Wheel of Time- The four Pillars
This section lists the most common classes found in the Wheel of Time world. Other 3.5 classes may exist but you DM should be consulted as to whether or not a particular class fits the world. The first part of a class is its description which is how the class fits into the game world and should give you an idea of which characters would have levels in that class. GAME RULE INFORMATION: Following the general description are game rule information. Not every section applies to every class though most do.
Abilities: The abilities entry tells you which ability scores are most important to the class. Players may or may not follow this advice but a typical character of the class will have higher ability scores in ones that are valued by their class. Hit Die: The type of Hit Die used by characters is determined by their class and determines the number of hit points gained per level.
A player rolls one hit die each time their character gains a level. They then add or subtract their constitution modifier (if any), and add any bonus for feats or favored class. They then add the result to his or her hit point total. Even if this total is 0 or less the character still gains 1 hit point per level. At first level characters receive the maximum number of hit points instead of rolling.
Class Table: The table provides details of how the class advances. The class table includes the following:
Class Level: The level of the character’s class.
Base Attack Bonus (BAB): The character’s attack bonus and number of attacks.
Fort Save: The base save bonus to the character’s Fortitude saving throws. Character’s Constitution modifiers add to this number.
Ref Save: The base save bonus to the character’s Reflex saving throws. Character’s Dexterity modifiers add to this number.
Will Save: The base save bonus to the character’s Will saving throws. Character’s Wisdom modifiers add to this number.
Defense Bonus: The characters natural bonus to their Armor Class that they receive as they advance. This is an armor bonus and does not stack with worn armor. You use the higher of the two.
Reputation Score: The base value of the character’s reputation. The number may be increased by the character’s deed. See Reputation for more information.
Special: These are special abilities that are explained in the class features section that follows.
Weaves Per Day: How many weaves per day the character may use each day (this information is only included in classes that may channel). If the entry is “-“ for a given level of weave then the character does not yet have access to that level of weave. If the entry is a number the character may use that may weaves at that level (plus any bonus weaves from high ability scores) each day. Using a lower level weave slot for a higher level spell is known as over channeling which is discussed later.
A channeler may always choose to cast a lower level weave using a higher weave slot.
Class Skills: This section gives you the number of skill points your character starts with at first level and each level thereafter. As with hit points even if the total is less than 1 you still gain 1 skill point per level. Purchasing class skills and cross class skills is covered in Pathfinder: Roleplaying Game ; Core Rulebook (p 86.).
Class Features: These are special characteristics of the class. When applicable this section also mentions restrictions and disadvantages of the class.
Weapon and Armor Proficiency: The weapons and armor types with which the character is proficient. Regardless of training, cumbersome armor interferes with certain skills but this is covered under the armor descriptions and skill descriptions. Note that a character can become proficient with other types of armors and weapons by acquiring different class levels of taking proficiency feats.
Other Features: Each class has certain unique capabilities.