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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

 

Classes, part 2