Classes:
Hmai (renegades):
Assassin: A trained hitman and killer who is outside the formal caste system
Bandit: A wilderness combatant with many skills
Nomad: An outcast wanderer able to survive in the harshest conditions
Thief: An outcast from the civilized areas who makes his living preying on the unwary
Worker: An unmodified laborer or professional
Drolai (workers):
Grunt: A lesser warrior trained in basic martial techniques but without great expertise
Laborer: A simple manual worker, strong and loyal but unskilled
Servant: An intelligent but unimaginative personal servant and assistant
Kalutoi (specialists):
Healer: One trained to heal the injured and cure the ill
Philosopher: A wandering researcher, explorer, experimenter, and storyteller
Rider: One trained to control and guide mounts on the ground, the water, or the air
Shootist: A fighter who has mastered the use of guns and ranged weapons
Sorcerer: One who can twist his flesh into a variety of shapes and functions
Technician: A tinker and engineer able to design his own magnificent and strange devices
Warrior: A fighter trained with close combat weapons and hand-to-hand fighting techniques
Tasami (sovereigns):
Aristocrat: One bred from birth to rule and command
Priest: A high-ranking and well-respected priest able to speak with he Living Gods
Sage: A historian and lore master with access to many wonderful tales and stories
Hmai:
Assassin:
Class Skills:
Ability Modifiers: None
Hit Die: D6
Class Skills: Appraise, Balance, Bluff, Climb, Device, Disguise, Escape Artist, Gather Information, Herbalism, Hide, Innuendo, Intimidate, Jump, Listen, Move Silently, Pick Pocket, Read Lips, Ride, Search, Sense Motive, Spot, Tumble, Use Rope
Skill Points at 1st Level: (6 + Int Modifier) x4
Skill Points at Each Additional Level: 6 + Int Modifier
Weapon and Armor Proficiency: All simple weapons plus throwing axe, light hammer, handaxe, light pick, sap, sword (light cutting, light and medium piercing), blowgun, spine rifle, whip; light armor.
Sneak Attack: An assassin does +1d6 damage with a sneak attack at 1st level. This increases by +1d6 for every two levels.
Uncanny Dodge: Starting at 4th level, an assassin retains her Dexterity bonus to AC regardless of being flat-footed or attacked by an invisible attacker. At 7th level, the assassin can no longer be flanked. At 12th level, he gains a +1 bonus to Reflex saves made to avoid traps. This rises to +2 at 18th.
Poison Application: The assassin no longer has a chance of poisoning himself when placing poison on a blade.
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1 |
+0 |
+0 |
+2 |
+0 |
Sneak Attack +1d6, poison application |
2 |
+1 |
+0 |
+3 |
+0 |
|
3 |
+2 |
+1 |
+3 |
+1 |
Sneak Attack +2d6 |
4 |
+3 |
+1 |
+4 |
+1 |
Uncanny Dodge |
5 |
+3 |
+2 |
+4 |
+2 |
Sneak Attack +3d6 |
6 |
+4 |
+2 |
+5 |
+2 |
|
7 |
+5 |
+3 |
+5 |
+3 |
Sneak Attack +4d6, Cannot be Flanked |
8 |
+6/+1 |
+3 |
+6 |
+3 |
|
9 |
+6/+1 |
+4 |
+6 |
+4 |
Sneak Attack +5d6 |
10 |
+7/+2 |
+4 |
+7 |
+4 |
|
11 |
+8/+3 |
+5 |
+7 |
+5 |
Sneak Attack +6d6 |
12 |
+9/+4 |
+5 |
+8 |
+5 |
+1 Reflex Save to Avoid Traps |
13 |
+9/+4 |
+6 |
+8 |
+6 |
Sneak Attack +7d6 |
14 |
+10/+5 |
+6 |
+9 |
+6 |
|
15 |
+11/+6/+1 |
+7 |
+9 |
+7 |
Sneak Attack +8d6 |
16 |
+12/+7/+2 |
+7 |
+10 |
+7 |
|
17 |
+12/+7/+2 |
+8 |
+10 |
+8 |
Sneak Attack +9d6 |
18 |
+13/+8/+3 |
+8 |
+11 |
+8 |
+2 Reflex Save to Avoid Traps |
19 |
+14/+9/+4 |
+9 |
+11 |
+9 |
Sneak Attack +10d6 |
20 |
+15/+10/+5 |
+9 |
+12 |
+9 |
Bandit:
Hit Die: 1d6+2
Ability Modifiers: None
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Disguise, Escape Artist, Gather Information, Handle Animal, Herbalism, Hide, Intimidate, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Ride, Speak Language, Use Rope, Spot, Swim, Wilderness Lore
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
Weapon and Armor Proficiency: All simple and martial weapons; light armor and medium armor; all shields.
Shock Attack: If a bandit remains hidden before entering battle, his first attack is at +1 against anyone of equal or lower level, as his opponents are off-balance and surprised. A group of three or more bandits gain a +2 to attack; ten or more; +3; twenty-five or more, +4; one-hundred or more, +5. This attack must be made in the round that the bandits are noticed.
Break Away: Starting at 5th level, a bandit no longer provokes an attack of opportunity if he turns and runs from his opponent
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1 |
+1 |
+2 |
+0 |
+0 |
Shock attack |
2 |
+2 |
+3 |
+0 |
+0 |
|
3 |
+3 |
+3 |
+1 |
+1 |
|
4 |
+4 |
+4 |
+1 |
+1 |
|
5 |
+5 |
+4 |
+1 |
+1 |
Break away |
6 |
+6/+1 |
+5 |
+2 |
+2 |
|
7 |
+7/+2 |
+5 |
+2 |
+2 |
|
8 |
+8/+3 |
+6 |
+2 |
+2 |
|
9 |
+9/+4 |
+6 |
+3 |
+3 |
|
10 |
+10/+5 |
+7 |
+3 |
+3 |
|
11 |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
12 |
+12/+7/+2 |
+8 |
+4 |
+4 |
|
13 |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
14 |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
15 |
+15/+10/+5 |
+9 |
+5 |
+5 |
|
16 |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
17 |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
|
18 |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
|
19 |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
20 |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |