Appendix 6 - Skills
Skill represents your character's ability to do certain challenging actions. For instance, you don't need any physical skill or strength to climb a ladder. But you do need a high rank in the Climb skill if you wish to scale a rocky wall. Certain classes are naturally inclined to certain skills. It is easy for a Ranger to Handle Animal and learn quicker in that skill, but not so easy for her to disable a trap or unlock doors.
Each skill also has a key ability. This refers to one of the six attributes your character has: str(ength), dex(terity), con(stitution), int(elligence), wis(dom), cha(risma). What this means is that you may have a high rank in the Climb skill, but if you are a weakling with low strength, it will be really hard for you since strength is the key ability of Climb.
Skills are also split into Trained and Untrained. Your character can attempt any skill that is marked Untrained even if he/she does not have any rank in it. Skills like Climb and Jump are examples of such Untrained skills. Whereas disabling a trap, entertaining a crowd and deciphering a foreign script are all skills that cannot be attempted without at least a single rank in the corresponding skill.
You spend your skill points to gain rank in a skill. Spending skill points on a class-skill is more efficient than spending it on a non-class skill. For a class-skill, 1 skill point will gain you 1 rank. For a non-class skill, 1 skill point will gain you 1/2 rank. At level 1, you cannot spend more than 4 points in any class-skill, and not more than 2 points in any non-class skill.
Now, on to the list of skills.
Appraise (Untrained)
Class bonus for: Bard, Rogue
Key ability: Int
Your ability to appraise an object for its value will make the difference between buying a lame horse versus a healthy one. Appraise skill is used when gauging any object for its worth.
Balance (Untrained)
Class bonus for: Bard, Rogue
Key ability: Dex
Balance is an indication of how sure-footed you are. When standing on a rooftop to observe your quarry, the Balance skill will determine whether you fall off or not.
Bluff (Untrained)
Class bonus for: Bard, Rogue
Key ability: Cha
How good you are at bluffing. This will give an indication of whether someone believes your lie or not.
Climb (Untrained)
Class bonus for: Wolfbrother, Bard, Ranger, Rogue
Key ability: Str
Self explanatory. A high Climb rank will let you scale steep cliff faces or fort walls.
Concentration (Untrained)
Class bonus for: Bard, Wilder, Noble, Warder, Aes Sedai
Key ability: Con
This is more like a basic skill. Several moments in your adventure, especially in the heat of battle or when channeling a weave, your concentration is paramount. If it wavers, your weave may not work properly. Or your blade may not find skin.
Craft (Untrained)
Class bonus for: all classes
Key ability: Int
The ability to craft items, from simple waterskins to sturdy axes and swords. Naturally, you cannot craft without the required materials.
Decipher Script (Trained)
Class bonus for: Bard, Rogue, Scholar, Aes Sedai
Key ability: Int
Your ability in deciphering foreign scripts, like the Old Tongue, or the Trolloc's harsh script.
Diplomacy (Untrained)
Class bonus for: Bard, Noble, Warder, Aes Sedai, Scholar
Key ability: Cha
When trying to calm a potential aggressor, or when trying to negotiate a settlement between opposing parties, this skill comes into play. Also useful when trying to bribe a guard to look the other way.
Disable Device (Trained)
Class bonus for: Rogue
Key ability: Int
The ability to disable traps.
Disguise (Untrained)
Class bonus for: Bard, Rogue
Key ability: Cha
How good you are in impersonating someone else. It can be a simple claim of being a lord when you are in fact a commoner, or it can be an elaborate disguise mimicking someone else - this skill will determine whether you pull it off.
Escape Artist (Untrained)
Class bonus for: Bard, Rogue
Key ability: Dex
Your ability in extricating yourself from physical constraints like ropes, chains, or cages.
Forgery (Untrained)
Class bonus for: Rogue
Key ability: Int
Your ability in making one thing look like another.
Gather Information (Untrained)
Class bonus for: Rogue, Bard
Key ability: Cha
Your ability in sifting through rumors heard in an inn to find a fact that you can act upon.
Handle Animal (Trained)
Class bonus for: Wolfbrother, Wilder, Warder, Ranger
Key ability: Cha
Your ability in handling an animal, domestic or wild.
Hide (Untrained)
Class bonus for: Bard, Ranger, Rogue
Key ability: Dex
Your ability in finding places of cover, either to hide from an attacker, or to observe without being observed.
Heal (Untrained)
Class bonus for: Wilder, Warder, Ranger
Key ability: Wis
Your knowledge of the fauna and flora enables you to try healing minor to major injuries. Naturally, herbs or potions must be carried before attempting healing.
Intimidate (Untrained)
Class bonus for: Rogue, Wolfbrother
Key ability: Cha
How good you are in intimidating someone.
Jump (Untrained)
Class bonus for: Wolfbrother, Bard, Ranger, Rogue
Key ability: Str
Self explanatory. This makes the difference between making the jump across the steep mountain gap or tumbling down to your death.
Listen (Untrained)
Class bonus for: Bard, Ranger, Rogue, Noble
Key ability: Wis
Be it listening at doors or eavesdropping behind curtains or being able to hear your ally's cry for help - this skill determines the outcome of those type of situations.
Move Silently (Untrained)
Class bonus for: Wolfbrother, Bard, Ranger, Rogue
Key ability: Dex
Self explanatory. Increase this skill if you want to be a stealthy character.
Open Lock (Trained)
Class bonus for: Rogue
Key ability: Dex
Again, self-explanatory.
Entertain (Untrained)
Class bonus for: Bard, Rogue
Key ability: Cha
Your ability to entertain and enthrall people. Be it with a simple story or a complicated juggling move, you can captivate your audience and hold their attention - either to simply please them, or to keep them away from more important things.
Ride (Untrained)
Class bonus for: Wolfbrother, Noble, Warder, Ranger
Key ability: Dex
Your ability in riding any mount. A higher skill in this lets you gallop faster, or to execute complicated cavalry maneuvers in battle.
Search (Untrained)
Class bonus for: Ranger, Rogue
Key ability: Int
This skill determines how thorough and productive you are in searching - either a pile of trash or the various rooms of a palace.
Sense Motive (Untrained)
Class bonus for: Wolfbrother, Warder, Rogue, Bard
Key ability: Wis
This skill determines whether you are able to sense the motive of another character. Is that sly fellow simply ingratiating, or does he have an ulterior motive? Is the next blow from the trolloc going to come from the left or the right? These are situations where this skill comes into play.
Sleight of Hand (Trained)
Class bonus for: Bard, Rogue
Key ability: Dex
Your ability in using your hands and fingers deftly, either to cheat in a game of cards, or to juggle, or to throw three knives in two seconds.
Speak Language (Trained)
Class bonus for: Bard, Scholar, Aes Sedai
Key ability: none
Your ability in communicating in a foreign tongue.
Channeling (Trained)
Class bonus for: Wilder, Aes Sedai
Key ability: Int
Note: Skill not available for any other class.
Ranks in Channeling will determine how strong your weaves are. And also in determining whether you can weave at all. All Aes Sedai and Wilder characters compulsorily need to spend at least one point in this skill.
Spot (Untrained)
Class bonus for: Wilder, Ranger, Warder, Rogue
Key ability: Wis
Your ability to spot things in your surroundings, like a hidden door or a stalking Grey Man.
Survival (Untrained)
Class bonus for: Wolfbrother, Wilder, Ranger
Key ability: Wis
Your ability to use the environment to survive, especially out in the wild.
Swim (Untrained)
Class bonus for: Wolfbrother, Bard, Ranger, Rogue, Warder
Key ability: Dex
Self explanatory.
Knowledge Skills: The following set of skills are together the knowledge skills. This can be anything from knowing the lay of the land to knowing what a phrase in the Karaethon Cycle means. These skills will determine how right your judgments turn out to be when faced with a puzzle.
Arcane Knowledge (Trained)
Class bonus for: Bard, Scholar, Aes Sedai
Key ability: Int
Dungeoneering Knowledge (Trained)
Class bonus for: Bard, Ranger, Aes Sedai
Key ability: Int
Geographical Knowledge (Trained)
Class bonus for: Bard, Ranger, Scholar, Aes Sedai
Key ability: Int
Historical Knowledge (Trained)
Class bonus for: Bard, Scholar, Aes Sedai
Key ability: Int
Knowledge of Nature (Trained)
Class bonus for: Wilder, Ranger, Aes Sedai
Key ability: Int
Knowledge of Nobility and Royalty (Trained)
Class bonus for: Bard, Scholar, Noble, Warder, Aes Sedai
Key ability: Int
Knowledge of the Karaethon Cycle (Trained)
Class bonus for: Bard, Scholar, Noble, Warder, Aes Sedai
Key ability: Int
Knowledge of Tel'aran'rhiod (Trained)
Class bonus for: Wolfbrother, Aes Sedai
Key ability: Int