New Rules:
Feats:
The following feats are available in Arumo: Alertness, Ambidexterity, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Blind-Fight, Cleave, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Exotic Weapon Proficiency, Expertise, Far Shot, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Leadership, Lightning Reflexes, Martial Weapon Proficiency, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Ride-by Attack, Run, Shield Proficiency, Shot on the Run, Simple Weapon Proficiency, Skill Focus, Spirited Charge, Spring Attack, Stunning Fist, Sunder, Toughness, Track, Trample, Two-weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack.
The following new feats also exist.
Brawler:
You cause increased damage in unarmed combat.
Benefit: Your unarmed strikes cause 1d6 points of damage (1d6-1 for small characters) and a natural 20 threatens a critical.
Normal: Without this feat, a character deals only 1d6/2 subdual damage (1d6/3 for small characters) and can’t inflict a critical hit with an unarmed attack.
Martial Artist:
You are deadly in unarmed combat.
Benefit: Your unarmed attack can cause lethal damage if you so choose.
Normal: Regular unarmed attacks cause subdual damage.
Skill Training:
You become proficient with a skill normally foreign to your caste.
Benefit: You may turn one cross-class skill into a class skill, and advance it from that point on as if it were a class skill.
Normal: A cross-class skill’s maximum rank is equal to half of a class skill’s maximum rank, and it costs twice as much to advance.
Weapon Companion:
You have bonded extremely well with a particular weapon.
Prerequisites: Base attack bonus +5 or higher, proficient with that weapon, weapon specialization in that weapon
Benefit: You must bond to a particular weapon—not just a type of weapon, a particular weapon that you have in your possession. When wielding this weapon, you gain a +2 to attack and a +1 deflection bonus to armor class. You may only have one weapon companion at a time. If the weapon companion leaves, is lost, or is destroyed, you may gain a new weapon companion after three months.
Normal: A character with a bonded weapon gains a +1 bonus to attack
Skills:
The following skills are available in Arumo: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Device, Escape Artist, Gather Information, Handle Animal, Heal, Herbalism, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Knowledge, Listen, Move Silently, Perform, Pick Pocket, Profession, Read Lips, Ride, Search, Sense Motive, Speak Language, Spot, Swim, Tumble, Use Rope, and Wilderness Lore.
Device: Intelligence
Use this skill to repair, modify, disable, or destroy any sort of organic artifact. It cannot be used to build a new item, however: this requires Craft.
Check: Disabling a device works just like the Disable Device skill. Repairing or modifying a device varies based on the difficulty of the repair or modification.
At first level, all characters are allowed to choose one cross-class skill, and add it to their class skill list. They are allowed to do this once every five levels. A character may spend a Feat to turn a cross-class skill into a class skill.
Pacifism:
It is possible deliberately to avoid training in combat. For every hit die forfeited, you gain four additional skill ranks. For every attack bonus forfeited, you gain two.