Classes

Here will be posted all of the Backgrounds/Classes/Skills/Feats and Equipment that is available in the Game.

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Classes

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Algai'd'siswai

From the burning wastes of the “Three-fold Land” come brave warriors, wearing no armor and wielding spear and dagger to protect that which they hold dear, uphold the oaths they have taken, and strike back against the evil forces of Leafblighter (the Aiel term for the Dark One).

These “algai’d’siswai,” typically members of the Aiel race, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, and uncompromising resolve.

Adventures:
Adventuring offers an algai’d’siswai the chance to prove his combat skills and earn prestige and honor within Aiel society. A trip north to attack the Dark One’s forces in the Blight has brought fame to many an algai’d’siswai, paving the way for him to assume a greater role in leading his sept and clan. Adventuring is also the best chance algai’d’siswai (the term is both singular and plural) have of finding a place in less warlike lands than the Waste, as most are restless, eager to put their skills to use. Algai’d’siswai are not troubled by the dangers, the uncertainties, and the wandering that adventuring involves. They may adventure to defeat hated enemies, such as Cairhienin “treekillers,” the servants of Leaf-blighter, or rival clans.

Characteristics:
The algai’d’siswai is an excellent warrior. Where the armsman has training and discipline, however, the algai’d’siswai has carefully honed speed, agility, and skill. Although he never wears armor, the algai’d’siswai’s abilities not only protect him in combat, they allow him to strike back with lightning speed to kill his foes with ease. He also runs with great speed, and can move and hide with almost matchless skill.

Origin:
Algai’d’siswai come from the uncivilized lands of the Aiel Waste. An algai’d’siswai adventurer might have been sent to the wetlands (the lands west of the Spine of the world) on some mysterious mission, have been lured there by the promise of riches or the chance to “dance the spears with a hated enemy, or have been exiled from the Waste due to a transgression (real or invented). Algai’d’siswai share no bond with each other unless they come from the same clan, sept, or warrior society; Aiel clans often fight over water or other resources, for example.

Alternately, sometimes westlanders cross the Spine and make their way into the Aiel Waste to learn to become algai’d’siswai. This is very rare, but has been known to happen. Such an algai’d’siswai might have many reasons to return home for a time.

Background:
Virtually all algai’d’siswai are Aiel; even the name of the class (which comes from the Old Tongue) is virtually unheard of in the westlands. As mentioned above, on rare occasions the Aiel have taught other people their fighting arts. Examples of Algai’d’siswai in the Wheel of Time Novels: Aviendha (before becoming a Wise One), Bael, Couladin, Gaul, Rhuarc.

Game Rule Information:
Algai’d’siswai have the following game statistics.

Abilities:
Strength is important for algai’d’siswai because of its role in combat, and several algai’d’siswai skills are based on Strength. Dexterity is almost as useful as Strength, particularly since the algai’d’siswai do not wear armor and rely so much on stealth and concealment. The lack of armor can also make Constitution important, since it provides extra hit points, but most algai’d’siswai rely on their combat skills to keep from getting hurt. Wisdom’s important for several algai’d’siswai skills.

Hit Die: d10.

Class Skills:
The algai’d’siswai’s class skills (and the key ability for each skill) are:

Balance (Dex)
Climb (Str)
Craft (Int)
Hide (Dex)
Intimidate (Cha)
Intuit Direction (Wis)
Jump (Str)
Listen (Wis)
Move Silently (Dex)
Wilderness Lore (Wis).

See here for skill descriptions.

Skill Points:

Skill Points at 1st Level: (4 + int modifier) x 4.
Skill Points at Each Additional Level: 4 + int modifier.

Class Features:
All of the following are class features of the algai’d’siswai.

Weapon and Armor Proficiency:
An algai’d’siswai is proficient with all simple weapons except the short sword. algai’d’siswai despise swords, and will not generally even touch them. For this reason, algai’d’siswai gain no experience points from encounters in which they use swords.

Algai’d’siswai do not wear armor and do not start with armor proficiencies. When wearing armor, an algai’d’-siswai loses all class abilities and gains no experience points.

Fast Movement:
The algai’d’siswai has a speed faster than the norm for his race by +10 feet (making it 40 for human algai’d’siswaz).

Weapon Focus:
At 1st level the algai’d’siswai gain the bonus feat Weapon Focus for the shortspear.

Dance the Spears:
The algai’d’siswai fighting sty1e emphasizes speed, agility, maneuverability, and reflexes At 2nd level, an algai’d’siswai receives a +2 bonus on mitiative checks. This bonus increases to +4 at 8th level, +6 at 14th level, and +8 at 20th level.

Uncanny Dodge:
Starting at 3rd level, the a! gai’d’siswai gains the extraordinary ability to react danger before his senses would normally allow him to. Ai 3rd level and above, he retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed if struck by an invisible attacker. (He still loses his Dexterity bonus to Defense if immobilized.)

At 6th level, the algai’d’siswai can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a wanderer the ability to use a flank attack to sneak attack the algai’d’siswai. The exception to this defense is that a wanderer at least four levels higher than the algai’d’siswai can flank him (and thus sneak attack him).

At 12th level, the algai’d’siswai gains an intuitive sense that alerts him to danger from traps, giving him a +2 bonus to Reflex saves made to avoid traps and a +2 dodge bonus to Defense against attacks by traps.

Stealthy Movement:
algai’d’siswai may add their Reflex save bonus to all Move Silently and Hide checks.

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Armsman

Post by [PX]Kal Bob »

Armsman
The conquering overlord, the Whitecloak lieutenant, the king’s champion, the elite foot soldier, the hardened mercenary, and the bandit king—all are armsmen. Armsmen can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land’s best souls, willing to face death for the greater good. Others are among the worst, those who have no qualms about killing for private gain, or even for sport. Armsmen who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring armsman might call himself a warrior, a mercenary, a thug, or simply an adventurer.

Adventures:
Most armsmen see adventures, military service, raids, and dangerous missions as their job. Some have patrons or commanders who pay them regularly. Others prefer to live like prospectors, taking great risks in hopes of the big haul. Some armsmen are more civic-minded, using their combat skills to protect those in danger who cannot defend them selves. Whatever their initial motivations, however, armsmen often wind up living for the thrill of combat and adventure.

Characteristics:
Of all classes, armsmen have the best all-around fighting capabilities. Armsmen are familiar with all the standard weapons and armors. In addition to general fighting prowess, each armsman develops particular specialties of his or her own. A given armsman may be especially capable with certain weapons; another trained to execute specific fancy maneuvers. As armsmen gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly.

Origin:
Armsmen come to their profession in many ways. Most have had formal training in a noble’s army or at least in the local militia. Some have trained in formal academies. Others are self-taught—unpolished but well tested. An armsman may have taken up the sword as a way to escape the limits of life on the farm, or he may be following a proud family tradition. Armsmen share no special identity. They do not see themselves as a group or Brotherhood. Those who hail from a particular academy, mercenary company, or lord’s regiment, however, share a certain camaraderie.

Background:
Armsmen can have any background (though Ogier armsmen are rare indeed, as are Aiel). Mid-lander armsmen may be from the village militia or watch, the Queen’s army in Andor, or the legions of the Children of the Light. In the Borderlands, armsmanship is a way of life for much of the population. The war between the Domani and the Taraboners, the Tairens and the Iilianers, and the Cairhienin and the Aiel have bred many armsmen.

For armsmen of common status, the weapons of choice are usually pikes and bows, axes (battle axes for horsemen, hafted axes for infantry), or spears. Noblemen, experienced mercenaries, and members of standing armies such as the Children of the Light tend toward longswords. Village militiamen often have to make do with whatever weapons they can scrounge or quickly manufacture, such as boar pikes, scythes, pitchforks, staffs, and clubs.

Examples of Armsmen in the Wheel of Time Novels:
Gareth Bryne, Pedron Niall, Agelmar Jagad, Gawyn Trakand, Galadedrid Damodred, Talmanes Delovinde, Nalesean Aldiaya, Uno.


GAME RULE INFORMATION:
Armsmen have the following game statistics.

Abilities:
Strength is especially important for armsmen because it improves their melee attack and damage rolls. Constitution is important for giving armsmen lots of hit points, which they’ll need in their many battles. Dexterity is important for armsmen who want to be good archers or who want access to certain Dexterity-oriented feats, but the heavy armor that armsmen often wears reduces the benefit of a very high Dexterity.

Hit Die: 1d10.

Class Skills
The armsman’s class skills (and the key Ability tor each skill) are:

Climb (Str), Craft (Jnt), Handle animal (Cha), Intimidate (Cha), Jump (Str),
Ride (Dex), Swim (Str). See Chapter 4: Skills for skill descriptions.

Skill Points at 1st Level:
(4 + Int modifier) x 4.

Skill Points at Each Additional Level:
4 + Int modifier.

Class Features:
All of the following are class features of the armsman.

Weapon and Armor Proficiency:
The armsman is proficient in the use of all simple and martial weapons, all armor (heavy, medium, and light), and shields. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a —1 penalty for every 5 pounds of armor and equipment carried.

Bonus Feats:
At 1st level, the armsman gets a bonus feat in addition to the feat that any 1st-level character gets. The armsman gains an additional bonus feat at 4th level and 6th, 10th, 12th, 16th, 18th, and 20th levels. These bonus feats must be drawn from the following list:
Ambidexterity, Blind-Fight, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Improved Critical*, Improved Initiative, Improved Unarmed Strike, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse~~, Weapon Focus*, Weapon Specialization*.

Some of the bonus feats available to an armsman cannot be acquired until the armsman has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. An armsman can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. An armsman must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.)

Important:These feats are in addition to the feat that a character of any class gets every three levels (as per Table 3—1: Experience and Level-Dependent Benefits). The armsman is not limited to the list given here when choosing those feats.

Armor Compatibility:
Because they are trained to shrug off blows rather than relying on agility to dodge them, arms-men have lower natural Defense bonuses than other fighting classes. However, armsmen benefit more from armor. When an armsman wears armor or carries a shield, his class Defense bonus stacks with the equipment bonuses of the armor and shield.

For multiclass characters this applies only to the class Defense bonus gained from levels in the armsman class, not from levels in other classes, Also, the —2 penalty to total class Defense bonus for multiclassing does not affect armor compatibility. For example, a 3rd-level wanderer/4th-level armsman has a class Defense bonus of +5 (+4 for wanderer, +3 for armsman, —2 for multi-classing). When wearing armor, he retains the ±3 bonus for his armsmen levels.

Weapon Specialization:
On achieving 4th level or higher, as a feat the armsman may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The armsarms woman man must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the armsman strike precisely enough to hit more effectively. The armsman may take this feat as a bonus feat or as a regular one. Other classes may not take Weapon Specialization as a feat unless so noted in their descriptions.

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Initiate

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Initiate
Initiates parley their wisdom, the respect they command from nobility and commoner alike, and the One Power into positions of responsibility and control. From the Aes Sedai of the White Tower to the men of the Asha’man, from the Aiel Wise Ones to the Atha’an Miere Windfinders, initiates are trained not just in the art of the One Power, but in the skills to counsel and advise the leaders of their nations. But they don’t act alone—initiates serve the traditions that train and aid them throughout their lives.

Adventures:
Most initiates find themselves immersed in adventure as they go about the missions assigned to them by their superiors. Sometimes such missions are straightforward—to carry a message to a local lord, for instance—but more often they are difficult, open-ended, and even mysterious in their ultimate goals. Although they are powerful wielders of the One Power, initiates are nonetheless vulnerable to the many physical dangers of the world, and usually gather a group of companions or other adventuring types about them for the protection they offer. No other class, however, can match the wisdom and insight of the initiate, and the initiate’s mission is always paramount. As such, initiates are often the leaders of their parties.

Characteristics:
The initiate’s strengths are the One Power and the certainty of his intelligence and insight. Over time, the initiate develops both in tandem, and turns them to the service of his tradition.

All other conditions are secondary. The traditions of the initiates are above petty desires and affairs; what they do shapes nations, and perhaps even the world. For that reason, nothing is as important to the initiate as developing his abilities and pursuing the agendas of his tradition.

Origin:
Every initiate belongs to a tradition, whether it’s the Aes Sedai, the Asha’man (whether the Asha’man exist in your campaign depends on when the GM sets it), the Wise Ones, or the Windfinders. Having been discovered by this organization at a young age—or perhaps having sought them out when the One Power first began to manifest itself—the initiate was immersed in an intense program of training, discipline, and study that has lasted for years. All other members of the initiate’s tradition are comrades (though there are often internal rivalries), superior to noninitiates due as much to their training and wisdom as to the One Power. Members of other traditions are almost certainly lesser students of the One Power, to be studied and perhaps sometimes worked with, but never due the respect of one’s own tradition. Wilders deserve even less respect, and perhaps even pity for their sad lack of education in the True Source.

Background:
Initiates are always human, never Ogier. Among the westlanders (midlanders, Borderlanders, Cairhienin, Domani, Ebou Dan, Illianers, Tairens, Tar Valoners, and Taraboners), initiates belong to the Aes Sedai, if they are women, or the Asha’man, if they are men (if your campaign is set before the advent of the Asha’man, men cannot be initiates). Aiel initiates are Wise Ones, who are always women; men who can channel set off into the Blight to destroy as many Shadowspawn as possible before they themselves are killed. Among the Atha’an Miere, initiates join the Windfinders, while men who can channel are “given to the sea” (killed) as soon as their ability is detected. Occasionally, initiates join traditions outside of their cultures (such as a young Atha’an Miere woman going to Tar Valon to become an Aes Sedai), but such instances are extremely rare, and the outsider may be the target of suspicion or prejudice within this adopted tradition. There are some important differences between male and female initiates; see here.

Examples of Initiates in the Wheel of Time Novels:
Moiraine Sedai, Elaida Sedai, and any other Aes Sedai sisters; Amys and other Wise Ones who can channel.


GAME RULE INFORMATION:
Initiates have the following game statistics:

Abilities:
Intelligence determines how powerful a weave an initiate can cast, while Wisdom determines how hard her weaves are to resist. Intelligence and Wisdom both determine how many weaves the initiate can cast per day. To cast a weave, an initiate must have an Intelligence score of 10 + the weave’s level. An initiate gets bonus weaves based on both Intelligence and Wisdom—that is, if the initiate has high enough ability scores in both Intelligence and Wisdom to grant bonus weaves, he gains the bonus weaves from both. The Difficulty Class of a saving throw against an initiate’s weave is 10 + the weave’s level + the initiate’s Wisdom modifier. Like a wilder, an initiate benefits from high Dexterity and Constitution scores.

Hit Die: d4.

Class Skills:
The initiate’s class skills (and the key ability for each skill) are:

Composure (Wis), Concentration (Wis), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (varies) (Int), Sense Motive (Wis), and Weavesight (Int). See here for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Intmodifier.

Class Features:
All of thefollowing are class features of the initiate.

Weapon and Armor Proficiency:
Initiates are proficient with the club and the dagger. Initiates are not proficient with any type or armor, nor with shields. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a —1 penalty for every 5 pounds of armor and equipment carried.

The One Power:
Initiates, like wilders, draw upon the Five Powers of the True Source to cast arcane weaves.

Affinities:
Your initiate begins play with an Affinity for one of the Five Powers (Air, Earth, Fire, Spirit, or Water). This Affinity makes the initiate particularly strong with weaves that use only that Power. He or she will be less capable with weaves that involve the other powers, and be somewhat hampered in weaves that don’t use that Affinity at all. If your initiate is a female, choose your Affinity from among Air, Spirit, and Water. If he is a male, choose Earth, Fire, or Spirit. Your initiate can gain more Affinities with the Additional Affinity feat.

Talents and Weaves:
Your initiate begins play having one common Talent and knowing eight common weaves of o level or 1st level (including multilevel weaves that include level 0 or 1). An initiate can gain more Talents with the Additional Talent feat. As the game progresses, your initiate can learn new weaves through observation and training. See the Weavesight skill description for more information.

An initiate is limited to casting a certain number of weaves of each level per day. The number of weaves he can cast per day is improved by his bonus weaves granted by Intelligence and Wisdom, if any. For instance, at 1st level, the initiate Brehanna can cast three 1st-level weaves per day—one for being 1st level (see Table 3—5: Initiate Weaves), plus one thanks to her high Intelligence and another one due to her Wisdom. Among the weaves that Brehanna knows are false trail, sense Shadowspawn, and trace. In any given day, she can cast false trail three times, cast sense Shadowspawn three times, cast trace three times, or cast two or three of these weaves in any combination for a total of three times.

An initiate may use a higher-level slot to cast a lower-level weave if he so chooses. For example, if an 5th-level initiate has used up all of his 2nd-level weave slots for the day but wants to cast another one, he could use a 3rd-level slot to do so. The weave is still treated as its actual level, not the level of the slot used to cast it.

To learn or cast a weave, an initiate must have an Intelligence score of at least 10 + the weave’s level. The Difficulty Class for saving throws against initiate weaves is 10 + the weave’s level + the intiate’s Intelligence modifier.

Cross-Talent Weaves:
Beyond 0-level weaves, initiates can only cast weaves within their Talents. An initiate may learn and cast any 0-level weave, but may only learn and cast weaves of 1st level or higher if they are within one of his or her Talents.

Overchanneling:
Like wilders, initiates can overchannel to cast more weaves than they are normally able (see Over-channeling, page 162). For instance, following the example above, if Brehanna had cast three 1st-level weaves already in one day, she could attempt to overchannel to cast another one. Initiates are not as adept at overchanneling as wilders are, though, and receive no bonuses to do so. See Chapter 9: The One Power for more on overchanneling.

Tradition and Mentor:
Every initiate is a member of one of four traditions: the Aes Sedai, the Wise Ones of the Aiel, the Atha’an Miere Windfinders, or the Asha’man. Of the four, only the Asha’man admit men (in fact, they only take men); the others are open exclusively to women. Each of these organizations trains initiates with the understanding that they will go on to serve the organization, and they expect that service, to one degree or another, throughout the initiate’s lifetime.

At 1st level, an initiate is still in an advanced state of training with his or her tradition. For the Aes Sedai, this means that the initiate is an Accepted, a rank above that of novice but still not quite a full Aes Sedai. Among the Asha’man, a 1st-level initiate is a Dedicated. The Windfinders and Wise Ones do not have such formal ranks for trainees; initiates at 1st level are simply senior apprentices.

As a junior member of his traditions, every 1st-level initiate begins play with a mentor, a full member of his tradition who has the right to command and control the character. Until they “graduate” to become full-fledged Aes Sedai, Asha’man, Wise Ones, or Windfinders, initiates are expected to obey their mentors in all things (young Aes Sedai are expected to abide by the Three Oaths, even though they are not bound to them by the Oath Rod until they graduate to full status). Failure to do so puts the initiate at odds with his or her tradition, possibly forcing a dangerous confrontation with an organization of very powerful channelers.

To graduate to full status, an initiate will have to multiclass, adding the prestige class appropriate to his tradition. This typically becomes possible at around 6th level. Becoming a full-fledged Aes Sedai (to look at one example) frees an initiate from the oversight of her mentor, but it merely loosens—without completely eliminating—the bonds of her tradition. Initiates are expected to work for the benefit of their tradition throughout their careers, regardless of what level they become. For more information on the channeling traditions, see Chapter 9: The One Power.

Bonus Channeling Feats:
At 1st level, the initiate gets a bonus channeling feat in addition to the feat that any 1st-level character gets and any bonus feat granted by the initiate’s background. The initiate gets an additional bonus channeling feat at 2nd level, and every two levels thereafter (4th, 6th, 8th, and so forth). The initiate can choose any channeling feat, so long as he or she meets all the usual prerequisites for it.

Important:
These bonus feats are in addition to the feats that a character of any class gets every three levels (as per Table 3—1: Experience and Level-Dependent Benefits). The initiate is not limited to channeling feats when choosing those feats.

Weavesight:
The intense training that all initiates go through requires them to identify and emulate a broad range of Talents and weaves. As a result, every initiate gains a +4 competence bonus to all Weavesight checks.

Slow Aging:
The ability to channel slows the aging process. Starting at 3rd level, divide your level by 2. The result is the number of years that must pass for your character to age one year. For example, a 4th-level initiate ages one year for every two years that goes by (in other words, she ages at half the rate of normal people). A 12th-level initiate ages one year every six years (or one-sixth the rate of normal people).

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One Power Table:
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Noble

Post by [PX]Kal Bob »

Noble
Members of the noble class use their intelligence and natural charisma to make their way in the world. True royalty and nobility, elected officials, merchants so wealthy that they effectively function as nobles, military commanders, and crime lords—the types of people who belong to this class are varied and numerous. Some bring honor to the name. Others are sly, treacherous, and dishonorable to the core. With a winning smile, a golden tongue, or a powerful message the noble commands respect, makes friends, and inevitably influences people.

Adventures:
An adventuring noble might be an aide or companion to a more powerful noble, a wealthy merchant who’s bought himself a title but still likes to go on trading journeys, a diplomat, a crusading reformer, a military commander, or the like. Nobles often feel responsible for others, though most consider themselves to be better than others as well.

Characteristics:
The noble fosters feelings of good will and honesty, or at least the illusion of such, to succeed. Where other classes charge into a fight, the noble starts out asking questions and hopes to finish by negotiating a deal, or by exploiting the respect others feel for his position (and, typically, his wealth and resources) to get things done. Most believe they can accomplish more with words and deeds than with violence, though they will quickly draw a sword when push comes to shove. The noble is more comfortable in civilized regions of the world, where law and the established social order have some meaning. Nobles are good talkers, negotiators, and bluffers, and the military training many of them receive makes them worthy adversaries in combat. They have a knack for inspiring others and make good leaders.

Origin:
Nobles come to their profession in a variety of ways. Most are born into a noble or royal family, then trained from their earliest days to assume the mantle of responsibility which is their burden. Altruistic nobles believe it is their duty to serve and lead for the benefit of those who follow them. More selfish nobles seek the fame, wealth, and power often associated with their positions. Power-hungry nobles take advantage of the system and wind up only to help themselves. The halls ot power call. How the noble answers is up to him.

Background:
Every kingdom in the west-lands has its nobles, and even the Aiel, Atha’an Miere, and Ogier have “upper classes” or leaders who qualify as nobles in some senses. Cairhien and Arad Doman, with their extensive noble lineages and emphasis on the Game of Houses, have the best known groups of nobles, but Andor, Tear, Jllian, and many other realms have broad and powerful peerages as well. In short, a noble can come from whatever region his player prefers.

Examples of Nobles in the Wheel of Time Novels:
Queen Morgase of Andor, First Berelain sur Paendrag of Mayene, Lady Colavaere, Lord Barthanes, Lord Luc, Lady Dyelin.


GAME RULE INFORMATION:
Nobles have the following game statistics:

Abilities:
Charisma is undoubtedly a noble’s most important ability score, as the noble’s skill at interacting with others and projecting a sense of confidence are crucial for his or her success. Wisdom and Intelligence form the basis of other important skills, so these ability scores are also significant. Nobles who focus on their roles as military commanders benefit from high Strength, Dexterity, and Constitution scores as well.

Hit Die: d8.

Class Skills:
The noble’s class skills (and the key ability for each skill) are:

Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Innuendo (Ch~ Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Mc tive (Wis), and Speak Language (none).

See here for skill descriptions.

Skill Points at 1st Level: (4 + Intmodifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features:
All of the following are class features of the noble:

Weapon and Armor Proficiency:
The noble is proficient in the use of all simple and martial weapons, armor, and shields. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Bonus Class Skill:
At 1st level, a noble may designate any one cross-class skill (except for a channeling skill) as a class skill. This represents an area of “illicit~~ or “unapproved” expertise.

Call in a Favor:
At 1st level, and at every odd-numbered level thereafter (3rd, 5th, 7th, 9th, 11th, and so on), the noble gains the ability to call in a single favor. By using this favor, the noble can call upon contacts and resources most heroes don’t have. This allows the noble to gain important information without going through the time and trouble of a Gather Information check, or to requisition resources without paying for them.

To successfully call in a favor, the noble makes a special Charisma check, adding his or her level to the roll. The GM sets the check’s DC. Simple favors have a DC of 10, while expensive or illegal favors could have a DC of 25 or higher. The noble can’t take 10 or take 20 on this check (see Chapter 4: Skills for information on taking 10 and taking 20), nor can he or she make multiple attempts at the same (or virtually the same) favor. However, the favor isn’t called in if the noble fails the roll; he can try later to call in a different favor. Truly extreme favors, such as getting the plans to the Stone of Tear, are generally impossible. Such tasks should be the basis of an adventure, not a single die roll.

A noble can accumulate multiple “favors” if he or she doesn’t use ones previously gained. Unused favors don’t “expire,” though the noble can never have more than five favors “stored up.” If a noble has five unused favors and gains another for reaching an odd-numbered level, the new favor is lost. Once a noble uses one of his or her favors, he can never use it again.

The GM should carefully monitor the noble’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good role-playing or the use of other skills. The GM may disallow any favor he deems disruptive to the game.

Inspire Confidence:
Beginning at 2nd level, a noble an use oratory to inspire confidence in allies. To inspire confidence, the noble must speak (and the allies must hear the noble speaking) for at least 1 round, and the noble must make a Diplomacy check with a DC equal to 10+1 per five allies to be inspired (including the noble).

An ally inspired with confidence gains a +1 bonus to attacks, +1 to all skill checks, and +1 to Will saves (these bonuses are competence bonuses). The effect begins as soon as the noble ends an inspirational speech and lasts for 10 minutes per round the noble spent inspiring the allies, to a maximum of 5 hours for 30 rounds of inspiration. Thus, a noble who speaks for 6 rounds grants the bonus for 60 minutes. The noble may attempt to use this ability once per day. Whether or not the Diplomacy check succeeds, the noble may not attempt to inspire confidence again for at least 24 hours.

The confidence inspired by the noble increases as the noble attains levels. For every four levels after 2nd, the ~a bonus increases by +1, to a maximum of +5 at 18th level.

Command:
At 4th level, the noble can guide the cooperation of other characters by making a Charisma check (DC 15 ± the number of characters commanded). This increases the bonus granted by cooperation by +2 (see Cooperation, page 70). This increase goes up by two (to +4, +6, and so forth) every four levels (8th, 12th, 16th, and 20th). Commanding other characters takes as long as the task to be attempted (minimum of a full round).

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Wanderer

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Wanderer
Wanderers share little in common with each other. Some are stealthy thieves (and they, unfortunately, make people suspicious of all wanderers). Others are silver-tongued tricksters. Still others are explorers, merchants, outlaws, gamblers, thugs, peddlers, Tuatha’an, traveling scholars, or the like. Whatever their profession, they share a reliance on skills and abilities, quick-wittedness, and a certain willingness to take risks that most people wouldn’t dare.

Adventures:
Wanderers adventure for several reasons. First and foremost, they’re in it for whatever they can get. Many wanderers lust for gold or other treasures and gladly take any risk commensurate with the reward. Second is curiosity. Many of them yearn to see new places, learn new things, and broaden their experience. Third, they like to pit their wits against the challenges that confront them.

Characteristics:
It’s difficult to generalize about the characteristics of the wanderer. As a group, they encompass everyone from pacifistic Tuatha’an, to greedy traders, to vicious assassins who don’t flinch at taking human life. At best, one can say that virtually all wanderers survive, to a certain extent, on their wits and skills. They don’t go around wearing heavy armor, carrying heavy weapons, or displaying awesome fighting prowess like an armsman or algai’d’siswai. Instead, they have nimble fingers and nimble minds, both of which they use to make a good living themselves. Many of them count on their luck
to help them out, too (and thus sometimes end up in hot water when ill fortune strikes). Some develop almost uncanny levels of skill.

Origin:
Some wanderers are born to their lives, such as the Tuatha’an or the children of prominent merchant families. Others drift into the life of a wanderer because they aren’t temperamentally suited for anything else. Some are attracted by the freedom the wanderer’s lifestyle offers, the chance to defy social convention, or the thrill of living on the edge.

Wanderers do not see each other as fellows unless they happen to be members of the same group, have learned together under the same mentor or master, or have trustworthy associates in common. In fact, wanderers trust other wanderers less than they trust anyone else. They’re no fools.

Background:
Wanderers can come from just about anywhere (though few Aiel follow this path). Ebou Dan duelists, Tanchico thieves and con artists, Ogier traveling scholars, Tairen gamblers, midlander peddlers, the thugs of Cairhien’s Foregate, Atha’an Miere traders, and Jllianer merchants can all qualify as wanderers.

Examples of Wanderers in the Wheel of Time Novels:
Mat Cauthon, Loial, Raen.


GAME RULE INFORMATION:
Wanderers have the following game statistics.

Abilities:
Dexterity affects many wanderer skills and provides the lightly armored wanderer extra protection. Intelligence and Wisdom are important for many of the wanderer’s skills. A high Intelligence score also gives the wanderer extra skill points, which can be used to expand her repertoire.

Hit Die: 1d6.

Class Skills:
The wanderer’s class skills (and the key ability for each skill) are:

Appraise (Jnt), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Tnt), Diplomacy (Cha), Disable Device (Tnt), Disguise (Cha), Escape Artist (Dex), Forgery (Tnt), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (varies) (Tnt), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Tnt), Search (Jnt), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

See here for skill descriptions.

Skill Points at 1st Level: (8 + int modifier) x 4.

Skill Points at Each Additional Level: 8 + int modifier.

Class Features:
All of the following are class features of the wanderer.

Weapon and Armor Proficiency:
A wanderer’s weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all wanderers are proficient with the club, crossbow, dagger (any type), dart, mace (both heavy and light), morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Wanderers are proficient with light armor but not with shields. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. .~, Also, Swim checks suffer a —1 penalty for every S pounds of armor, equipment, or loot carried.

Illicit Barter:
Beginning at 1st level, the wanderer gains a +5 competence bonus on any Diplomacy checks made to buy or sell illicit or illegal goods.

The Dark One’s Own Luck:
At 2nd level, the wanderer gains the bonus feat The Dark One’s Own Luck.

Skill Emphasis:
At 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th), the wanderer gains the bonus feat Skill Emphasis. This feat may be applied to any class skill. The wanderer may not select the same skill twice.

Sneak Attack:
Starting at 5th level, if a wanderer can catch an opponent who is unable to defend himself effectively from the wanderer’s attack, she can strike a vital spot for extra damage. Basically, any time the wanderer’s target would be denied his Dexterity bonus to Defense (whether he actually has a Dexterity bonus or not), or when the wanderer flanks the target, the wanderer’s attack deals extra damage. The extra damage is +2d6 at 5th level and an additional +2d6 at 14th level. See Table 8—5: Attack Roll Modifiers for combat situations in which the wanderer flanks an opponent or the opponent loses his Dexterity bonus to Defense.

Ranged attacks only count as sneak attacks if the target is within 10 paces. The wanderer can’t strike with deadly accuracy beyond that range.

A wanderer can only make sneak attacks against living targets with discernible anatomies. Additionally, any target that is immune to critical hits is also immune to sneak attacks. The wanderer must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The wanderer can’t sneak attack while striking a target with concealment (see Table 8—7: Concealment) or striking the limbs of a target whose vitals are beyond reach.

Bonus Feat:
At 10th level, the wanderer gains a bonus feat. The feat must be selected from Alertness, Dodge, Fame, Heroic Surge, Improved Initiative, Infamy, Low Profile, Weapon Finesse, or Weapon Focus.

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Wilder

Post by [PX]Kal Bob »

WILDER
The One Power isn’t reserved for those who travel to the White Tower or seek out the guidance of Wise Ones. Some people are touched by the Power without the benefit of years of study or the help of those who have mastered it in the traditions of the initiates. These wilders embrace the True Source on their own, and, if they survive the experience, go on to become capable, or even quite powerful channelers. Though they lack access to the techniques and skills developed over the years by Aes Sedai, Aiel Wise Ones, and Atha’an Miere Windfinders, wilders are also free from the hidebound rules and limitations that bind and restrict initiates.

Adventures:
Many wilders become village Wisdorns or local healers, respected and admired in their communities. Others (especially men) find themselves shunned, their abilities misunderstood or even feared. Those who find a place of value in their communities often venture forth for the betterment of their homes, seeking aid for their communities or to support others from their villages or regions who are traveling abroad. Others travel to find a place for themselves where their abilities won’t bring scorn and distrust. All seek to better understand the bizarre potentials thrust upon them by the One Power.

Characteristics:
A wilder’s connection to the True Source is mysterious and intuitive, based more on a hodgepodge of experiences than any intense course of training and study. Wilders know fewer weaves than initiates, and can cast fewer weaves per day. But because they are used to testing their limits—for them, every experience with the One Power is a test of limits, at least early in their careers—wilders find overchanneling easier and less risky than do initiates.

Origin:
Wilders develop rudimentary powers at puberty. Their first weaves are spontaneous, erratic, and frequently dangerous—many wilders do not survive their initial contacts with the True Source. A household with a budding wilder in it may be troubled by strange events, or the wilder may find herself mysteriously adept at healing, manipulating people, or other things that matter deeply to her. Eventually, the young wilder begins to understand the power she has been wielding unintentionally. From that point on, she can begin practicing and improving her abilities.

Wilders have no sense of identity as a group. Many, in fact, are completely unaware that there are others in the world like them. A few recognize what they are experiencing early on, and travel to Tar Valon (or apprentice with a Windfinder or Wise One) before their powers develop—these become initiates. Many more, however, grow their powers according to their own devices.

Background:
Wilders are always human, never Ogier. They are most commonly westlanders (midlanders, Borderlanders, Cairhienin, Domani, Ebou Dan, Jllianers, Tairens, Tar Valoners, and Taraboners). The Aiel discover virtually all wilders in their midst and apprentice young women to Wise Ones; men who can channel set off into the Blight to destroy as many Shadowspawn as possible before they themselves are killed. Among the Atha’an Miere, young women are apprenticed to Windfinders, while men who channel are “given to the sea” (killed) as soon as they are identified to prevent even a chance that they might endanger others. As a result, wilders are virtually unheard of among these peoples. There are some important differences between male and female wilders; see here.

Examples of Wilders in the Wheel of Time Novels:
Nynaeve al’Meara, Asra, many Aes Sedai, before they entered the White Tower and became initiates.


GAME RULE INFORMATION:
Wilders have the following game statistics:

Abilities:
Wisdom determines how powerful a weave a wilder can cast, and how hard her weaves are to resist. Wisdom and Charisma both determine how many weaves the wilder can cast per day. To cast a weave, a wilder must have a Wisdom score of 10 + the weave’s level. A wilder gets bonus weaves based on both Wisdom and Charisma— that is, if the wilder has high enough ability scores in both Wisdom and Charisma to grant bonus weaves, he gains the bonus weaves from both. The Difficulty Class of a saving throw against a wilder’s weave is 10 + the weave’s level + the wilder’s Wisdom modifier. Like an initiate, a wilder benefits from high Dexterity and Constitution scores.

Hit Die: 1d6.

Class Skills:
The wilder’s class skills (and the key ability for each skill) are:

Composure (Wis), Concentration (Wis), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (varies) (Int), Profession (Wis), Sense Motive (Wis), and Weavesight (Jot).

See here for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features:
All of the following are class features of the wilder:

Weapon and Armor Proficiency:
Wilders are proficient with all simple weapons and with light armor. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

The One Power:
Wilders draw upon the Five Powers of the True Source to cast arcane weaves, just as initiates do.

Affinities:
Your wilder begins play with an Affinity for one of the Five Powers (Air, Earth, Fire, Spirit, or Water). This Affinity makes the wilder particularly strong with weaves that use only that Power. He or she will be less capable with weaves that involve the other powers, and be somewhat hampered in weaves that don’t use that Affinity at all. If your wilder is a female, choose your Affinity from among Air, Spirit, and Water. If he is a male, choose Earth, Fire, or Spirit. Your wilder can gain more Affinities with the Additional Affinity feat.

Talents and Weaves:
Your wilder begins play having one common Talent and knowing six common weaves of 0 or 1st level (including multilevel weaves that include level 0 or 1). These starting weaves do not have to be within your
wilder’s Talent, but they usually are. A wilder can gain more Talents with the Additional Talent feat.

At each additional level, your wilder can learn one additional common weave of any level which he or she is able to cast. (If you can cast weaves within the level range of a multilevel weave, you can learn that weave. For example, raise fog is level 2—8. If you can cast 2nd-level weaves, you can learn raisefog.) These are weaves that the wilder has managed to “figure out” on his or her own, relying on intuition and experience with the One Power. In addition, your wilder can learn new weaves by observation. See the Weavesight skill description for more information.

A wilder is limited to casting a certain number of weaves of each level per day. The number of weaves he can cast per day is improved by his bonus weaves granted by Wisdom and Charisma, if any. For instance, at 1st level, the wilder Lita can cast three 1st-level weaves per day—one for being 1st level (see Table 3—9: Wilder Weaves), plus one thanks to her high Charisma and another one due to her Wisdom. However, Lita only knows two 1st-level weaves: arms of air and blade offire. In any given day, she can cast arms of air three times, cast blade of fire three times, or cast some combination of the two weaves a total of three times.

A wilder may use a higher-level slot to cast a lower-level weave if he so chooses. For example, if an 8th-level wilder has used up all of his 3rd-level weave slots for the day but wants to cast another one, he could use a 4th-level slot to do so. The weave is still treated as its actual level, not the level of the slot used to cast it.

To learn or cast a weave, a wilder must have a Wisdom score of at least 10 + the weave’s level. The Difficulty Class for saving throws against wilder weaves is 10 + the weave’s level + the wilder’s Wisdom modifier.

Overchanneling:
Like initiates, wilders can overchannel to cast more weaves than they are normally able to (see rc tnneling, page 162). For instance, following the rtple above, if Lita had cast three 1st-level weaves alin one day, she could attempt to overchannel to cast another one. Wilders are more used to the rigors of overchanneling and the risks that come with unsupervised exploration of the One Power than are initiates. As a result, they get a +5 competence bonus on Concentration checks when attempting to overchannel. They also get a +5 competence bonus on Fortitude saves when they fail at overchanneling attempts.

Gross-Talent Weaves:
Also like initiates, wilders excel only within their Talents. Due to their flexibility, however, a wilder may learn and cast any 0-level, 1st-level, or 2nd-level weave, regardless of whether it is within one of his or her Talents. A wilder may only learn and cast weaves of 3rd level or higher if they are within one of his or her Talents.

Block:
Although their self-training lends wilders a great deal of flexibility, it doesn’t come without a price. The dangers of learning the One Power unaided result in a “block”: an emotional trigger without which the Power can’t be activated. Blocks form naturally as a wilder first learns to access the True Source; they are a sort of buffer which reduces the risk of inadvertently channeling enough power to still (remove the channeler’s ability to channel) or even kill the wilder. Unfortunately, they persist even after the wilder learns to control the power, preventing the wilder from channeling freely whenever he or she wants to.

Typical blocks include the need to be angry, serene, excited, fearful, or even lustful (make up a Ebou fDari block that seems appropriate to your character). Re- wilder gardless of the block’s exact nature, it always requires that the wilder make an effort to attain the exact emotional state before he or she can channel. This is a full-round action, and requires a Composure check against DC 15 (normally—the DC can be increased to 20 if the wilder is in an opposed emotional state, or decreased to 10 if already in a similar state).

Once a wilder reaches the emotional state necessary o bypass the block, he or she may maintain that state (and channel freely) for an hour without having to roll again. Remember that the wilder’s emotions affect everything he or she does a wilder who must conjure terror channel is truly afraid, and should behave appropriately

A wilder’s block can be removed with the Eliminate Block feat. However, female wilders cannot take the Eliminate Block feat until 3rd level.

Male wilders do not face that restriction, and may choose to take the feat and eliminate their blocks at 1st level. Once eliminated, the wilder’s block is gone forever, and the wilder may channel at any time, regardless of emotional state.

Bonus Channeling Feats:
At 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), the wilder gets a bonus channeling feat. The wilder can choose any channeling feat, so long as he or she meets all the usual prerequisites for it.

Important:
These bonus feats are in addition to the feats that a character of any class gets every three levels (as per Table 3—1: Experience and Level-Dependent Benefits). The wilder is not limited to channeling feats when choosing those feats.

Slow Aging:
The ability to channel slows the aging process. Starting at 3rd level, divide your level by 2. The result is the number of years that must pass for your character to age one year. For example, a 4th-level wilder ages one year for every two years that goes by (in other words, she ages at half the rate of normal people). A 12th-level wilder ages one year every six years (or about one-sixth the rate of normal people).

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One Power Table:
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Woodsman

Post by [PX]Kal Bob »

Woodsman
The forests are home to fierce, cunning, and swift creatures, such as bears, wolves, deer, mountain cats, and the like. But more cunning and powerful than all of these is the woodsman, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail.

Adventures:
Woodsmen often accept the role of protector, aiding those who live in or travel through the woods and other wild areas. Additionally, woodsmen may adventure for all the reasons that armsmen do.

Characteristics:
The woodsman is capable in combat and widely proficient in weapons. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He has a special degree of knowledge in the type of terrain in which he lives and works, which gives him even more advantage there.

As the name indicates, most woodsmen spend their time in forested areas. However, with the GM’s permission, a player could use this class to create a character adept at surviving in other types of wilderness areas, such as the desert, swamps, mountains, or the Blight.

Origin:
Some woodsmen gained their training as part of special military teams, but most learned their skills from solitary masters who accepted them as students and assistants.

Background:
Woodsmen most often come from the midlands or Borderlands, where there are many forested areas and a healthy population of game animals and dangerous beasts for them to hunt.

Examples of Woodsmen in the Wheel of Time Novels:
Tam al’Thor, Abell Cauthon.


GAME RULE INFORMATION:
Woodsmen havethe following game statistics.

Abilities:
Dexterity is important for a woodsman because woodsmen tend to wear light armor and because several woodsman skills are based on Dexterity. Strength aids woodsmen in combat. Constitution is important because it helps them endure the rigors of the wild, and wounds they receive in battle. Several woodsman skills are based on Wisdom.

Hit Die: 1d10.

Class Skills:
The woodsman’s class skills (and the key ability for each skill) are:

Animal Empathy (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

See here for skill descriptions.

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features:
All of the following are class features of the woodsman.

Weapon and Armor Proficiency:
A woodsman is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that some armor types incur armor check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a —1 penalty for every S pounds of armor and equipment carried.

Nature’s Warrior:
When fighting in a single natural environment he chooses (forest, swamp, plains, mountains, the Waste, or the Blight), the woodsman gets to add half his Dexterity bonus to attack rolls against humanoid opponents (humans, Trollocs, Myrddraal, and so on) in addition to his Strength bonus. He gets to add a second environment in which this bonus applies at 8th level, and a third at 16th. He may also apply this bonus whenever fighting wild beasts, no matter where he fights them.

Track:
A woodsman gains Track (see Chapter 5: Feats) as a bonus feat at 1st level.

Partial Improved Initiative:
When wearing light armor or no armor, a woodsman can fight as if he had the feat Improved Initiative. He loses this special bonus when fighting in medium or heavy armor.

Woodland Stealth:
When in forests and other natural environments, a woodsman receives a +2 competence bonus to his Hide and Move Silently checks. This bonus increases to +4 at 12th level.

Bonus Feats:
At 4th, 9th, 14th, and 19th levels, the woodsman gets a bonus feat. These bonus feats must be drawn from the following list:

Ambidexterity, Blind-Fight,
Combat Expertise (Improved
Disarm, Improved Trip,
Whirlwind Attack), Combat
Reflexes, Dodge (Mobility,
Spring Attack), Exotic
Weapon Proficiency*, Improved Critical*, Improved
Initiative, Improved Unarmed
Strike, Mounted Combat
(Mounted Archery, Trample,
Ride-By Attack, Spirited
Charge), Point Blank Shot
(Far Shot, Precise Shot, Rapid
Shot, Shot on the Run), Power
Attack (Cleave, Improved Bull
Rush, Sunder, Great Cleave),
Quick Draw, Two-Weapon
Fighting (Improved Two-
Weapon Fighting), Weapon
Finesse*, Weapon Focus*,
Weapon Specialization*.

Some of the bonus feats available to a woodsman cannot be acquired until the armsman has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A woodsman can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A woodsman must still meet all prerequisites for a feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.)

Important:
These feats are in addition to the feat that a character of any class gets every three levels (as per Table 3-1: Experience and Level-Dependent Benefits). The woodsman is not limited to the list given here when choosing those feats.

Weapon Specialization:
On achieving 6th level or higher, as a feat the woodsman may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The woodsman must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the woodsman strike precisely enough to hit more effectively. The woodsman may take this feat as a bonus feat or as a regular one. Other classes may not take Weapon Specialization as a feat unless so noted in their descriptions.

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