prerequisites.
at 3
th
th
characters).
th
increase to +4.
overchanneling attempts.
increase to +6.
th
assistants.
woods as if they were his home (as indeed they are), and
Mountains of Mist.
on Wisdom.
Class Skills
The woodsman's class skills (and the key ability for each
chooses).
th
th
Class Features
or mountains.
tower shields).
than
one
category
of
favored
terrain,
BAB
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Def Bonus
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
Special
Favored Terrain, Track, Wild Empathy
Combat Style feat
Endurance
Hunter's Focus (+1, 1/day)
Hunter's Trick, Terrain Bond
Combat Style feat
Hunter's Focus (+1, 2/day), Woodland Stride
2nd Favored Terrain, Swift Tracker
Evasion
Combat Style feat, Hunter's Focus (+1, 3/day)
Quarry
2nd Terrain Bond, Camouflage
Hunter's Focus (+1, 3/day)
Combat Style feat
Hunter's Focus (+2, 3/day)
3rd Favored Terrain, Hunter's Focus (+2, 4/day), Improved Evasion
Hide in Plain Sight
Combat Style feat
Hunter's Focus (+2, 5/day), Improved Quarry
3rd Terrain Bond, Master Hunter
33
the
st
details.
th
th
st
th
th
details.
style.
Endurance: At 3
th
th
Action
Type
Aiding Attack
Free
Catfall
Immediate
Chameleon Step
Move
Defensive Bow
Stance
Deft Stand
Distracting
Attack
Swift
Description
Use this trick when you hit a creature with an attack. The next ally who makes an attack against the target
creature before the start of your next turn gains a +2 circumstance bonus on that attack roll.
You can use this trick when you falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the
falling damage. If you take no damage from the fall, you do not fall prone.
You can move up to twice your speed. You do not take any penalty on Stealth checks for movement during this
move. This move provokes attacks of opportunity as normal.
Until the start of your next turn, your ranged attacks do not provoke attacks of opportunity.
Move
Free
You can use this trick before an attack. If the attack hits, the target takes a -2 penalty on all attack rolls for 1 round.
Free
You can use this trick when you attack the target of your Hunter's Focus. You doubles the threat range of your
weapon for this attack. This does not stack with other abilities that increase a weapon's threat range.
When you hit with an attack, you can reduce the target's land speed by 1/2 for 1d4 rounds.
You can climb at your full speed without penalty.
You can make a Heal check to administer first aid on an adjacent dying character.
You can swim at your full speed without penalty.
You can grant all allies within 30 feet that are within line of sight and can hear you a +2 bonus on skill checks with a
single skill of your choice. You must have at least one rank in the chosen skill. This bonus lasts for 1 round.
You can use this trick before making a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Immediate
When you miss with a melee attack, you may reroll this attack at a -5 penalty.
Free
Free
Swift
Free
Standard
Immediate
You can roll twice on any one skill check and take the better result. You must have at least 1 rank in that skill.
You can attempt a running jump without moving 10 feet before the jump.
You can move 5 feet. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
You can use this trick when you attack. If the attack hits, the target is entangled for 1 round.
You can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.
You gain a +10 insight bonus on Perception checks for 1 round.
You can use this trick just before making a melee attack. If the attack hits, you may make a free trip combat
maneuver against the target.
You can use this trick when an enemy adjacent to you hits an ally with either a melee or ranged attack. You can
make a single melee attack at your highest base attack bonus against the creature who attacked your ally.
Hateful Attack
Free
Hobbling Attack
Quick Climb
Quick Healing
Quick Swim
Woodsman's
Counsel
Rattling Strike
Second Chance
Strike
Skill Sage
Stag's Leap
Surprise Shift
Tangling Attack
Trick Shot
Uncanny Senses
Free
Move
Swift
Move
Upending Strike
Free
Vengeance Strike
Immediate
Swift
34
th
th
th
Plain Sight.
details.
level, the
trail if he so desires.
See the
th
Swift Tracker: At 8
details.
for details.
th
without penalty.
In addition, he receives an
35
Multiclassing
Multiclassing
Each time a character advances a level, they can
they put at least one rank into it. They can only ever
classes.
Hit Dice: The character gains hit dice from each class
Some class
of other classes.
Saving Throws: Add the base saving throws for each class
together.
classes.
wanderer/armsman/wilder
rd
th
th
rd
th
nd
th
would
Skills: The character retains and can access skills from all
NPC
NPCClasses
Classes
In addition to the traditional PC classes, there are four
the PC classes and exist for the DM, for fleshing out the
classes.
Class Skills: Climb, Craft, Handle Animal, Profession, Ride, Swim, and
Use Rope.
Skill Points: 2 + Intelligence modifier
Special: Experts are proficient with all simple weapons and light
BAB
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Def Bonus
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
Lvl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
BAB
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Ref
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Will
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Def Bonus
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
Special: Warriors are proficient with all simple and martial weapons,
BAB
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Def Bonus
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
Lvl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
37
BAB
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Ref
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Def Bonus
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
5 - Archetypes
CChapter
HAPTER
5 - ARCHETYPES
Each class has at least a couple of archetypes, which
offensive capabilities.
Just don't
The Armsman:
Algai'd'siswai
The
Armsman:
Algai'd'siswai
th
th
hold dear, uphold the oaths they have taken, and strike
speed faster than the norm for his race by +10 feet
st
st
Skills:
Add
Acrobatics,
Knowledge
[The
Waste],
Wasteland
Stride:
Beginning at
rd
See the
level,
the
th
th
reaching 19
th
This
nd
level, an algai'd'siswai
th
forebears.
st
rd
th
st
Rather,
Chosen
Sword
Specialization:
At
th
level,
the
level, the
mastered himself.
sword.
th
Reflexes
Prerequisites
Apple Blossoms
in the Wind
6th level
3rd level
6th level
Cyclone Rages
3rd level
Creeper
Embraces the
Oak
Folding the Fan
Kissing the Adder
Lightning of
Three Prongs
Lotus Closes Its
Blossom
Moon Rises Over
the Lakes
Oak Shakes Its
Branch
Plucking the LowHanging Apple
River Undercuts
the Bank
6th level
Swallow Takes
Flight
When the Blademaster is flanked while in this form, each successful attack on a foe allows an immediate
combat maneuver check that, if successful, drives the foe back 5' if there is room. Uses the foe's 5-footstep, leaving them unable to shift on their next turn.
While in this form, as a standard action the Blademaster can draw their sword and strike once at a foe
who has not attacked him yet. The Blademaster makes a flat-footed touch attack against the foe, but is
himself flat-footed until the beginning of his next turn.
Any round where a Blademaster does not attack while in this form, they can move up to their speed
without provoking attacks of opportunity.
When in this form, once per round when a foe misses the Blademaster with a melee attack, the
Blademaster can initiate an immediate trip attempt.
When moving in this form, the Blademaster can negate an attack of opportunity made against him by
immediately moving back to the 5-foot square he just left, though it ends his move action to do so.
As a standard action, a Blademaster in this form strikes the target's head a powerful blow. The target
makes a Fortitude save DC 10 + 1/2 their Blademaster level + their Str modifier or is staggered for 1
round.
A Blademaster gains the benefits of Improved Uncanny Dodge while in this form. See the Pathfinder
core rules for details.
While in this form, the Blademaster receives a +2 style bonus to AC.
While in this form, a Blademaster can sheath his sword as a free action.
The Blademaster can fight without penalties while occupying the same square as an enemy in this form.
While in this form, the Blademaster receives a +3 style bonus to AC.
11th level
Whenever the Blademaster makes a single attack as a standard action while in this form, the attack
always threatens a critical hit.
When in this form, the Blademaster can draw their blade and strike as part of the same standard action
or attack of opportunity.
The Blademaster can make nonlethal attacks without penalty to attack or damage rolls while in this
form.
6th level
The Blademaster inflicts 1 point of bleeding damage with every successful strike while in this form.
Sheathing the
Sword
Soft Rain at
Sunset
Benefit
6th level
When in this form and the Blademaster makes a full attack action, if all attacks are successful, they get
an additional attack at their highest attack bonus at the end of the action. As soon as one attack misses,
their full attack action ends immediately and any remaining attacks are lost.
While in this form, the Blademaster does not attack. When attacked by a foe, he can immediately make
an attack against the foe. Each attack that strikesfoe's or blade master'sinitiates a coup de grace
attempt against the target. This often results in both parties dying.
The Blademaster strikes at their foe's eyes as a standard action. The target must make a Reflex save DC
10 + 1/2 their Blademaster level + their Dex modifier. If they fail, they are blinded until they receive a DC
15 Heal check. If successful, they are simply at a -1 to attack for 1d4 rounds.
While in this form, the Blademaster receives a +1 style bonus to AC.
40
and Profession.
Battle."
Warder.
rd
other dies, and Gaidin who lose their Aes Sedai often
Armor Training.
th
give his life to save the sister who carries his bond.
These bonuses
th
th
this archetype.
th
Training abilities.
th
th
Archetype Features
This
replaces
the
armsman's
th
th
th
at 5 , 10 , and 15
th
levels.
th
th
th
line.
make it easier for his or her men to hold ground and take
Archetype Features
42
This
ability.
th
th
st
armies. And not all of these men are cut from the same
cloth.
military history.
Archetype Features
archetype:
The
Scout Captain
TheCommander:
Commander:
Scout
Captain
there is also a call for the skills to lead small strike teams,
Archetype Features
alive.
This
ability.
th
This bonus
increases to +20 at 15
nd
level.
abilities.
Archetype Features
"The truth she speaks may not be the truth you think you
Lvl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
ring, and swearing the Three Oaths that make them a full
Aes Sedai. Upon completing these tasks, they choose
one of the seven Ajahs to align themselves with. These
st
44
0
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
1
2
2
3
3
3
4
4
1
2
2
3
3
4
1
2
3
4
Ajah: Upon being raised to full Aes Sedai, you choose one
st
Aes
Sedai of the Brown Ajah add 1/2 their Aes Sedai level
Composure checks.
st
normal feats.
th
th
th
th
increases to +2 at 12 level.
Green Ajah: The Ajah of the Aes Sedai that holds
they are the only Ajah that bonds more than one
another.
This bonus
th
no Aes Sedai can lie (though they can use the Bluff
checks.
Darkhounds.
Sedai ages one year for every two years that goes by
There is no saving
ability.
th
th
th
actually is.
th
st
while using the Oath Rod grants the Aes Sedai their
Starting at 3
rd
ability.
level, your
The Initiate:
Asha'man
The
Initiate:
Asha'man
Created by the Rand Al'Thor in an effort to prepare
Dedicated.
Archetype Features
finally comes.
normal feats.
0
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
1
2
2
3
3
3
4
4
1
2
2
3
3
4
1
2
3
4
st
It creates a
level, the
The bonus to
st
th
Resolve ability.
th
Archetype Features
devotion to duty.
st
th
47
th
0
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
1
2
2
3
3
3
4
4
1
2
2
3
3
4
1
2
3
4
th
th
level, the
normal feats.
th
One
Prerequisites: Wise Ones must be female. They must
realize their mistake too late, for as any clan or sept chief
will tell you, nothing of any consequence occurs in the
Waste without the consent of the Wise Ones. As the
Archetype Features
ancient Aiel saying goes, "The sun will not rise lest the
only the Wise Ones and the clan chiefs knew the secret
Sedai icy stare for icy stare, and their lives in the Waste
normal feats.
st
th
th
th
0
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
4
4
1
2
2
3
3
3
4
4
4
4
1
2
2
3
3
3
4
4
1
2
2
3
3
4
1
2
3
4
st
When
Gleemen
spies.
A gleeman works a sort of magic with his music, tales,
the gleeman..
Archetype Features
ability.
st
level, the
st
components.
Fascinate: At 1
st
st
action.
creatures affected.
working.
one time.
At 7
action.
th
At 13
audible component.
Fascinate
Deaf
50
relies
on
audible
and
visual
th
Inspire Courage: A 1
st
th
th
level.
th
th
th
th
his performance.
nd
level.
rd
nd
th
th
th
himself.
audible components.
components.
51
th
th
th
performance.
components.
th
th
Jack of All Trades: At 10th level, the gleeman can use any
components.
normally allowed.
th
th
th
Mindbending
Gleeman's
Performance.
This
replaces
the
th
th
th
th
52
The Wanderer:
ScholarScholar
The
Wanderer:
Sword and shield rule the battlefields of the
untrained.
nd
th
Table 5-6.
th
Reborn.
Lvl + Int
Mod
th
Insight
Esoteric Insight
Linguistic Insight
1
2
4
4
Skill Insight
Health Insight
Insight about Inner
Strength
Insight about Mobility
Insight about Stamina
Armsman's Insight
Commander's Insight
Wanderer's Insight
Archetype Features
Woodsman's Insight
Applicable Knowledge
Jargon
Mechanical Insight
Medical Insight
Mercantile Insight
10
10
10
10
Battle Insight
Defensive Insight
Dodge Insight
Weapon Insight
12
Anatomical Insight
st
12
Group Work
14
14
Considered Insight
Tactical Insight
53
Description
Choose one cross-class skill. It
becomes a class skill
Speak additional dialect as if from
that background
4 additional skill points
+1 hit point per hit die
+2 insight bonus on Will saves
+2 insight bonus on Reflex saves
+2 insight bonus on Fortitude saves
Gain armsman's Armor
Compatibility ability
Gain commander's Combat Leader
ability
Gain wanderer's Trapfinding ability
Gain woodsman's Wild Empathy
ability
Any one feat
Use Knowledge as Bluff on related
subjects
Roll twice for Disable Device, take
highest
Roll twice for Heal, take highest
Roll twice for Appraise, take
highest
+1 insight bonus on CMB
+1 insight bonus on CMD
+1 insight bonus to AC
+1 insight bonus on attack rolls
Inflict 1d3 bleed damage on critical
hit
+1 insight bonus on attacks for all
allies within 60'
Once per day, reroll any roll
Add Int mod to AC
ranks.
nd
level, he
th
th
again.
th
th
th
The 9 -level
th
rd
th
th
th
Perfect Knowledge: At 20
th
This
th
They
level, a scholar is
nd
Capture: Starting at 4
th
Luck.
th
th
th
th
Improved Capture: At 10
Perform.
th
th
st
th
th
level.
level, +4d6 at 13
th
th
nd
Capture
ability
against
target
they
have
th
Eldest.
Archetype Features
Overchannel ability.
Rules of the Kin: From 1st level on, the Kinswoman must
checks at 10
th
level.
th
level, she has seen and done more than most family
phase her.
increases to +8.
checks.
The Wilder:
Wisdom
The
Wilder:
Wisdom
Wisdom is a term used in the Two Rivers region of
Many,
but only those who are also wilders actually have the
th
st
Archetype Features
at 2
nd
weave in the
th
56
Overchannel. At 18
Feat.
th
nd
The Woodsman:
Blight Scout
The
Woodsman:
Blight Scout
A corruption of the land north of the Borderlands,
st
th
th
th
Cafar (Bloodwrasps).
has
selected
all
These
the
Shadowspawn
he
has
wait
Shadowspawn to receive
until
they
encounter
new
type
of
Quarry abilities.
can use this ability once per day against each type of
Hunter ability.
The Woodsman:
Wolfbrother
The
Woodsman:
Wolfbrother
slightly, becoming just a bit longer and sharper, with
important
and,
Dreams.
facet
of
the
westlands
ecology
into the wild to join the pack, leaving their friends and
women rarely hear the call of the wolf for some reason.
Archetype Features
Remove Profession.
st
58
th
Dreaming talent.
level.
th
with them.
Focus ability.
See the
th
Rather, the
see Chapter 9.
st
th
like.
Low-Light Vision: At 2
nd
becomes keen.
information.
Scent: At 2
nd
to
Constitution.
This
replaces
the
th
Feat.
60
Chapter 6 - Skills
CHAPTER 6 - SKILLS
character does not have at least one rank in the relevant
ability.
Lost: Much lore has been lost since the Breaking of the
discussed in depth.
Table 6-1: Skill List
Skill
Acrobatics
Appraise
Art [Any]
Bluff
Channel
Climb
Composure
Craft [Any]
Diplomacy
Disable Device
Disguise
Dreaming
Escape Artist
Foretelling
Handle Animal
Heal
Intimidate
Knowledge [Any]
Inversion
Linguistics
Old Blood
Perception
Perform [Any]
Profession [Any]
Ride
Sense Motive
Sleight of Hand
Sniffer
Stealth
Survival
Swim
Treesinging
Use Rope
Viewing
Weavesight
Key Ability
Dex
Int
Cha
Cha
Wis
Str
Wis
Int
Cha
Int
Cha
Wis
Dex
Int
Cha
Wis
Cha or Str
Int
Int
Int
Int
Wis
Cha
Wis
Dex
Wis
Dex
Wis
Dex
Wis
Str
Cha
Dex
Wis
Int
Untrained
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
Channeling
X
X
Lost
Skill
Descriptions
Skill Descriptions
ACROBATICS (DEX)
APPRAISE (INT)
ART (CHA)
Action: Varies.
category below:
62
DC
10
15
25
35
45
Value
1d10 mk/week of production time
1d10 x 10 mk/week of production time
3d10 x 10 mk/ week of production time
1d10 x 100 mk/ week of production time
3d10 x 100 mk/ week of production time
BLUFF (CHA)
collapses, it is gone.
Non-channeling
a weave.
on overchanneling.
extremes of temperature.
difficultso
much
so
that
unlacing
is
just as dangerous.
weave properly.
Retry: None.
63
DISGUISE (CHA)
CRAFT (INT)
crafting progress.
ever imagined.
full-round actions.
pennies).
A healer's kit
Craft [Herbalism].
Craft
Bowmaking
Bowmaking
Herbalism
Herbalism
Herbalism
Herbalism
Varies
world.
DC
15
15
15
25
20
15
30
DC
DIPLOMACY (CHA)
Unchanged from the Pathfinder core rules.
Distance
Within a few feet
Within 1 mile
Within 100 miles
Within 1,000 miles
More than 1,000 miles
10
15
20
30
35
40
DC Modifier
-5
+0
+5
+10
+15
your check.
roll.
Location is...
DC
15
20
25
35
Tel'aran'rhiod.
penalty.
Dreaming
check
(DC
15)
you
may
awaken
imagination.
target location.
of someone else.
example).
A result of 20 or
automatically.
HEAL (WIS)
Modified from the Pathfinder core rules.
Aiel Waste)
This
untrained.
DC
1 hp
2 hp
3 hp
4 hp
5 hp
+1 hp
10
15
20
25
30
+10
By
The
Blight)
Engineering
(buildings,
aqueducts,
bridges,
fortifications)
traditions)
Waste)
Channelers in the
Skill Ranks
DC
4 ranks
8 ranks
12 ranks
16 ranks
20 ranks
+2 ranks
15
20
25
30
40
+5
Knowledge Ranks
DC
4 ranks
8 ranks
12 ranks
16 ranks
20 ranks
+2 ranks
10
15
20
25
30
+5
facts.
PERFORM (CHA)
RIDE (DEX)
Unchanged from the Pathfinder core rules.
STEALTH (DEX)
Unchanged from the Pathfinder core rules.
SURVIVAL (WIS)
Unchanged from the Pathfinder core rules.
SWIM (STR)
allow
you
to
shape
exquisite
examples
of
scents.
Even simple
Healing
Time
Example
5
10
15
20
1 minute
5 minutes
10 minutes
20 minutes
30
40 minutes
+15
+30
+30 minutes
+60 minutes
Board or plank
Simple item (staff, club, bucket)
Modest item (stool, bow, flute)
Complex item (chair, rowboat)
Extremely complex item (statue, ornate
throne)
Masterwork component
Masterpiece component
around people.
Check: You make a Viewing check as a full-round
action, according to the DCs on table 6-8.
With a successful result, you see a faint aura
Table 6-9: Viewing DCs
effects.
The
standard
time
Viewing Subject
DC
Average Person
PC Class, Level 1-5
PC Class, Level 6-10
PC Class, Level 11-20
PC Class, Level 20+
Channeler or Warder
40
35
30
25
20
-5
circumstances.
metaphoric.
month.
The
If the
or Ogier.
subject is 'stronger."
WEAVESIGHT (WIS; CHANNELING)
cast or that are held or tied off. Note that even with
and learn to cast the weave. You can also judge the
ability to channel of an individual of your same
gender.
for 10 minutes.
Task
Identify which of the Five Powers are used in the weave.
Identify the weave. If you are familiar with the weave,
you know its name and effects; if not, you sense its
general effect.
Identify the ability to channel.
Learn the weave, if it is of a level you are capable of
casting without overchanneling.
Determine general degree of talent.
Learn the weave, if it is of a level you could cast while
overchanneling.
Determine precise degree of power.
in which class.
month ago.
the viewer and the subject, add their Int, Wis, and
Cha bonuses to their Channeler level. If the subject's
71
Chapter 7 - Feats
CHAPTER 7 - FEATS
Channeling Feats
your
strengths
and
cushioning
your
Destiny Feats
Destiny Feats.
powers, and gain special abilities that can affect the very
pattern of the Wheel.
General Feats
Note: See the Pathfinder core rules for the
As the name implies, these are the most wide-
character.
Combat Feats
These feats govern combat, taking a good warrior
and making them great or taking a great warrior and
making them the stuff of legends. They can increase a
character's proficiency with weapons, enhance their
defense, or allow them to use special techniques against
foes.
72
Prerequisites
Int 13
Endurance
Con 13, Diehard
Fort +8, Diehard
Heroic Recovery3
Esoteric Mastery
Extra Hunter's Trick2
Extra Inspiration1
Masterful Inspiration
Extra Rogue Talent2,3
Fame
Fast Empathy3
Fleet1,3
Fortress of Self
Great Fortitude3
Improved Great Fortitude3
Greater Wild Empathy3
3
Intimidating Prowess
Iron Will3
Improved Iron Will3
Leadership3
Lightning Reflexes3
Improved Lightning Reflexes3
Master Craftsman2
Mental Stability
Mind over Body
Nimble Moves3
Acrobatic Steps3
Light Step3
Persuasive3
Betrayer3
Power Aptitude
Prodigy2
Run3
Self-Sufficient3
Skill Focus2,3
Stealthy3
Studious
Combat Feats
Agile Maneuvers3
Armor Focus2
2
Catch Off-Guard
Combat Expertise
Gang Up3
Benefits
+2 or +4 bonus on Acrobatics and Climb checks
+2 or +4 bonus on Perception and Sense Motive checks
+2 bonus on Handle Animal and Ride checks
+2 or +4 bonus on Climb and Swim checks
Use Int modifier instead of Dex for Reflex saves
+2 or +4 bonus on Bluff and Disguise checks
+2 or +4 bonus on Disable Device and Sleight of Hand
+4 bonus on checks to avoid nonlethal damage
Automatically stabilize and remain conscious below 0 hp
Regain additional hit points when healing
Once per day, delay onset of harmful condition for 1 round
Once per day, gain new saving throw against harmful condition requiring
Fort save
+2 or +4 to any one Lost skill, take 10
Gain one additional Hunter's Trick, increase daily usage total by 1
Use Inspiration additional 2 times per day
+1d6 to temporary hit points
Gain one additional Rogue Talent
+2 to your Leadership score
Cha 13
Great Fortitude
Wild Empathy class feature,
Knowledge [Nature] 5 ranks
Iron Will
Character level 7th
Lightning Reflexes
Craft [Any] 5 ranks
Wis 13
Dex 13
Dex 15, Nimble Moves
Acrobatic Steps
Prerequisite
73
Tripping Strike
Second Chance3
Improved Second Chance3
Swift Aid3
Whirlwind Attack3
3
Combat Reflexes
Bodyguard3
In Harm's Way3
Combat Patrol3
Stand Still3
Deadly Aim3
Defensive Combat Training3
Disruptive
Weavebreaker
Dodge3
Mobility3
Sidestep3
Improved Sidestep3
Spring Attack3
Wind Stance3
Lightning Stance3
Exotic Weapon Proficiency2,3
Focus Defense
Improved Critical2,3
Improved Initiative3
Improved Unarmed Strike3
Improved Grapple3
Greater Grapple3
Knockout Artist3
Perfect Strike3
Punishing Kick3
3
Lunge
Martial Weapon Proficiency2,3
Mounted Combat3
Indomitable Mount3
Mounted Archery3
Mounted Shield3
Ride-By Attack3
Spirited Charge3
Trample3
Trick Riding3
Mounted Skirmisher3
Prerequisite
BAB +6, Gang Up
Combat Expertise
BAB +6, Improved Dirty Trick
Combat Expertise
BAB +9, Improved Disarm
BAB +6, Improved Disarm
Combat Expertise
Improved Feint
BAB +6, Improved Feint
Combat Expertise
BAB +6, Improved Reposition
BAB +9, Improved Reposition
Combat Expertise
BAB +6, Improved Steal
Combat Expertise
BAB +6, Improved Trip
BAB +6, Improved Trip, Weapon
Focus (Quarterstaff)
BAB +12, Tripping Staff, Weapon
Specialization (Quarterstaff)
BAB +9, Improved Trip
BAB +6, Combat Expertise
BAB +11, Second Chance
BAB +6, Combat Expertise
Dex 13, BAB +4, Combat Expertise,
Spring Attack
Combat Reflexes
Bodyguard
BAB +5, Combat Reflexes, Mobility
Combat Reflexes
Dex 13, BAB +1
BAB +6
BAB +10, Disruptive
Dex 13
Dodge
Dex 13, Mobility
Dex 15, Sidestep
BAB +4, Mobility
Dex 15, BAB +6, Dodge
Dex 17, BAB +11, Wind Stance
BAB +1 or higher
Hunter's Focus class feature
Proficient with weapon, BAB +8
Ride 1 rank
Handle Animal 5 ranks, Ride 5
ranks, Mounted Combat
Mounted Combat
Mounted Combat, Shield Focus
Mounted Combat
Ride-By Attack
Mounted Combat
Mounted Combat
Ride 9 ranks, Mounted Combat
Benefit
Aid another as a move action with two adjacent allies
+2 bonus on dirty trick attempts, no attack of opportunity
Dirty trick penalty lasts 1d4 rounds
+2 bonus on disarm attempts, no attack of opportunity
Attempt a disarm on a successful critical hit
Disarmed weapons are knock away from your enemy
Feint as a move action
Upon successful feint, you may force opponent to accept an object
Enemies you feint lose their Dex bonus for 1 round
+2 bonus on reposition attempts, no attack of opportunity
Enemies you reposition provoke attacks of opportunity
Attempt a reposition attack on a successful critical hit
+2 bonus on steal attempts, no attack of opportunity
Enemies don't notice theft until after combat
+2 bonus on trip attempts, no attack of opportunity
Enemies you trip provoke attacks of opportunity
Treat a quarterstaff as if it had the trip weapon special feature
Use a quarterstaff to make a trip attempt against all adjacent enemies
Attempt a trip attack on a successful critical hit
Exchange latter attacks to reroll missed first attack
Take a -5 penalty on later attacks to reroll missed attack
Attempt to aid another as a swift action
Make one melee attack against all foes within reach
Make additional attacks of opportunity
Use attack of opportunity to add a bonus to adjacent ally's AC
Take the damage of a successful attack upon an adjacent ally
Increase threatened area for attack of opportunity
Stop enemies from moving past you
Trade ranged attack bonus for damage
Use your total Hit Dice as your base attack bonus for CMD
Increases the DC to form weaves adjacent to you
Enemies provoke attacks if their weaves fail
+1 dodge bonus to AC
+4 AC against attacks of opportunity
Make 5-foot step immediately after an opponent misses
Sidestep without using your 5-foot step on your next turn
Move before and after making an attack
Gain 20% concealment if you move
Gain 50% concealment if you move
No penalty on attacks made with one exotic weapon
Bonus to CMD and AC when attacked by target of your Hunter's Focus
Double the threat range of one weapon
+4 bonus on initiative checks
Always considered armed
+2 bonus on grapple attempts, no attack of opportunity
Maintain your grapple as a move action
Gain +1 damage per Sneak Attack die when dealing nonlethal Sneak
Attack damage
Roll twice for unarmed strikes and take the better roll
Knock down or push back foes with unarmed strikes
Take a -2 penalty to your AC to attack with reach
No penalty on attacks made with one martial weapon
Avoid attacks on mount with Ride check
Once per round, you can substitute your Ride check for your mount's
saving throw
Halve the penalty for ranged attacks while mounted
Apply shield bonus to mount's AC
Move before and after a charge attack while mounted
Double damage on a mounted charge
Overrun targets while mounted
Automatically pass simple Ride skill checks
Make a full attack if mount moves its speed or less
74
Prerequisite
Improved Bull Rush, Mounted
Combat
Unseat
Point-Blank Shot
Disrupting Shot
Far Shot3
Precise Shot3
Bull's-eye Shot3
Focused Shot3
Improved Precise Shot3
Shield Proficiency
BAB +6, Improved Shield Bash,
Two-Weapon Fighting
BAB +11, Shield Slam
Shield Master
Shield Proficiency
BAB +1, Shield Proficiency
BAB +6, Shield Focus
Armsman level 8th, Shield Focus
Armsman level 4th, Shield Focus
Armsman level 12th, Greater Shield
Focus, Shield Specialization
Shield Proficiency
Shield Proficiency
Shield Proficiency
Pinpoint Targeting3
3
Rapid Shot
Crossbow Mastery3
Manyshot3
Shot on the Run3
Parting Shot3
Power Attack3
Bloody Assault3
Cleave3
Great Cleave3
Dazing Assault3
Furious Focus3
Dreadful Carnage3
Improved Bull Rush3
Bull Rush Strike3
Greater Bull Rush3
Improved Drag3
Greater Drag3
Improved Overrun3
Charge Through3
Greater Overrun3
Stomp
Improved Sunder3
Greater Sunder3
Sundering Strike3
Punishing Assault3
Shield of Swings3
Smash3
Stunning Assault3
Quick Draw3
Rapid Reload3
Shield Proficiency3
Improved Shield Bash3
Shield Slam3
3
Shield Master
Bashing Finish3
Saving Shield3
Shield Focus2,3
Covering Defense3
Greater Shield Focus2,3
Shield Specialization2,3
Greater Shield
Specialization2,3
Shield Compatibility3
Shield Wall3
Tower Shield Proficiency3
Simple Weapon Proficiency3
Skilled Defense
Practiced Defense
Step Up3
Following Step3
Step Up and Strike3
Strike Back3
Throw Anything3
Benefit
Knock opponents from their mounts
+1 to attack and damage targets within 30 feet
Ranged attacks increase enemy's DC to channel
Decrease ranged penalties by half
No penalty for shooting into melee
Spend a move action to gain a +4 bonus to next ranged attack before end
of your turn
Add Int modifier to damage rolls with bows or crossbows
No cover or concealment chance on ranged attacks
No armor or shield bonus on one ranged attack
Make one extra ranged attack
Reload crossbow as free action and make full attacks
Shoot two arrows simultaneously
Make ranged attack at any point during movement
Make ranged attack when withdrawing
Trade melee attack bonus for damage
Trade melee attack bonus for bleed damage
Make an additional attack if the first one hits
Make an additional attack after each attack hits
Trade melee attack bonus to daze opponents
Do not take the Power Attack penalty on the first attack each round
Make a free Intimidate check when you knock down a foe
+2 bonus on bull rush attempts, no attack of opportunity
Attempt a bull rush on a successful critical hit
Enemies you bull rush provoke attacks of opportunity
+2 bonus on drag attempts, no attack of opportunity
Enemies you drag provoke attacks of opportunity
+2 bonus on overrun attempts, no attack of opportunity
Make overrun as free action while charging
Enemies you overrun provoke attacks of opportunity
Combine an attack with a successful overrun
+2 bonus on sunder attempts, no attack of opportunity
Damage from sunder attempts transfers to your enemy
Attempt a sunder attack on a successful critical hit
Push a foe back with a two-handed weapon
Reduce damage with a two-handed weapon to gain a +4 shield bonus
Ignore 5 points of hardness when breaking an object
Trade melee attack bonus to stun opponents
Draw weapon as a free action
Reload crossbow quickly
No penalties on attack rolls when using a shield
Keep your shield bonus when shield bashing
Free bull rush with a bash attack
No two-weapon penalties when attacking with a shield
Make a free shield bash after a critical hit
Grant shield bonus to an adjacent ally
Gain a +1 bonus to your AC when using a shield
Provide cover to an ally with total defense
Gain additional +1 bonus to your AC when using a shield
+2 bonus to AC against criticals with one type of shield
Additional +2 bonus to AC against criticals and negate critical hit once per
day
Shield bonus stacks with Defense Bonus
Increase your shield bonus to AC when adjacent to ally
No penalties on attack rolls when using a tower shield
No penalty on attacks made with simple weapons
+1 bonus to Defense Bonus
Additional +1 bonus to Defense Bonus
Take a 5-foot step as an immediate action
Move up to 10 feet as an immediate action
Follow adjacent creature and attack as an immediate action
Ready action to attack foes that strike you while using reach
No penalties for improved ranged weapons
75
Two-Weapon Fighting
Double Slice3
Improved Two-Weapon
Fighting3
Greater Two-Weapon
Fighting3
Two-Weapon Rend3
3
Two-Weapon Defense
Improved Two-Weapon
Defense
Vital Strike3
Improved Vital Strike3
Greater Vital Strike3
Weapon Finesse3
Weapon Focus2,3
Greater Weapon Focus2,3
Penetrating Strike3
Greater Penetrating Strike3
Weapon Specialization2,3
Greater Weapon
Specialization2,3
Weapon Supremacy
Weapon Expertise2
3
Point-Blank Master
Channeling Feats
Close Call1
Combat Channeling
Uncanny Concentration
Craft Ter'angreal
Eliminate Block
Extra Affinity2
Extra Talent2
Multiweave1
Power-Heightened Senses
Read Ter'angreal
Sense Residue
Tie Off Weave
Weave Focus2
Greater Weave Focus2
Talent Focus
Weave Mastery
Destiny Feats
Awaken Lost Talent
The Dark One's Own Luck1
Better Lucky than Good
Dumb Luck
Lucky Break
Survivor's Luck
Tempting Fate
Unbelievable Luck
Mental Conditioning
Prerequisite
Toughness
Improved Toughness, Endurance
Fort +6, Tougher than Tree Roots
Fort +10, Diehard, Tough as Nails
Great Fortitude, Toughness
Improved Toughness, Ironhide
Steelskinned, Improved Great
Fortitude
Dex 15
Two-Weapon Fighting
Dex 17, BAB +6, Two-Weapon
Fighting
Dex 19, BAB +11, Improved TwoWeapon Fighting
BAB +11, Double Slice, Improved
Two-Weapon Fighting
Two-Weapon Fighting
Improved Two-Weapon Fighting,
Two-Weapon Defense
BAB +6
BAB +11, Vital Strike
BAB +16, Improved Vital Strike
Proficient with weapon, BAB +1
Proficient with weapon, BAB +1
Armsman level 8th, Weapon Focus
Armsman level 12th, Weapon Focus
Armsman level 16th, Penetrating
Strike
Armsman level 4th or commander
or woodsman level 6th, Weapon
Focus
12th-level Armsman, Greater
Weapon Focus, Weapon
Specialization
18th-level Armsman, Greater
Weapon Specialization, Weapon
Expertise
10th-level Armsman, Weapon
Specialization
Weapon Specialization
Prerequisite
Combat Channeling
12th-level Initiate or Wilder
Block class ability
Wis13
Wis 13
Wis 13
Benefit
+3 hit points, +1 per Hit Die beyond 3
Additional +1 hit point per Hit Die
+6 hit points
+10 hit points
+14 hit points
+1 Natural Armor bonus
Additional +1 Natural Armor bonus
Gain DR 1/, to a maximum of DR 5/
Reduce two-weapon fighting penalties
Add your Str bonus to off-hand damage rolls
Gain additional off-hand attack
Gain a third off-hand attack
Rend a foe hit by both your weapons
Gain a +1 shield bonus when fighting with two weapons
Gain an additional +1 shield bonus when fighting with two weapons
Deal twice the normal damage on a single attack
Deal three times the normal damage on a single attack
Deal four times the normal damage on a single attack
Use Dex instead of Str on attack rolls with light weapons
+1 bonus on attack rolls with one weapon
Additional +1 bonus on attack rolls with one weapon
Your attacks ignore 5 points of damage reduction
Your attacks ignore 10 points of damage reduction
+2 bonus on damage rolls with one weapon
Additional +2 bonus on damage rolls with one weapon
Numerous benefits with one type of weapon
+1 to hit and damage with one group of melee weapons
Do not provoke attacks of opportunity while firing one ranged weapon
Benefit
Reroll Overchannel Fort save if the result is stilling
+4 to concentration checks
Don't make concentration checks for violent movement
Able to craft ter'angreal
Remove block
One additional affinity
One additional talent
Cast one additional weave at a time
+4 to Perception while embracing the One Power
Determine the function of a ter'angreal
Sense lingering residues and inverted weaves
Leave weave functioning
Increase proficiency with a particular weave
Further increase proficiency with a particular weave
Increase proficiency with all weaves in a particular Talent
Perfect a single weave
Benefit
Make a Lost skill a class skill and allow character to gain skill ranks
Once per day, reroll any die roll
Reroll natural 1's on reroll
Treat natural 1's as natural 20's on reroll
Force enemy to reroll
Treat natural 20's as natural 1's on an enemy reroll
Use reroll to avoid dying
+1 luck bonus to all saves until reroll used
+1 bonus to one Mental stat
76
Prerequisite
Mental Conditioning
Physical Conditioning
Benefit
+1 bonus to one Mental stat
Roll hit points twice and select best result
+1 bonus to one Physical stat
+1 bonus to one Physical stat
Double the bonuses from your background traits
Feat Descriptions
Feat Descriptions
Armor Proficiency
Better Lucky than Good [Destiny]
attack and miss, then reroll your attack and roll a 1, you
can reroll a second time. If your second reroll is also a 1,
any hit against you while wearing your armor. You must
declare you are using this ability after the attack has
out.
class skill for you and you can begin putting ranks in it as
than 25), you can reroll the save. You must accept the
results of the second roll, even if they're worse (except as
indicated below).
Special: This feat can be taken multiple times. Each
time you take it, you are allowed another reroll per day,
ones.
Power.
Prerequisite: Block class feature
You no longer
its drawbacks.
th
reach 3
for details.
Male
skinned
DR by 1.
you pick Earth or Fire. If you are male, you must pick
with all three of them; if so, you may pick Air or Water.
78
You don't pick foes lightly and you take as much care
Prerequisite: Leadership
Benefits: Your Leadership score increases by +2.
way,
you
must
declare
the
reroll
before
the
must accept the second roll, even if the results are worse
for you.
Prerequisite: Toughness
Masterful Inspiration [General]
+1d6.
Weapon Defense
Benefits: The shield bonus granted by Two-Weapon
ability by +1 permanently.
encroaching madness.
ability by +1 permanently.
in battle.
th
Defense
Prodigy [General]
you have this feat twice, you can cast a third weave while
holding two that you have already cast.
for your hit points and take the higher of the two values.
Steelskinned [Combat]
Stomp [Combat]
Studious [General]
Tough as Nails
effects stack.
that skill.
to avoid injury.
Weave Focus
effect for six days and eight hours (seven days minus
sixteen hours).
Benefits: Once per day, you may reroll any one die
effects stack.
For
Tougher than Tree Roots [Combat]
effects stack.
available from The Dark One's Own Luck. You lose this
concentration checks.
th
Specialization
Benefits: When you select this feat, choose melee
Weave Focus
in.
you gain the ability to use this weave one additional time
Weavebreaker [Combat]
th
Disruptive
84
Chapter 8 - Equipment
CHAPTER 8 - EQUIPMENT
The world of the Wheel of Time is a primarily
here.
described in detail.
Economy
Weapons
The most common coin that adventurers use is the
silver mark (mk). With a silver mark, you can buy a belt
Cost
Dmg
Critical
Range
Weight
Type
Special
Gauntlet
Unarmed Strike
2 mk
1d3
1d3
x2
x2
1 lb
B
B
Dagger
Gauntlet, Spiked
Mace, Light
Sickle
2 mk
5 mk
5 mk
6 mk
1d4
1d4
1d6
1d6
19-20, x2
x2
x2
x2
10'
1 lb
1 lb
3 lbs
2 lbs
P or S
P
B
S
Club
Mace, Heavy
Morningstar
Spear, Aiel
12 mk
8 mk
5 mk
1d6
1d8
1d8
1d6
x2
x2
x2
x3
10'
20'
3 lbs
3 lbs
5 lbs
3 lbs
B
B
B
P
Longspear
Quarterstaff
Spear, Seanchan
5 mk
10 mk
1d8
1d6/1d6
1d8
x3
x2
x3
20 ft.
6 lbs
4 lbs
5 lbs
P
B
P
brace, reach
double
brace
Crossbow, Heavy
Bolt(s), Crossbow (10)
Crossbow, Light
Bolt(s), Crossbow (10)
Javelin
Sling
Bullet(s), Sling (10)
50 mk
1 mk
35 mk
1 mk
1 mk
1 sp
1d10
1d8
1d6
1d4
19-20/x2
19-20/x2
x2
x2
120 ft.
80 ft.
30 ft.
50 ft.
7 lbs
1 lb
3 lbs
1 lb
2 lbs
2 lbs
P
B
Ranged Weapons
85
trip
Cost
Dmg
Critical
Range
Weight
Type
Special
Axe, Throwing
Hammer, Light
Handaxe
Pick, Light
Sap
Sword, Short
8 mk
1 mk
6 mk
4 mk
1 mk
10 mk
1d6
1d4
1d6
1d4
1d6
1d6
x2
x2
x3
x4
x2
19-20/x2
10'
20'
2 lbs
2 lbs
3 lbs
3 lbs
2 lbs
2 lbs
S
B
S
P
B
P
nonlethal
Battleaxe
Flail
Longsword
Pick, Heavy
Rapier
Scimitar, Seanchan
Trident
Warhammer
10 mk
8 mk
15 mk
8 mk
20 mk
15 mk
15 mk
12 mk
1d8
1d8
1d8
1d6
1d6
1d6
1d8
1d8
x3
x2
19-20/x2
x4
18-20/x2
18-20/x2
x2
x3
10'
5 lbs
5 lbs
4 lbs
5 lbs
2 lbs
4 lbs
4 lbs
5 lbs
S
B
S
P
P
S
P
B
disarm, trip
brace
Axe, Hafted
Bardiche
Bill
Maul
Falchion, Seanchan
Flail, Heavy
Glaive
Greatclub
Greatsword
Halberd
Hammer, Lucerne
Lance
Pickaxe
Pike
Ranseur
Scythe
20 mk
13 mk
11 mk
40 mk
75 mk
15 mk
8 mk
5 mk
50 mk
10 mk
15 mk
10 mk
14 mk
5 mk
10 mk
18 mk
1d12
1d10
1d8
2d6
2d4
1d10
1d10
1d10
2d6
1d10
1d12
1d8
1d8
1d8
2d4
2d4
x3
19-20/x2
x3
x3
18-20/x2
19-20/x2
x3
x2
19-20/x2
x3
x2
x3
x4
x3
x3
x4
12 lbs
14 lbs
11 lbs
14 lbs
8 lbs
10 lbs
10 lbs
8 lbs
8 lbs
12 lbs
12 lbs
10 lbs
12 lbs
9 lbs
12 lbs
10 lbs
S
S
S
B
S
B
S
B
S
P or S
B or P
P
P
P
P
P or S
75 mk
1 mk
100 mk
1 mk
30 mk
1 mk
75 mk
1 mk
1d8
1d8
1d6
1d6
x3
x3
x3
x3
100'
110'
60'
70'
3 lbs
3 lbs
3 lbs
3 lbs
2 lbs
3 lbs
2 lbs
3 lbs
P
P
P
P
P
P
P
P
Ranged Weapons
Longbow
Arrow(s), Common (20)
Longbow, Two Rivers
Arrow(s), Common (20)
Shortbow
Arrow(s), Common (20)
Shortbow, Aiel
Arrow(s), Common (20)
brace, reach
brace, disarm, reach
disarm, trip
reach
brace, trip
brace, reach
reach
brace, reach
disarm, reach
trip
Cost
Dmg
Critical
Range
Weight
Type
Special
Swordbreaker
25 mk
1d6
10-20/x2
3 lbs
Ashandarei
Sword, Bastard
Whip
35 mk
1 mk
1d6/1d8
1d10
1d3
19-20/x2
19-20/x2
x2
6 lbs
3 lbs
2 lbs
B or S
S
S
Scytheblade, Trolloc
75 mk
2d4
18-20/x2
8 lbs
trip
Net
20 mk
10'
6 lbs
disarm, sunder
double
Cost
25 mk
3 mk
100 mk
Dmg
Splash
Range
Weight
1d6
1d6
2d6
1
1
1d6
10'
10'
40'
1 lbs
1 lbs
2 lbs
86
Type
Acid
Fire
Fire
Armor
slow you down. See Table 10-5 for the list of armors.
Cost
AC Bonus
Max Dex
Check
Speed
Weight
Padded
Leather
Studded Leather
Chain Shirt
5 mk
10 mk
25 mk
100 mk
+1
+2
+3
+4
8
6
5
4
0
0
-1
-2
30'
30'
30'
30'
10 lbs
15 lbs
20 lbs
25 lbs
Hide
Scale Mail
Chainmail
Breastplate
15 mk
50 mk
150 mk
200 mk
+4
+5
+6
+6
4
3
2
3
-3
-4
-5
-4
20'
20'
20'
20'
25 lbs
30 lbs
40 lbs
30 lbs
200 mk
250 mk
400 mk
600 mk
1,500 mk
+7
+7
+7
+8
+9
0
1
1
0
1
-7
-6
-5
-7
-6
20'
20'
20'
20'
20'
45 lbs
35 lbs
50 lbs
50 lbs
50 lbs
5 mk
3 mk
9 mk
7 mk
20 mk
30 mk
+1
+1
+1
+2
+2
+4
-1
-1
-1
-2
-2
-10
5 lbs
5 lbs
6 lbs
10 lbs
15 lbs
45 lbs
+50 mk
8 mk
+10 mk
+10 lbs
+5 lbs
+5 lbs
Medium Armors
Heavy Armors
Splint Mail
Banded Mail
Field Plate
Half-Plate
Full Plate
Shields
Buckler, Aiel
Shield, Light Wooden
Shield, Light Steel
Shield, Heavy Wooden
Shield, Heavy Steel
Shield, Tower
Extras
Armor Spikes
Gauntlet, Locked
Shield Spikes
Items
sure one has the right tools for whatever job awaits them.
described below.
87
Cost
10 mk
1/4 lb
Cadin'sor
Gleeman's Outfit
8 mk
3 mk
2 lbs
4 lbs
Oosquai, Jug of
5 mk
4 lbs
Clothing
Item
Special Substances or Items
Weight
Cost
Antitoxin (vial)
Healer's Balm
Illuminator's Flare
Warder's Cloak
Weapon or Armor
+1 Power-wrought Blade
+2 Power-wrought Blade
+3 Power-wrought Blade
Armor or Shield, Masterwork
Armor or Shield, Masterpiece
Arrow, Bolt, or Bullet, Masterwork
Sword, Blademaster
Weapon, Masterwork
Weapon, Masterpiece
Item Descriptions
Antitoxin (vial): If you drink antitoxin, you get a +5
Miscellaneous
Tool, Masterwork
Weight
50 mk
15 mk
5 mk
10,000 mk
1/4 lb
1/2 lb
1 lb
+2,000 mk
+8,000 mk
+18,000 mk
+150 mk
+400 mk
7 mk
+1,200 mk
+300 mk
+800 mk
+50 mk
Falchion,
Seanchan:
curved
two-handed
blade
The
used.
Seanchan.
hour is effective.
Explosive
Illuminator's
No attack roll is
rockets
made
by
Oosquai:
The
Almost
Indeed,
mishandling.
Although
primarily
tool
for
In current
Power-wrought
sunder abilities.
making
Stealth
check
to
avoid
detection).
A Blademaster's
Improved Critical).
90
9 - Channeling
CChapter
HAPTER
9 - CHANNELING
Additionally, you cannot rest while embraced. You
Finally, it is addictive.
Power.
action.
th
Until you
th
th
most cases, you will have one or perhaps more, but not
Male
for the Weave, you can cast it using a weave slot one
sense you from a distance, and know that you are ready
Range
level lower than the level you choose, or may force you
Casting Time
Aiming a Weave
You can cast a weave with a casting time of 1 action
as an attack action, just like making an attack. A weave
comes into effect just before the start of your next turn.
effect just before the start of your turn one minute later
the leader (or guess which one the leader is and get
To
Saving Throws
and hope you hit something. You don't have to see the
bonus. This notation does not mean that the weave can
only be cast on an object. Some weaves of this sort can
instantaneous.
Area: Some weaves affect an area. You select where
The weave
end.
Item
Shield
Armor
Helmet
Item in hand (including weapon)
Cloak and clothing
Stowed or sheathed weapon
Backpack or scrip
Coinpurse
Jewelry
Anything else
Weave Results
weave entails.
Distractions
Duration
To cast a weave, you must concentrate.
If
weave.
DC
94
subtract your roll (not your total Fortitude save) from the
factors:
Miss
by
1-5
the weave level you're trying to cast, the higher the DC is.
6 - 10
If you fail the check while casting, you lose the weave as
though you had just cast it to no effect.
11 - 15
16 - 20
25+
Overchanneling
Results
Severe headache and overwhelming fatigue. You suffer -1
penalty on all skill and ability checks, attack rolls, and saves.
You recover after at least 6 hours of rest.
Headache and fatigue result in -2 penalty on all skill and ability
checks, attack rolls, and saves. You also take 1d6 damage and
cannot overchannel until after at least 6 hours of rest.
Headache and fatigue result in -3 penalty on all skill and ability
checks, attack rolls, and saves. You also take 2d6 damage and
cannot channel at all until after at least 24 hours of rest.
Headache and fatigue result in -5 penalty on all skill and ability
checks, attack rolls, and saves. You also take 3d6 damage and
cannot channel at all until after at least 48 hours of rest.
Headache and fatigue result in -7 penalty on all skill and ability
checks, attack rolls, and saves. You also take 4d6 damage and
cannot channel at all until after at least 2 weeks (20 days) of
rest.
The channeler is stilledcompletely unable to channel. In
addition, headache and fatigue result in -10 penalty on all skill
and ability checks, attack rolls, and saves. You also take 5d6
damage.
Unlacing Weaves
DC
Fort Save
15
20
30
20
25
35
15
25
35
15 + weave level
25 + weave level
35 + weave level
have
instantaneous
effect
The
are able, or cast more weaves per day than they are able,
but not without risks of dire consequences.
that
To
weave.
Table 9-2.
If you fail, the weave does not work and you must
the result.
Linking
are seen by little more than fluff by the wise Aes Sedai.
female counterparts.
of
seventy-two
channelers
(the
nd
rd
th
th
absolute
st
Minimum # of Men
Maximum # of Men
Additional Levels
2-3
4
5-6
7 - 13
14 - 27
28 - 36
37 - 45
46 - 54
55 - 63
64 - 72
0
0
0
0
1
2
3
4
5
6
1
2
Less than half of total
Less than half of total
Less than half of total
Less than half of total
Less than half of total
Less than half of total
Less than half of total
Less than half of total
+1
+1
+1
+2
+3
+4
+5
+6
+7
+8
96
Madness Rating
0 - 15
16 - 30
31 - 40
41 - 50
51 - 60
61+
Trigger Condition
Injury
Will Save
Casting a weave, ter'angreal
Threat
Constant
the Choden Kai to cleanse the taint off of saidin, all male
save.
rating of a character.
character's
madness
rating.
Each
attempt
grows
high
enough,
character
may
become
irredeemably insane.
save fails, roll a d20 and subtract the result from the
table.
Table 9-6: Failed Madness Check
Madness Rating
- 1d20
5 or less
6 - 15
16 - 25
26 - 35
36 - 45
46 - 55
56+
the world.
Symptoms
Duration
Delusion
Suspicion
Panic
Withdrawal
Fury
Disease
Dementia
2d6 minutes
2d6 hours
2d6 rounds
2d6 hours
2d6 rounds
See text
See text
Unlike
98
Weave
Descriptions
Weave
Descriptions
Each weave description follows the same format.
generally known.
higher.
such weaves.
successful save.
level entry for lesser heal is "0-4." That means that it can
caster has the Affinities for all three of these powers, the
be found.
99
Weave
ListList
Weave
Balefire
Elementalism
Illusion
Balefire
Arms of Air
Disguise
Blade of Fire
Distant Eye
Cloud Dancing
Create Fire
Eavesdrop
Foretell Weather
Current
Folded Light
Mirror of Mists
Lightning
Dry
Voice of Power
Raise Fog
False Wall
Warmth
Fiery Sword
Travelling
Fireball
Conjunction
Fly
Create Gateway
Bond Warder
Harden Air
Hold Gateway
Compulsion
Immolate
Skimming
False Trail
Light
Pass Bond
Move Water
Sense Shadowspawn
Tool of Air
Warding
Trace
Wand of Fire
Barrier to Sight
Whirlpool
Circle of Silence
Dream Shielding
Earth Singing
Earth Delving
Healing
Fire Trap
Earthquake
Cleanse
Master Ward
Grenade
Delve
Seal
Polish
Heal
Shield
Strike of Death
Rend
Renew
Restore
Sever
Ward Bore
Touch of Death
100
Balefire
instantaneous to concentration.
Weave Level
Range
Backburn
8
9
10
11
12
13
25'
75'
150'
300'
600'
1,200'
1 round
1 minute
10 minutes
2 hours
1 day
10 days
Level: 9
Casting Time: 1 action
Cloud Dancing
Effect: Beam
Duration: Instantaneous
Foretell Weather
Level: 0-3
Duration: Instantaneous
haze of motes.
farther into the future you sense, the less distinct the
The
snow than usual, and the like. The changes you detect
would disappear.
Weave Level
0
1
2
3
Level: 0-7
Duration: Concentration
strength.
Weave
Level
Wind Strength
Puff (blow out
unprotected candles)
Gust (flutter clothes,
blow away light debris)
Blow (Propel a boat at
good speed)
Roar (knock over an
unprepared person)
Howl (uproot trees,
destroy light buildings)
Light
Effect
Single
bolt
Several
bolts
Lightning
storm
Area
Affected
Brew
Time
5' circle
None
25' circle
1 round
Raise Fog
300' circle
3 rounds
1-mile circle
5 rounds
Level: 2-8
10-mile circle
7 rounds
Area
Damage
Brew
Time
10' circle
5d10/1d10
None
25' circle
5d10/2d10
1 round
50' circle
5d10/3d10
3 rounds
Lightning
Duration: Instantaneous
Level: 5-9
Casting Time: 1 full round
Duration: Instantaneous
Any
102
Bond Warder
[Spirit] (Common)
Area
2
3
4
5
6
7
8
50' circle
200' circle
600' circle
1,800' circle
2-mile circle
6-mile circle
20-mile circle
Level: 5
Casting Time: 1 minute
Range: Touch
Target: One person touched
Duration: Instantaneous
Warmth
Level: 0-3
Duration: Instantaneous
temperature.
This
effect
occurs
effectively.
properties:
aging.
Temperature
Conjunction
completed.
personal connection.
Shadowspawn.
+5 to any saves).
a result of such a loan, but her hit point total falls, since
of her death.
Compulsion
Level: 3-5
Will save allows them to resist this pull for one day (a
Duration: Concentration
miles.
weave's effect.
Weave Level
Creatures
Affected
0
1
2
3
4
5
6
7
8
1
2
3
10
25
100
500
2,500
10,000
[Spirit] (Common)
Level: 7
Range: Touch
Magnitude
Duration: Instantaneous
Influence
Command
False Trail
Level: 0-8
other effect that would end the Warder Bond, it does not
Duration: Instantaneous
pass.
supernatural means.
25'
200'
1,000'
1 miles
2 miles
3 miles
4 miles
5 miles
6 miles
Pass Bond
Weave Level
Trail Length
[Spirit] (Common)
Level: 0
been there and roughly how long ago. If the target was
Duration: Instantaneous
Weave Level
0
1
2
3
4
Range
Time
75'
300'
600'
1,500'
1 mile
3 hours
12 hours
24 hours
36 hours
48 hours
Earth Singing
Level: 0-4
split
the
earth
open,
and
create
land-shaking
Duration: Instantaneous
Earth Delving
[Earth] (Common)
Level: 0-3
Duration: Concentration
Weave Resistance: No
damage).
Radius
5'
25'
150'
750'
quicksand.
At the end of the weave, the rest of the water rushes
in to replace the drained water, possibly drowning of
Earthquake
[Earth] (Common)
Level: 7-12
Duration: Instantaneous
the end of the weave, all fissures grind shut, killing any
Weave Level
7
8
9
10
11
12
Area
50' circle
150' circle
300' circle
1,500' circle
1-mile circle
5-mile circle
Grenade
Level: 0-4
Range: Touch
Duration: Instantaneous
Elementalism
ranged touch attack. The size of the stone, its burst area,
Arms of Air
[Air] (Common)
Level: 0-12
Duration: Concentration
Rock Size
Burst Radius
Damage
Sling stone
Fist-sized rock
Catapult stone
Contact
10'
20'
1d8
3d6
5d6
Polish
[Earth] (Common)
Level: 0-2
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
GM.
Weave Level
0
1
2
modifier.
Degree of Corrosion
Surface tarnished or lightly rusted
Surface crusted with corrosion or rust
Object crumbling, heavily rusted
but does not otherwise harm it. The flame ignites easily
5
25
100
200
400
800
1,500
3,000
6,000
12,000
25,000
50,000
100,000
1
3
5
5"
1'
2'
Create Fire
[Fire] (Common)
Blade of Fire
Level: 0-6
Level: 1-5
Range: Touch
Duration: Concentration
implement
Duration: Concentration
only last for the duration of the weave, but they ignite
lance of white flame extends from its tip. This flame cuts
If directed
the weave ends before the fire reaches full size, the
points of damage.
Weave Level
contact with the object being cut for the full round.
quickenedhappening instantly.
Area
1 inch
(candle flame)
3 inches
(torch flame)
1 foot
(campfire)
3 feet
(bonfire)
10 feet
(house fire)
25 feet
(conflagration)
50 feet
(firestorm)
feet).
Change
Fire by
Brew
Time
1 step
None
1d4
2 steps
None
1d8
3 steps
1 round
2d8
4 steps
2 rounds
3d8
5 steps
3 rounds
4d8
6 steps
4 rounds
5d8
7 steps
5 rounds
Speed
Area (Open
Water)
Lazy flow
(3 mph)
Swift current
(10 mph)
Cascade
(20 mph)
Torrent
(30 mph)
Cataract
(40 mph)
Current
Level: 0-7
Level: 7-9
Effect: Cone
Duration: Concentration
Duration: Instantaneous
Length
(River)
Brew
Time
5' circle
25'
None
25' circle
150'
1 round
300' circle
1,500'
3 rounds
1-mile circle
5 miles
5 rounds
10-mile circle
50 miles
7 rounds
Weave Level
Range
7
8
9
30 feet
50 feet
70 feet
Dry
[Water] (Common)
Level: 1
of the image.
Fiery Sword
Level: 2-4
Range: Touch
Duration: Concentration
any
heaviest of downpours.
shape
you
desire,
though
normal
weapon
Level: 1-6
Weave Level
Weapon Damage
2
3
4
2d8
2d10
2d12
Duration: Concentration
Saving Throw: None
This weave functions exactly like the weave harden
Fireball
air, except that for the duration of the weave, the air
appears to turn into solid rock.
Level: 2-6
Sphere
Radius
1 foot
3 feet
5 feet
10 feet
15 feet
20 feet
Duration: Instantaneous
Saving Throw: Reflex half
You conjure a ball of fire, which speeds from your
hand to detonate with a low roar. All creatures and
objects within the burst radius take damage from the fire.
The explosion creates little blast pressure.
111
run.
weave effectively ends it, the subject also has 1d6 rounds
Harden Air
[Air] (Common)
barrier.
Level: 0-5
Duration: Concentration
Burst Radius
5 feet
10 feet
20 feet
35 feet
50 feet
Damage
Fly
of those caught are free from the harden air. If that's the
Level: 5
Range: Touch
Duration: Concentration
Reflex save.
Light
Level: 0-3
Range: Personal
the creature.
Duration: Concentration
Weave Resistance: No
to casting level.
cool white light, which hovers above your palm for the
Radius of
Sphere
1 foot
3 feet
5 feet
10 feet
15 feet
20 feet
Typical Uses
level.
Immolate
Level: 4-7
Duration: Instantaneous
enemies.
Target
Medium-size, flammable (chest, bush)
Large, flammable (tree, shed)
Medium-size, nonflammable (person)
Large, nonflammable (horse)
113
Weave Level
Radius
Brightness
0
1
2
3
20 feet
30 feet
100 feet
300 feet
Torch
Bonfire
Illuminator's flare
Lightning bolt
Move Water
Wand of Fire
Level: 3
Level: 1
Range: Touch
Target: Water
Duration: Concentration
Duration: Concentration
damage an opponent.
[Air] (Common)
Level: 0-4
Casting Time: 1 action
Whirlpool
Level: 3-7
Duration: Concentration
Duration: Concentration
Swim check (DC 15) every round. Success keeps its head
Type of Tool
Damage
Hand tool
Sap
Knife
Mace
Sword
None
1d6 nonlethal
1d4
1d8
1d10
above water.
are swept into its swirl, putting them as risk for capsizing.
the save.
This weave can only be cast once per target per day.
otherwise affected.
Table 9-32: Whirlpool
Weave Level
Radius
3
5
7
25 feet
300 feet
1,500 feet
Healing
Delve
[Spirit] (Common)
Level: 0-3
Range: Touch
Duration: Instantaneous
weaves.
Cleanse
Level: 3
Range: Touch
Duration: Instantaneous
nature).
Afflictions Detected
Wounds or injuries
Disease
Poison
Supernatural effects
Heal
Weave
Level
Level: 0-8
2
3
Range: Touch
Effect
Target may make a Will save to end an attack of
madness
Target's Madness rating reduced by 1d6 for 24 hours
Targets Madness rating reduced by 2d6 for 48 hours
Target's Madness rating reduced by 3d6 for one
week
Duration: Instantaneous
Rend
Level: 0-4
Duration: Instantaneous
This weave can only be cast once per target per day.
Casting Time
1 action
full action
1 minute
10 minutes
10 minutes
20 minutes
20 minutes
30 minutes
30 minutes
1
1d8 + channeler level
2d8 + channeler level
3d8 + channeler level
4d8 + channeler level
5d8 + channeler level
6d8 + channeler level
7d8 + channeler level
8d8 + channeler level
Weave Level
Points of Damage
0
1
2
3
4
1
1d8 + channeler level
2d8 + channeler level
3d8 + channeler level
4d8 + channeler level
Renew
Level: 1-4
Level: 0-4
Range: Touch
Duration: Instantaneous
drain.
fully rested.
Weave
Level
fatigue has its price, however; when the weave ends, the
2
3
4
5
6
The
Casting
Time
Recovered Ability
Damage
1 action
full action
1 minute
10 minutes
20 minutes
1
1d4
2d4
3d4
4d4
Level: 6-12
Range: Touch
Duration: Instantaneous
Weave
Level
Length of
Effect
Additional Nonlethal
Damage
0
1
2
3
4
10 minutes
1 hour
2 hours
4 hours
8 hours
1
1d4
1d6
1d8
1d10
Restore
Weave Level
6
8
10
12
Result
Casts weaves as if level is 1/3 of actual level
Casts weaves as if level is 1/2 of actual level
Casts weaves as if level is 3/4 of actual level
No loss of channeling power
(half of her actual level). In all other ways, she would still
th
th
th
th
th
117
Weave
Level
Effects on
Target
Damage /
round
Save
4d8
Fortitude half
6d8
Fortitude half
8d8
Target dies
Fortitude half
Fortitude, target
loses half current hp
Chokes
Crushes
internal organs
Boils blood
Stops heart
Sever
[Spirit] (Common)
Illusion
Level: 6
Disguise
This
Range: Touch
be permanent.
Duration: Concentration
opposite gender.
Level: 5-8
short.
This weave does not provide the abilities or
Duration: Concentration
are at least 1/4 inch high or wide. You cannot move the
tendril if you tie off the weave, though you continue to
Change
Minor change to self
Major change to self
Minor change to another person
Major change to another person
Distant Eye
Level: 3
Casting Time: 1 full round
Folded Light
Target: Personal
Level: 1-4
Duration: Concentration
Duration: Concentration
You can move the tendril as you see fit, even into areas
inch high or wide. You cannot move the tendril if you tie
Eavesdrop
Level: 1
Target: Personal
Duration: Concentration
So long as you
Weave
Level
Screen
Width
1
2
3
4
5'
10'
15'
20'
Invisibility Affects
One object
One person
Group of objects
Group of people
Mirror of Mists
[Air, Fire, Spirit] (Common)
Weave Level
Target
0
1
Level: 0-2
Yourself
Another creature
Travelling
Duration: Concentration
Furthermore, some
bonus.
Level: 6-10
though they are not stunned (so attackers get not special
Duration: Instantaneous
Weave
Level
Growth
Intimidate bonus
0
1
2
Slight
Double
Quadruple
+2
+4
+8, daze
Voice of Power
Level: 0-1
Weave Level
Range: Touch
7
9
11
Max Size
5' x 10'
10' x 15'
30' x 20'
2 rounds
1 round/channeler level
3 rounds/channeler level
Create Gateway
[Spirit] (Lost)
Level: 4-8
Duration: Instantaneous
Duration: Concentration
Skimming
Level: 4-8
Duration: Instantaneous
planes.
most cases, you must know the starting point very well.
there or, if you have been there for less time, that you
you can see the point you are traveling to, you do not
Max Size
5' x 10'
10' x 15'
20' x 30'
100' x 25'
300' x 30'
2 rounds
1 round/channeler level
3 rounds/channeler level
5 rounds/channeler level
1 minute/channeler level
Reduce the
Hold Gateway
[Spirit] (Lost)
Level: 5
121
or, if you were there for less time, that you spent at least
location
of
the
targetyou
cannot
skim
to
Weave Level
4
5
6
7
8
and
None
4
25
120
200
[Spirit] (Rare)
Maximum Passengers
5' square
10' square
15' square
25' square
35' square
Platform Size
Level: 4-7
the
destination.
Range: Touch
Duration: Instantaneous
forever.
Weave Level
4
5
6
7
Creatures Taken
5
50
100
500
Warding
Circle of Silence
Level: 0-9
weaves.
Area: Beam
Duration: Instantaneous
Barrier to Sight
Level: 1-10
dome cannot hear you (or any other noise from within).
Duration: Concentration
the weave.
space.
Table 9-49: Circle of Silence
Weave Level
0
1
2
3
4
5
6
7
8
9
[Spirit] (Common)
5 feet
10 feet
25 feet
50 feet
150 feet
300 feet
750 feet
1,500 feet
1 mile
5 miles
Dream Shielding
space.
Weave Level
Radius of Circle
Level: 1-11
Radius of Circle
5 feet
10 feet
25 feet
50 feet
150 feet
300 feet
750 feet
1,500 feet
1 mile
5 miles
the burst area are allowed a Reflex save for half damage.
space.
The ward protects against normal dreams only. It
Weave Level
3
4
5
Damage
1d6 + channeler level
2d6 + channeler level
3d6 + channeler level
Level: 4-12
dreams, you must cast and tie off this weave before
going to sleep.
Duration: Concentration
5' circle
10' circle
15' circle
Master Ward
Weave Level
Burst Area
Radius of Circle
Self
5 feet
10 feet
25 feet
50 feet
150 feet
300 feet
750 feet
1,500 feet
1 mile
5 miles
Fire Trap
Level: 3-5
Range: Touch
Duration: Concentration
Radius of Circle
4
5
6
7
8
9
10
11
12
5 feet
10 feet
25 feet
50 feet
150 feet
300 feet
750 feet
1,500 feet
1 mile
Duration: Concentration
Saving Throw: Will negates
You cut a channeler of the same gender off from the
True Source, preventing him or her from channeling and
immediately ending any weaves they are maintaining
through concentration. The target cannot channel, and
Seal
Level: 2-4
is dropped.
Range: Touch
opposite gender.
Duration: Concentration
Weave Level
3
4
5
6
7
Strike of Death
transparent).
Duration: Instantaneous
warded space.
Trolloc or Darkhound).
Container
Damage to Contents
2
3
4
Box, barrel
Small room
Large room
1d4
1d6
1d8
Shield
[Spirit] (Common)
points.
Level: 3-7
Weave Level
1
2
3
4
5
6
7
8
9
10
any way around the barrier within range, the bolts find it.
Strike of death does not harm creatures other than
those targeted.
The range of this weave varies with casting level.
+2 Casting Level: You can name an additional type of
Shadowspawn; the weave strikes all creatures of both
types. This effect can be added multiple times (in other
Level: 2-11
5 feet
10 feet
25 feet
50 feet
150 feet
300 feet
750 feet
1,500 feet
1 mile
5 miles
Weave Level
Radius of Circle
Range
30 feet
300 feet
1 mile
10 miles
100 miles
You, and anyone who is within the dome with you when
you create it, can cross into and out of the dome. For all
Level: 1-10
Duration: Concentration
acts as a trigger for another weave that you cast and tie
this weave, you and anyone within the dome area with
you when you cast this weave can enter the dome
space.
126
Radius of Circle
5 feet
10 feet
25 feet
50 feet
150 feet
300 feet
750 feet
1,500 feet
1 mile
5 miles
Level: 1-10
Casting Time: 1 full round
Range: Close (25' + 5' / 2 levels)
Area: See text
Duration: Concentration
Saving Throw: None
You create a dome-shaped weave around an area,
casting.
Level: 3-12
them.
Duration: Concentration
space.
Weave Level
1
2
3
4
5
6
7
8
9
10
Weave Level
Radius of Circle
5 feet
10 feet
25 feet
50 feet
150 feet
300 feet
750 feet
1,500 feet
1 mile
5 miles
Radius of Circle
5 feet
10 feet
25 feet
50 feet
150 feet
300 feet
750 feet
1,500 feet
1 mile
5 miles
Ward Bore
[Air, Earth, Fire, Spirit, Water] (Lost)
Level: 4
Casting Time: 5 minutes
Range: Medium (100' + 10' / level)
Target: A Warding weave
127
Duration: Instantaneous
Saving Throw: None
You weave a probe of the Five Powers, with which
you test the structure of a weave of the Warding Talent
that you have detected. You then make a Weavesight
skill check. If successful, you open a hole in the weave.
The DC for the Weavesight check is 20 + the level of the
target weave + the channeler's relevant ability bonus. If
you fail, nothing happens, and your weave is wasted
though if you fail by more than 10, the caster of the ward
feels your tampering, although this feeling alone does
not tell him or her whom is responsible.
128
10 - MONSTERS
Chapter
10 - Monsters
HAPTER
necessary.
Weaknesses:
This information is in a
All
of
the
creature's
unusual
with its attack roll modifier listed after the attack's name
Statistics Block
details for these attacks are given at the end of the stat
Atk/CMB/CMD:
These
values
give
the
modifier.
damage adjustment.
Exotic
Exotics are similar to animals but can have
Monster Types
Animal
or habits.
companions.
progression)
otherwise noted):
d8 Hit Die
(medium progression)
Swim.
Low-light vision
Shadowspawn
Treasure: None
130
Darkvision 60 feet
progression)
Hit
Die.
The
following
are
class
skills
for
Monster
List List
Monster
Corlm
trackers.
131
Darkhound
Darkhound, Greater
They are certainly agents of the Dark One, and are sent
Darkhounds do not
need to. They are relentless hunters that never tire and
Constitution-based.
The save DC is
venturing into them, but once a pack has spotted its prey,
is Constitution-based.
Draghkar
outdoor assassins.
The effect
Upon closer
song and steal the victim's soul with a kiss. This horrid
completely destroyed.
Gholam
CE Medium shadowspawn (CR 12)
Init +9; Senses darkvision 60'; Perception +15
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 105 (10d10+60)
Fort +12, Ref +12, Will +5
OFFENSE
Speed 30'
Melee: longsword +15/+10 (1d8+5)
Space 5'; Reach 5'
STATISTICS
Str 20, Dex 20, Con 20, Int 15, Wis 15, Cha 14
Base Atk +10; CMB +15; CMD 30
Feats: Combat Expertise, Disruptive, Improved Initiative,
Toughness, Weavebreaker
Skills: Acrobatics +15, Climb +18, Intimidate +15,
Perception +15, Stealth +26, Survival +15
SQ: Boneless, damage reduction 5/, One sense,
regeneration 5 (see text), weave immunity
ECOLOGY
Environment: Any
Organization: Solitary
Treasure: Standard (longsword)
Favored Class: Armsman
of them.
that protect the wearer from the One Power. Using such
The
More
the One Power is used to hurl a rock at it, the rock can
apply).
Gray Man
attacks without warning, trying to catch its target flatfooted. If spotted, a Gray Man fights to the death, but it
has no special combat abilities in a stand-up fight.
Sneak Attack: This ability works in the same manner
as a wanderer's sneak attack and stacks with that ability
if the Gray Man takes levels as a wanderer. See the
Pathfinder core rules for details.
Death Attack: If a Gray Man studies his victim for 3
rounds and then makes a sneak attack with a melee
weapon that successfully deals damage, the sneak attack
has the additional effect of possibly killing the target.
Studying the victim is a standard action. The death attack
fails if the target detects the Gray Man or recognizes him
as an enemy. If the victim of such a death attack fails a
Fortitude save (DC 14) against the kill effect, he dies. If
the victim's saving throw succeeds, the attack is just a
normal sneak attack. Once the Gray Man has completed
the 3 rounds of study, he must make the death attack
makes his save) or if the Gray Man does not launch the
Although
they
and
Man can use the Stealth skill even in the open, with no
restricted area.
observers.
Skills: Gray Men are virtually undetectable. They
Grolm
guard animals.
checks.
Lopar
Births are
attack of opportunity.
Skills: The powerful legs and claws of lopar grant
Myrddraal
pale fish-belly color and dull black hair covers the top of
As
The former
Shadow-blade: Myddraal
usually
carry
special
conditions.
of them.
naturally; only the One Power can restore hit points lost
in this way.
weapon.
It is
Raken
is not taken.
Combat: A raken on the ground may strike a creature
with its tail, though it does not normally attack
intentionally in this manner. A raken usually fights only
when airborne, raking with its claws (its tail is used for
balance when flying). Raken normally hunt only small
prey but can be directed by a well-trained morat'raken to
attack any target.
Skills: Raken receive a +8 racial bonus on Climb and
Perception checks.
Shadow-Linked Rat
messages, only one flier rides the beast. With just one
them all.
140
S'redit
141
To'raken
DEFENSE
hp 59 (7d10+21)
OFFENSE
Combat: A to'raken on the ground may strike a
STATISTICS
only when airborne, raking with its claws (its tail is used
Str 22, Dex 12, Con 17, Int 2, Wis 10, Cha 6
Feats:
Alertness,
Endurance,
Flyby
Attack,
Skill
Seanchan
Focus (Perception)
sometimes
use
to'raken
in
battle,
ECOLOGY
Organization: Solitary
ground.
Skills: To'raken receive a +8 racial bonus on Climb
Treasure: None
They are
Torm
checks.
torm are born live, always singly, and nurse until their
eyes open. The young have a high mortality rate, in part
because they often fight for dominance among
themselves.
Torm are excellent trackers, but cannot be trained to
hunt specific creaturesthey hunt only when hungry and
always seek the nearest food. They are used as steeds
for scouting units, rather than as cavalry animals,
because of their tendency to enter a frenzy if exposed to
prolonged combat. Torm are extremely particular about
accepting riders, though no one knows why. A beast may
refuse dozens of morat'torm before choosing one and,
once having chosen, accepts no other until its rider's
death.
143
Trolloc
traveling
through
hostile
territory
or
Wolf
wolf-name as well.
Wolves live in harmony with the world around them,
Most are
DEFENSE
hp 15 (2d10+4)
OFFENSE
Speed 50'
Str 13, Dex 15, Con 15, Int 8, Wis 14, Cha 10
(bite)
Survival +7
SQ: Scent, wolfspeech
ECOLOGY
Treasure: None
Wolves are more than the simple beasts most
Dreaming checks.
145