The list of skills in the Wheel of Time Core Rulebook is just a tad long. A lot of the skills overlap one another, or are made redundant by 3.5E skills. As such, I have taken the liberty to combine the skill list, and organize them a bit better for a custom skill sheet. Physical Skills: Acrobatics (Dex):  Use for Balance & Tumble checks. Athletics (Str): Use for Climb, Jump, & Swim checks. Perception (Wis):  Use in place of Spot & Listen checks. Use Perception(Dex) for initiative, counting initative bonuses as misc. modifiers. Ride (Dex) Search (Int) Social Skills: Appraise (Int) Bluff (Cha) Diplomacy (Cha) Use Diplomacy (Wis) for Innuendo checks. Use for Gather Information Checks. Handle Animal (Cha) Animal Empathy Checks. Intimidate (Cha) Perform (Cha) Sense Motive (Wis) Speak Language (N/A) Thievery Skills: Disable Device (Int):  Use Disable Device (Dex) for Open Lock checks. Escape Artist (Dex) Stealth (Dex):  Use Stealth in place of Hide & Move Silently checks. Use Stealth (Cha) in place of Disguise checks. Pickpocket (Dex):  Use pickpocket for Sleight of Hand checks. Knowledge Skills: Craft (Int):  Use Craft (Hitching, Dex) for Use Rope checks. Decipher Script (Int) Forgery (Int) Heal (Wis) Knowledge (Int): Knowledge sub skills are as follows… Arcana (previous ages not forgotten… such as the Age of Legends, ancient mysteries, Channeling Traditions & Customs, arcane symbols, cryptic phrases, World of Dreams, constructs, dragons, magical beasts, etc.).  Covers spellcraft checks not covered by Weave Sight Dungeoneering & Blight (aberrations, caverns, oozes, & spelunking; also the denizens, geography, dangers of the Blight, etc.) Civil Engineering (buildings, aqueducts, bridges, fortifications, etc.) Geography (lands, terrain, climate, people, customs, etc.) History (royalty, wars, colonies, migrations, founding of cities, etc.) Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids, etc.) Covers Urban lore checks. Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin, etc.) Mythic/Religion (Gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead, etc.) Nobility/Royalty (lineages, heraldry, family trees, mottoes, personalities) Dimensional (Portal Stones, Mirror Worlds, the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes) Profession (Wis): Always a class skill. All players may start out with a bonus 2 ranks in any single profession skill of their choice. Survival (Wis):  Covers Wilderness Lore & Intuit Direction. Channeling Skills: Concentration (Con) Composure (Wis) Invert Weave (Int) Weavesight (Int):  Replaces most spellcraft checks. Use Magic Device (Cha)