This is a fan made adaptation of the Wheel of Time: Roleplaying Game and the Pathfinder: The Roleplaying Game.
For setting information please see the Wheel of Time book series by Robert Jordan, or the Wheel of Time Roleplaying Game by Wizards of the Coast. This is merely an adaptation of the rules presented within to make the game system compatible with the pathfinder system.
For information on how to run a game please refer to the Pathfinder: The Roleplaying Game Core Rulebook. This book contains all the rules for playing running games using the d20 system and the pathfinder core rules. This file contains additions and adaptations so that the rules fit into the Wheel of Time setting.
Much of the information within these books is copied or paraphrased from the original Wheel of Time Roleplaying book and/or Pathfinder: The Roleplaying Game Core Rulebook, please only use this to complement with these books.


The adaptation requires that you have access to the following materials:
• Pathfinder: The Roleplaying Game Core Rulebook. For information on how to construct a character and game play rules.
• Wheel of Time setting information from: Wheel of Time (book series), An online Wheel of Time wiki , or encyclopedia the official Wheel of Time Encyclopedia, or The Wheel of Time: Roleplaying Game are all excellent sources for setting information. (as a side note is a good name generator)
• You will need a Pathfinder character sheet
• Pencils, pens, or other writing implements.
• Dice a set available at your local gaming store should be sufficient. (1d4, 4d6, 1d8, 2d10, 1d12,1d20)
• Miniatures and a large sheet of graph paper for fewer headaches during combat, though you can get by with pennies and a measuring tape.
• You will need the Tome of Battle: The Book of 9 Swords useful if you wish to use some of the classes as they are shown here


Some of the words used in the Wheel of Time setting are different from those in the standard Pathfinder setting. The following are explanations of the different terms that can be found.
channel: the action or ability of wielding the One Power; the force of magic which exists in the Wheel of Time setting.
channeler class: A character class that has the ability to channel. The initiate and wilder are the starting channeler classes.
Copper penny: The equivalent of one copper piece
Defense Bonus: A bonus score provided to characters to improve their defensive capabilities as they increase in level. For every additional character class the player has over 1 this number is reduced by 2.
Five Powers, the: The smaller parts of the One Power. The Five Powers are Air, Earth, Fire, Spirit and Water.
Game Master: A variation on the term Dungeon Master, some people find it less nerdy.
Gold crown: The equivalent of 10 gold pieces.
One Power, the: The source of magical energy which channelers draw on to cast spells. It consists of two sources (which both contain all of the Five Powers), saidin which is channeled by males and saidar which is channeled by females. For more details read the setting information.
Silver mark: The equivalent of one gold piece.
Silver penny: The equivalent of one silver piece.
Talent: The equivalent of magical schools. Each talent deals with a different type of spell and they are detailed in Chapter X.
Affinity: A channeler’s strength for weaving one or more of the Five Powers. Spells/weaves that use affinities the channeler has are easier to cast while weave that the channeler lacks any affinity in are more difficult.
weave: the name of magic spells within the world. Spells do not require material components but are complex patterns woven of from different combinations of the Five Powers.
weave level: the casting level of the weave. This is equivalent to spell level in Pathfinder.


The following a quick sample of character creation using the adaptation.
0. Check with GM: The first step is to check with your GM and see what you are being allowed to play and how they want you to determine your ability scores. Different methods for generating ability scores are discussed in Pathfinder: The Roleplaying Game Core Rulebook. Also remeber that the Wheel of Time setting is not like many other fantasy settings in regards to women.
1. Ability Scores: Once you have determined how to get your ability scores use that method.
2. Choose Background: In the wheel of time there are only two options for races. Human and Ogier. (More detail on the differences later). But humans are wieldy varied as a result ever human selects a back ground which is determined by their country of origin or where they’ve spent the most time. Each background gives you access to different class skills and a background feat. Ogier automatically have the Ogier background sadly there is little variation among their people.
3. Choose Class: Choose the class your character will be class there are 7 classes that are core to the setting but a GM should feel free to allow any 3.5 or Pathfinder classes they feel fit their story. From the base classes you are allowed select your favored class. This is usually, but not necessarily, your first class.
4. Assign Ability Scores: Now it’s time to prioritize your ability scores. The class descriptions indicate which abilities are most important to which classes. You also adjust ability scores based on the race you selected. Humans receive a +2 bonus to one ability score while Ogier receive bonuses describe in the next chapter.
5. Record Class Skills: Each character received a number of skills as ‘class skills’ these are skills at which they are particularly adept. These skills are mentioned in the class descriptions. You also receive bonus class skills based on your background. If one of your background skills and your class skills are the same you receive a +1 competency bonus to that skill.
6. Select Skills: Each class receives a certain number skill point at character creation detailed in their class description. Humans receive an additional skill point on character creation and at every level. Determine if you would like an additional hit point or skill point if your first class is your favored class.
7. Select Feats: Each character receives one feat at first level and one background feat. Humans receive a bonus feat at 1st level and some classes receive a bonus feat at first level as a class feature.
8. Purchase Equipment: Each character receives a certain amount of silver marks based on their character class.

Class Staring Wealth
Algai’d’siswai as Barbarian
Armsman as Fighter
Initiate as Wizard
Noble 5d6×10 silver marks
Wanderer as Rogue
Wilder as Sorcerer
Woodsman as Ranger
Whitecloak as Cleric

9. Record Combat and Skill #’s: Based on you characters feats, background, class and ability modifiers etc start filling out the numbers on you character sheet. At first level you receive your full hit point score + you Constitution modifier.
Once you’ve completed these step you’ll have a character. The only additional steps in creating a Wheel of Time character over a standard Pathfinder character is free background feat at character creation and the additional skills from backgrounds.

The other sections of the rules alterations contain ability scores and what they mean for channelers in the Wheel of Time setting, information on what backgrounds are and how they affect your character mechanically, what new classes are available and what old classes have changed or do not exist in the world. There are also a list of skill changes, Spellcraft for example has been replaced by Weavesight. New feats, including background feats, are explained as well as any changes involving existing feats. A new statistic called reputation has been added to the game as well as some new weapons. By far the biggest alterations comes in the form of magic. Changes to the wizard and sorcerer classes and how magic works within the world are drastic and require their own section. Finally Presitge classes, have been added as well as miscellaneous rules and monsters not found in other books.

The Rules
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Wheel of Time- The four Pillars eyrth_wytch