Post by Stix on Jul 31, 2008 20:00:50 GMT -5
General kits
Amazon
Bonus: Land-based Riding, Animal Training.
Required: Spear, Long Bow.
Benefits: +3 to attack and damage vs. intelligent opponents who have never seen an amazon fight (5th-level Warriors and all characters of 8th level or higher are immune).
Restrictions: Can only specialize in spear or long bow. -1 reaction penalty.
Barbarian
Bonus: Endurance.
Required: Strength 15. Battle Axe, Bastard Sword.
Benefits: +3 circumstantial reaction bonus (makes good reactions better).
Restrictions: -3 circumstantial reaction penalty (makes bad reactions worse).
Beast-Rider
Bonus: Land-based Riding, Animal Training.
Benefits: Bonded mount. +5 reaction bonus with mount’s species.
Berserker
Bonus: Endurance.
Required: Strength 15. Melee weapons only (no thrown or missile).
Benefits: +3 reaction bonus with societies who value berserkers. After ten rounds of concentration or combat, can go berserk.
Restrictions: -3 reaction bonus with societies who lack berserkers.
Cavalier
Bonus: Land-based Riding, Etiquette.
Required: Good alignment. Strength 15, Constitution 15, Intelligence 10, Wisdom 10, Charisma 15. Lance, Sword.
Benefits: +1 attack bonus with any lance when mounted, +1 per 6 levels. 3rd: +1 attack bonus with any sword, +1 per 6 levels. 5th: +1 attack bonus with horseman’s mace, flail, or pick, +1 per 6 levels. Negates fear in 10’ radius. +4 vs. mind-affecting spells. +3 reaction bonus with home society. May demand shelter in home society.
Restrictions: Cannot attack at range if melee combat is instead possible. Must seek out most threatening opponent in combat. Must own and wear most protective armor affordable (magical bonuses don’t count). Must follow code of chivalry.
Gladiator
Bonus: Charioteering, Tumbling.
Required: Net, Short Sword, Trident.
Benefits: Free WP to apply to weapon specialization.
Myrmidon
Bonus: Ancient History, Fire-Building.
Required: Strength 12, Constitution 12.
Benefits: Free WP to apply to weapon specialization. Miscellaneous benefits for employ with a patron.
Restrictions: Soldierly demeanor makes the character stand out more in public.
Noble Warrior
Bonus: Etiquette, Heraldry, Land-based Riding.
Required: Strength 13, Constitution 13. Lance, Sword, Horseman’s Weapon.
Benefits: +3 reaction bonus with home society. May demand shelter in home society.
Restrictions: Must only purchase and use gear reflective of high station. If scandalized, -6 reaction penalty in home society (instead of +3 bonus).
Peasant Hero
Bonus: Agriculture or Fishing. Planar Sense or Weather Sense or Animal Lore.
Benefits: Always has food, shelter, and help in home society.
Restrictions: Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society.
Outlaw
Bonus: Fire-building. Planar Direction Sense or Direction Sense.
Restrictions: Wanted by law enforcement.
Pirate
Bonus: Rope Use, Seamanship.
Required: Cutlass. Belaying Pin or Gaff.
Restrictions: Rivals/enemies.
Samurai
Required: Lawful alignment. Strength 13, Constitution 13, Intelligence 14, Wisdom 13. Daikyu, Katana, Wakizashi. Reading/Writing.
Benefits: Free WP to apply to weapon specialization. Kiai 1/day/level (increase strength to 18/00 for one round). May specialize in any two of the following: Daikyu, Katana, Wakizashi.
Restrictions: Can only specialize in Daikyu, Katana, or Wakizashi. Absolute fealty to lord; if disobedient, samurai must either kill himself or become ronin (keeping all benefits of the kit but only earning ½ experience until a new lord is found).
Savage
Bonus: Endurance. Planar Sense or Weather Sense. Planar Direction Sense or Direction Sense.
Required: Strength 11, Constitution 15. Planar Survival or Survival.
Benefits: Alarm, Animal Friendship, Detect Evil, or Detect Magic 1/day/level.
Restrictions: -2 reaction penalty. May only learn proficiency in tribal weapons. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe.
Swashbuckler
Bonus: Etiquette, Tumbling.
Required: Strength 13, Dexterity 13, Intelligence 13, Charisma 13. Fencing Blades.
Benefits: Free WP. +2 AC bonus in studded leather or lighter armor. Access to Rogue proficiency group.
Restrictions: Can only specialize in a fencing weapon.
Wilderness Warrior
Bonus: Endurance. Planar Survival or Survival.
Required: Constitution 13.
Benefits: +5 to bonus survival proficiency.
Beastmaster
Benefits: May befriend and recruit normal and giant animals. Limited telepathy and empathic bond with animals. 9th: Summon 100 HD/level of animals 1/year.
Restrictions: May only start with proficiency in: Axe, Club, Dagger, Dart, Javelin, Knife, Sling, Spear. No followers from class. -1 reaction penalty with intelligent beings. -2 to all die rolls for one round when bonded animal is injured. -2 to all die rolls for 24 hours when bonded animal is killed.
Explorer
Bonus: Modern Language (one of PC’s choice). Planar Survival (two planes) or Survival (two environments).
Required: Intelligence 12. Cartography, Reading/Writing.
Benefits: Know Direction 1/week. Culture Sense 1/week.
Restrictions: May only have proficiency in: Short Bow, Light Crossbow, Dagger, Dart, Knife, Sling, Quarterstaff, Short Sword. Animals receive +2 save bonus vs. Explorer’s animal empathy. May only travel with minimum number of followers.
Falconer
Bonus: Falconry.
Required: Any two of: Bow, Dagger, Knife, Light Crossbow, Sling, Spear.
Benefits: Animal follower (falcon). May gain additional falcon followers in lieu of followers granted by class. May retry failed attempts to train falcons after gaining a level. May develop empathic bond with falcons.
Restrictions: If bonded falcon dies, Falconer suffers -2 to attack/ability/proficiency rolls for 1d4 weeks, and in this time can gain no new followers or use animal empathy.
Feralan
Bonus: Trail Signs. Fishing or Hunting.
Required: Non-lawful alignment. Strength 14, Constitution 15. Club, Knife.
Benefits: +10% Hide in Shadows and Move Silently. 60% Climb Walls. Speak with Animals at will (one chosen species). Call of the Wild 1/day (summon 1d4 animals of chosen species for 1d4 hours). Chance to frenzy after wounding an opponent. 5th: Animal followers of chosen species.
Restrictions: Reduced spellcasting ability. -3 reaction penalty. Can only start with proficiency in “primitive” weapons and wilderness skills. Cannot retain wealth or own property.
Forest Runner
Bonus: Disguise.
Required: Charisma 12. Bow, Sword, Dagger. Bowyer/Fletcher.
Benefits: +5% Hide in Shadows and Move Silently. Inspire 1/day. Always has food and shelter in home society.
Restrictions: Wanted by law enforcement.
Giant Killer
Required: Strength 15, Dexterity 15, Intelligence 12, Charisma 12.
Benefits: Combat, defensive, and tracking bonuses against giants.
Restrictions: Must learn even mix of melee, projectile, and thrown weapons. Tracking ability may only be used on giants.
Greenwood Ranger
Bonus: Herbalism.
Required: Agriculture. Completion of a task assigned by patron deity.
Benefits: 4th: Speak with Plants at will. 4th: Buoyancy (cannot drown unless held underwater). 10th: May attempt to grow extra limb.
Restrictions: May only have proficiency in: Axe, Bow, Crossbow, Club, Dagger, Dart, Knife, Quarterstaff, Sling, Spear, Long Sword, Short Sword. Extended time without sunlight causes damage. -5% Move Silently. No Dexterity adjustment to AC. Vulnerability to fire and extreme climates. Limited spellcasting ability. -3 reaction penalty with all but those who have great knowledge/experience concerning plants/nature.
Justifier
Bonus: Punching or Wrestling or Martial Arts. Planar Survival (two planes) or Survival (two environments).
Required: Lawful alignment. Strength 14, Dexterity 14.
Benefits: Weapon Specialization (this still requires the expenditure of a proficiency slot). +5% Hide in Shadows and Move Silently. Tactical Advantage 1/day. Coordinated Attack 1/opponent/fight.
Restrictions: Reduced spellcasting ability.
Mountain Man
Bonus: Crude Weaponsmithing, Mountaineering.
Required: Strength 14, Constitution 15. Hunting.
Benefits: +2 to saves vs. fatal attacks. If damage would drop a Mountain Man to 0 or fewer HP, a successful Constitution check puts him at 1 HP instead (this ability cannot be used at 1 HP). If damage would kill a Mountain Man, a successful System Shock roll allows him to keep acting normally for 1d4 rounds or until he is reduced to -10 HP minus his level (a 4th-level Mountain Man fights to -14), whichever comes first. 7th: With 1d4+1 hours of work and the availability of appropriate components found in nature, the Mountain Man can brew a potion of healing 1/day, which retains its potency for 24 hours.
Restrictions: May only start with proficiency in: Axe, Bow, Crossbow, Club, Dagger, Dart, Javelin, Knife, Quarterstaff, Spear, Staff Sling, Warhammer. -2 to attack rolls when wearing metal armor. -5% Hide in Shadows and Move Silently. Reduced spellcasting ability. Cannot retain wealth. -1 reaction penalty.
Pathfinder
Bonus: Distance Sense, Trail Marking. Planar Direction Sense or Direction Sense.
Required: Axe or Sword. Alertness.
Benefits: -10% chance to get lost. Overland Guiding. +1 attack with one missile weapon. 10%/level chance to identify trail hazards.
Sea Ranger
Bonus: Swimming. Boating or Seamanship.
Required: Intelligence 12. Fine Balance.
Benefits: Sea Tracking. Sense Land up to 50 miles away. No penalty to attack rolls in water. 12th: Parliament of the Sea 1/week.
Restrictions: -6 penalty when tracking on land. Lose Hide in Shadows and Move Silently abilities.
Seeker
Bonus: Religion.
Required: Good alignment. Wisdom 15.
Benefits: Improved spellcasting ability. Bonus sphere: Divination or Healing or Protection or Weather. May use any magical staff usable by a Druid.
Restrictions: Must spend one hour each day in meditation/prayer or suffer -1 penalty to all attack/ability/proficiency rolls the following day. Must care for and defend a chosen species; failing to do so results in temporary loss of spellcasting ability.
Stalker
Bonus: Alertness, Camouflage.
Required: Intelligence 14.
Benefits: Full Tracking ability in wilderness and urban settings. +10% Hide in Shadows and Move Silently. -3 to opponents’ surprise rolls if moving silently. Interrogation abilities. 10th: Photographic memory.
Restrictions: May only have proficiency in: Blowgun, Dart, Fencing Blades, Garrote, Quarterstaff, Sling. Only one follower at a time (never an intelligent being, or an animal larger than size S).
Divinate
Required: Religion.
Benefits: Bonus sphere: Charm or Guardian or Sun. Religious Stronghold.
Restrictions: +10% tithe to church. Must spend one hour each day in meditation/prayer or suffer loss of spellcasting ability the following day.
Ghosthunter
Benefits: 95% immunity to paralysis caused by undead. Remove Paralysis 2/day, +1/day/5 levels. Turn Undead as if two levels higher. 5th: Dispel Evil 1/day/5 levels.
Restrictions: Lose lay on hands, priest spells, cure disease, disease immunity.
Inquisitor
Required: Intelligence 11. Religion, Spellcraft.
Benefits: Detect Evil Magic. 80% +1%/level illusion resistance. 90% resistance to possession, mind-affecting spells. 3rd: Dispel Evil Magic 1/day/3 levels.
Restrictions: Lose lay on hands, priest spells, cure disease, turn undead.
Medician
Bonus: Diagnostics, Healing.
Required: Intelligence 10.
Benefits: +1 to all Diagnostics checks (additional +3 with Herbalism proficiency). +1 to all Healing checks. Patients recover HP twice as fast. Purge poison.
Restrictions: Must spend 2-5 weeks every year working/praying in hospice.
Militarist
Bonus: Land-based Riding.
Required: “Preferred weapon” (Sword, Lance, Axe, Horseman’s Mace/Flail/Pick).
Benefits: +1 attack when mounted. +1 damage with preferred weapon. May spend WP slots on NWPs or NWP slots on WPs.
Restrictions: Must spend 1 hour in training/combat every day.
Skyrider
Bonus: Airborne Riding.
Required: Any missile weapon.
Benefits: Bonded mount. +2 to Riding checks with bonded mount. +1 attack when riding bonded mount. Reduced penalties for mounted missile fire. 12th: Telepathic communication with bonded mount.
Restrictions: -2 to all die rolls for 1d4+1 months after bonded mount is killed.
Votary
Required: Religion.
Benefits: Improved spellcasting ability. +4 attack vs. followers of one chosen enemy faith.
Restrictions: -2 reaction penalty with followers of other faiths. 50% tithe. Cannot own property.
Academician
Bonus: Reading/Writing.
Required: Intelligence 13, Wisdom 11. Dagger, Dart, Knife, or Sling.
Benefits: Bonuses to Intelligence and Wisdom checks. May spend WP slots on NWPs.
Restrictions: -1 attack when first engaging an opponent.
Amazon Wise Woman
Bonus: Land-based Riding, Animal Training.
Required: Spear or Long Bow.
Benefits: +3 to attack and damage vs. intelligent opponents who have never seen an amazon fight (5th-level Warriors and all characters of 8th level or higher are immune).
Restrictions: -1 reaction penalty.
Anagakok
Bonus: Planar Survival or Survival. Planar Sense or Weather Sense.
Required: Constitution 13. Bow, Dagger, Harpoon, Javelin, Knife, Sling, or Trident. Endurance.
Benefits: Find food for 1 person/level. Good Fortune 1/week. No penalties from environmental extremes.
Restrictions: -2 reaction penalty. Barred from Illusion, Necromancy.
Militant Wizard
Bonus: Endurance.
Required: Strength 13. Axe, Bow, Crossbow, Dagger, Javelin, Sling, Spear, Sword, or Warhammer.
Benefits: Free WP. Access to Warrior proficiency group.
Restrictions: Learn spells as if Intelligence is two points lower.
Mystic
Bonus: Astrology, Religion.
Required: Wisdom 13. Dagger, Dart, Knife, or Sling.
Benefits: Feign Death 1/week. Spirit Form 1/week. Levitate 1/week.
Restrictions: May only learn proficiency in Dagger, Knife, Dart, Sling. Must spend two hours in meditation every day.
Patrician
Bonus: Etiquette, Heraldry, Land-based Riding.
Required: Dagger or Knife.
Benefits: May demand shelter in home society.
Restrictions: Must only purchase and use gear reflective of high station.
Peasant Wizard
Bonus: Agriculture or Fishing.
Required: Bow, Dagger, Dart, Knife, Sling, or Spear.
Benefits: Always has food, shelter, and help in home society.
Restrictions: Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society.
Savage Wizard
Bonus: Planar Direction Sense or Direction Sense. Planar Sense or Weather Sense.
Required: Strength 11, Constitution 13. Blowgun, Dagger, Dart, Knife, Sling, or Spear. Planar Survival or Survival.
Benefits: Protective Talisman 1/week. Sympathetic Magic 1/week. Omen 1/week.
Restrictions: -2 reaction penalty. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe.
Warlock/Witch
Bonus: Spellcraft.
Required: Constitution 13, Intelligence 13, Wisdom 13. Herbalism.
Benefits: 3rd: Secure Familiar. 5th: Brew Calmative. 7th: Brew Poison. 9th: Beguile. 11th: Brew Flying Ointment. 13th: Curse.
Restrictions: -2 reaction penalty. May only learn proficiency in Dagger, Dart, Knife, Sling, Staff, Staff Sling. 25% chance each day to suffer -2 penalty to attack rolls, saving throws. Cannot be dual- or multiclassed.
Wu Jen
Bonus: Artistic Ability, Etiquette.
Required: Non-lawful alignment. Intelligence 13. “Preferred weapon” (Blowgun, Bo, Short Bow, Dagger, Dart, Jitte, Shuriken, or Sling).
Benefits: +1 attack with preferred weapon. 4th: Maximize spell 1/day.
Restrictions: Taboos.
Berserker Priest
Bonus: Endurance.
Benefits: +3 reaction bonus with societies who value berserkers. Incite Berserker Rage.
Restrictions: -3 reaction bonus with societies who lack berserkers.
Nobleman Priest
Bonus: Etiquette, Heraldry, Land-based Riding.
Benefits: May demand shelter in home society.
Restrictions: Must only purchase and use gear reflective of high station.
Pacifist Priest
Bonus: Etiquette.
Required: Healing.
Benefits: +2 Charisma. +2 reaction bonus. May spend WP slots on NWPs. Soothing Demeanor 1/day/level.
Restrictions: Cannot wear armor. May never attempt to injure a sentient being with a weapon. May only learn proficiency in Bow or Dart (for competitive or hunting use only).
Peasant Priest
Bonus: Agriculture or Fishing. Planar Sense or Weather Sense or Animal Lore.
Benefits: Always has food, shelter, and help in home society.
Restrictions: Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society.
Prophet
Bonus: Planar Sense or Weather Sense.
Required: Wisdom 15.
Benefits: Prophecy.
Restrictions: -2 reaction penalty.
Savage Priest
Bonus: Endurance. Planar Direction Sense or Direction Sense. Planar Sense or Weather Sense.
Required: Strength 11, Constitution 13. Planar Survival or Survival.
Benefits: Detect Magic 1/day/level. Tattoos/tribal markings serve as holy symbol.
Restrictions: -2 reaction penalty. May only learn proficiency in tribal weapons. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe.
Adviser
Bonus: Etiquette.
Required: Partly neutral alignment. Intelligence 10, Wisdom 12, Charisma 15.
Benefits: +2 reaction bonus in home society.
Restrictions: Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society.
Avenger
Bonus: Tracking.
Required: True Neutral alignment.
Benefits: Free WP.
Restrictions: -1 reaction penalty.
Beastfriend
Bonus: Animal Lore.
Benefits: Animal Empathy. +4 to Animal Lore, Animal Handling, Animal Training checks. Impose -2 save vs. spells from Animal sphere. May recognize magically-influenced animals/shapeshifters with Animal Lore check.
Restrictions: -1 reaction penalty. May never harm/kill an animal or allow others to do the same; must do everything possible to aid hurt/abused animals.
Hivemaster
Benefits: +4 vs. insect/arachnid poison. +4 to Agriculture, Animal Lore, Animal Training checks with insect/arachnids. Cast insect/arachnid-related spells as if three levels higher. 7th: Choose insect/arachnid form when shapeshifting.
Restrictions: Animal-related spells and abilities usable only with insects/arachnids. -3 to proficiency checks with animals other than insects/arachnids.
Philosopher
Bonus: Ancient History.
Benefits: May spend WP slots on NWPs.
Shapeshifter
Bonus: Animal Lore.
Benefits: Improved Shapeshifting ability.
Hindrances: Overuse of shapeshifting power can leave Shapeshifter stuck in chosen form.
Totemic Druid
Required: Tracking.
Benefits: Shapeshift into totem animal 1/day, +1/day/3 levels. Speak With Animals (totem animal only) at will. +4 to Animal Lore, Animal Handling, Animal Training checks with totem animal.
Acrobat
Required: Strength 12, Dexterity 14.
Benefits: +1 to Jumping, Tightrope Walking, Tumbling checks (+2 if unarmored and unencumbered).
Assassin
Required: Strength 12, Dexterity 12, Intelligence 11. Trailing, Disguise.
Benefits: 5% chance/level to identify poisons.
Restrictions: 20 fewer points for thieving skills at 1st level. 10 fewer points each level.
Bandit
Required: Strength 10, Constitution 10.
Benefits: +1 to surprise checks.
Beggar
Bonus: Begging, Information Gathering, Observation.
Required: Two of: Club, Dagger, Dart, Knife, Sling, Staff. Disguise.
Restrictions: -2 reaction penalty.
Bounty Hunter
Required: Strength 11, Dexterity 11, Constitution 11, Intelligence 11, Wisdom 11. Tracking.
Benefits: Free WP.
Buccaneer
Bonus: Rope Use.
Required: Constitution 10. Navigation, Seamanship, Swimming.
Benefits: +2/+10% to all proficiency/skill checks involving ropes. No penalty to attacks/saves when on a rope.
Restrictions: -2/-10% to climb when not using rope.
Burglar
Bonus: Alertness, Looting.
Required: Strength 10, Dexterity 13. Dagger or Knife.
Cutpurse
Bonus: Observation, Trailing.
Fence
Bonus: Appraising.
Required: Intelligence 12. Information Gathering.
Benefits: +3 reaction adjustment with local underworld connections.
Investigator
Bonus: Information Gathering, Observation.
Scout
Bonus: Planar Direction Sense or Direction Sense.
Required: Alertness, Tracking.
Benefits: +10% Hide in Shadows and Move Silently in wilderness.
Restrictions: -5% all thieving skills in urban environment.
Smuggler
Benefits: +1 to surprise checks.
Spy
Bonus: Disguise, Information Gathering.
Required: Intelligence 11. Observation.
Swindler
Bonus: Fast-Talking.
Required: Charisma 12.
Thug
Bonus: Intimidation.
Required: Strength 12, Constitution 12.
Benefits: Free WP.
Restrictions: 20 fewer points for thieving skills at 1st level.
Blade
Required: Dexterity 13, Intelligence 13, Charisma 15. Sword. Two-Weapon Style. Blind-Fighting, Juggling.
Benefits: Weapons Display. Trick Throw. Defensive Spin. Offensive Spin.
Charlatan
Bonus: Gaming.
Required: Non-lawful alignment. Dagger, Knife, Short Sword, or Long Sword. Acting, Disguise, Forgery.
Benefits: Charm. Masquerade. Detect Fakery. Swindling.
Gallant
Bonus: Etiquette.
Required: Non-evil alignment. Artistic Ability, Dancing, Poetry.
Benefits: Essence of Life. Code of the Gallant. Romantic Appeal. Poetic Charm.
Gypsy-bard
Bonus: Animal Handling, Animal Lore, Animal Training.
Required: Non-lawful alignment. Dagger or Knife. Dancing, Fortune Telling, Land-based Riding, Musical Instrument. Planar Direction Sense or Direction Sense.
Benefits: Augury 1/day (when used with Fortune Telling proficiency). 5th: Animal Friendship 1/day. 10th: Locate Animals or Plants 1/day. 15th: Speak with Animals 1/day.
Restrictions: Natural armors only. Cannot have proficiency in two-handed weapons.
Herald
Bonus: Two languages.
Required: Etiquette, Heraldry, Local History, Reading/Writing. Two languages.
Benefits: Identify Rumors. Local Lore. Basal Communication. Persuade Crowd.
Jester
Bonus: Acting.
Required: Dexterity 14. Dancing, Juggling, Tumbling.
Benefits: Fool’s Luck. Jesting. Joking. Immunity to Madness. +1/level bonus vs. mind-affecting spells.
Restrictions: May only take proficiency in Hand Axe, Blowgun, Hand Crossbow, Dagger, Dart, Javelin, Knife, Scourge, Sling, Staff, Short Sword, Whip. Natural armors only.
Jongleur
Bonus: Tumbling.
Required: Dexterity 14. Juggling, Jumping, Tightrope Walking.
Benefits: Expanded use of Juggling, Jumping, Tightrope Walking, Tumbling. Dodge. Entertain Crowd.
Restrictions: Natural armors only.
Loremaster
Bonus: Navigation.
Required: Intelligence 14, Wisdom 14. Ancient History, Ancient Language, Reading/Writing.
Benefits: Legend Lore (as Bard). Arcane Lore. Persuasion. Etymology.
Restrictions: May only take proficiency in Blowgun, Hand Crossbow, Dagger, Dart, Knife, Sling, Staff, Staff Sling. Leather armor only.
Meistersinger
Bonus: Planar Survival or Survival.
Required: Animal Lore, Musical Instrument, Singing.
Benefits: Song of Companionship. Song of Sanction. Animal Charm. Influence Animal Reactions. 5th: Partial Polymorph. 10th: Shapechange.
Restrictions: Death of animal companion requires system shock check (if failed, death; if passed, three-month period of mourning). Cannot own property or gain followers.
Skald
Bonus: Ancient History.
Required: Axe, Sword, or Spear. Local History, Poetry, Singing.
Benefits: War Chant. Battle Fervor.
Thespian
Bonus: Reading/Writing.
Required: Dagger, Knife, or Short Sword. Acting, Disguise.
Benefits: Nonproficiency penalty reduced by 1. Masterful Acting. Influence Reactions (as Bard). Observe Motions.
Restrictions: Must take proficiency in Dagger, Knife, and Short Sword before learning other weapons.
Shadow Warrior
Required: Strength 13. Ninja-to. Running.
Benefits: May specialize in one weapon at 5th, another at 9th, another at 13th.
Restrictions: Thieving skills start at 0%. 30 fewer points at level 1.
Intruder
Required: Intelligence 13. Ninja-to. Reading/Writing.
Benefits: +2 to all proficiency checks based on Intelligence.
Consort
Required: Acting, Etiquette, Enamor.
Benefits: +2 to all proficiency checks based on Charisma.
Pathfinder Ninja
Bonus: Tracking.
Required: Ninja-to, Hankyu. Hunting.
Benefits: +1/4 levels to Tracking proficiency.
Restrictions: Cannot gain followers.
Spirit Warrior
Required: Dagger or Knife. Reading/Writing, Spellcraft.
Benefits: Access to Wizard proficiency group. 5th: Walk on Water. 9th: Illusion spells. 13th: Pass through Walls.
Restrictions: May only gain proficiency in Blowgun, Dagger, Dart, Knife, Ninja-to, Sling, Staff, Short Sword, Tanto, Yoroi-toshi. Padded or Leather armor only.
Shinobi Fighter
Required: Ninja-to, Daikyu, or Hankyu. Blind-Fighting.
Benefits: Hide in Shadows, Move Silently, Climb Walls.
Shinobi Ranger
Required: Hankyu. Running.
Benefits: Hide in Shadows, Move Silently, Detect Noise.
Shinobi Mage
Required: Intelligence 12.
Benefits: Move Silently, Detect Noise, Read Languages.
Restrictions: Learn spells as if Intelligence is two points lower.
Shinobi Illusionist
Required: Intelligence 12.
Benefits: Hide in Shadows, Move Silently, Read Languages.
Restrictions: Learn spells as if Intelligence is two points lower.
Shinobi Priest
Required: Reading/Writing.
Benefits: Hide in Shadows, Move Silently, Climb Walls. Improved Weapon Selection.
Restrictions: Armor limited to AC 6.
Shinobi Thief
Required: Ninja-to.
Benefits: +5% to all thieving skills.
Restrictions: Padded or Leather armor only. Wizard weapons. Reduced hit die.
Shinobi Bard
Benefits: +5% to all thieving skills.
Restrictions: Spell progression as though two levels lower.
Anatomist
Required: Knife. Anatomy, Healing.
Benefits: Knife specialization at 6th level. Improved Healing. Autopsy.
Restrictions: Must dissect at least one cadaver per month or lose Improved Healing/Autopsy benefits.
Deathslayer
Required: Strength 13. Necrology.
Benefits: Bonuses against chosen undead enemy.
Restrictions: Must target undead before living opponents.
Mortality Philosopher
Required: Non-good alignment. Intelligence 14. Necrology.
Benefits: Necromancy Lore. +15% chance to learn Necromancy spells.
Restrictions: Derangement. -15% chance to learn spells of other schools.
Undead Master
Required: Non-good alignment. Necrology.
Benefits: Access to Enchantment/Charm. May spend WP slots on NWPs. Command Undead and Fiends as evil priest.
Restrictions: No access to Alteration, Divination, Illusion.
Amazon
Bonus: Land-based Riding, Animal Training.
Required: Spear, Long Bow.
Benefits: +3 to attack and damage vs. intelligent opponents who have never seen an amazon fight (5th-level Warriors and all characters of 8th level or higher are immune).
Restrictions: Can only specialize in spear or long bow. -1 reaction penalty.
Barbarian
Bonus: Endurance.
Required: Strength 15. Battle Axe, Bastard Sword.
Benefits: +3 circumstantial reaction bonus (makes good reactions better).
Restrictions: -3 circumstantial reaction penalty (makes bad reactions worse).
Beast-Rider
Bonus: Land-based Riding, Animal Training.
Benefits: Bonded mount. +5 reaction bonus with mount’s species.
Berserker
Bonus: Endurance.
Required: Strength 15. Melee weapons only (no thrown or missile).
Benefits: +3 reaction bonus with societies who value berserkers. After ten rounds of concentration or combat, can go berserk.
Restrictions: -3 reaction bonus with societies who lack berserkers.
Cavalier
Bonus: Land-based Riding, Etiquette.
Required: Good alignment. Strength 15, Constitution 15, Intelligence 10, Wisdom 10, Charisma 15. Lance, Sword.
Benefits: +1 attack bonus with any lance when mounted, +1 per 6 levels. 3rd: +1 attack bonus with any sword, +1 per 6 levels. 5th: +1 attack bonus with horseman’s mace, flail, or pick, +1 per 6 levels. Negates fear in 10’ radius. +4 vs. mind-affecting spells. +3 reaction bonus with home society. May demand shelter in home society.
Restrictions: Cannot attack at range if melee combat is instead possible. Must seek out most threatening opponent in combat. Must own and wear most protective armor affordable (magical bonuses don’t count). Must follow code of chivalry.
Gladiator
Bonus: Charioteering, Tumbling.
Required: Net, Short Sword, Trident.
Benefits: Free WP to apply to weapon specialization.
Myrmidon
Bonus: Ancient History, Fire-Building.
Required: Strength 12, Constitution 12.
Benefits: Free WP to apply to weapon specialization. Miscellaneous benefits for employ with a patron.
Restrictions: Soldierly demeanor makes the character stand out more in public.
Noble Warrior
Bonus: Etiquette, Heraldry, Land-based Riding.
Required: Strength 13, Constitution 13. Lance, Sword, Horseman’s Weapon.
Benefits: +3 reaction bonus with home society. May demand shelter in home society.
Restrictions: Must only purchase and use gear reflective of high station. If scandalized, -6 reaction penalty in home society (instead of +3 bonus).
Peasant Hero
Bonus: Agriculture or Fishing. Planar Sense or Weather Sense or Animal Lore.
Benefits: Always has food, shelter, and help in home society.
Restrictions: Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society.
Outlaw
Bonus: Fire-building. Planar Direction Sense or Direction Sense.
Restrictions: Wanted by law enforcement.
Pirate
Bonus: Rope Use, Seamanship.
Required: Cutlass. Belaying Pin or Gaff.
Restrictions: Rivals/enemies.
Samurai
Required: Lawful alignment. Strength 13, Constitution 13, Intelligence 14, Wisdom 13. Daikyu, Katana, Wakizashi. Reading/Writing.
Benefits: Free WP to apply to weapon specialization. Kiai 1/day/level (increase strength to 18/00 for one round). May specialize in any two of the following: Daikyu, Katana, Wakizashi.
Restrictions: Can only specialize in Daikyu, Katana, or Wakizashi. Absolute fealty to lord; if disobedient, samurai must either kill himself or become ronin (keeping all benefits of the kit but only earning ½ experience until a new lord is found).
Savage
Bonus: Endurance. Planar Sense or Weather Sense. Planar Direction Sense or Direction Sense.
Required: Strength 11, Constitution 15. Planar Survival or Survival.
Benefits: Alarm, Animal Friendship, Detect Evil, or Detect Magic 1/day/level.
Restrictions: -2 reaction penalty. May only learn proficiency in tribal weapons. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe.
Swashbuckler
Bonus: Etiquette, Tumbling.
Required: Strength 13, Dexterity 13, Intelligence 13, Charisma 13. Fencing Blades.
Benefits: Free WP. +2 AC bonus in studded leather or lighter armor. Access to Rogue proficiency group.
Restrictions: Can only specialize in a fencing weapon.
Wilderness Warrior
Bonus: Endurance. Planar Survival or Survival.
Required: Constitution 13.
Benefits: +5 to bonus survival proficiency.
Beastmaster
Benefits: May befriend and recruit normal and giant animals. Limited telepathy and empathic bond with animals. 9th: Summon 100 HD/level of animals 1/year.
Restrictions: May only start with proficiency in: Axe, Club, Dagger, Dart, Javelin, Knife, Sling, Spear. No followers from class. -1 reaction penalty with intelligent beings. -2 to all die rolls for one round when bonded animal is injured. -2 to all die rolls for 24 hours when bonded animal is killed.
Explorer
Bonus: Modern Language (one of PC’s choice). Planar Survival (two planes) or Survival (two environments).
Required: Intelligence 12. Cartography, Reading/Writing.
Benefits: Know Direction 1/week. Culture Sense 1/week.
Restrictions: May only have proficiency in: Short Bow, Light Crossbow, Dagger, Dart, Knife, Sling, Quarterstaff, Short Sword. Animals receive +2 save bonus vs. Explorer’s animal empathy. May only travel with minimum number of followers.
Falconer
Bonus: Falconry.
Required: Any two of: Bow, Dagger, Knife, Light Crossbow, Sling, Spear.
Benefits: Animal follower (falcon). May gain additional falcon followers in lieu of followers granted by class. May retry failed attempts to train falcons after gaining a level. May develop empathic bond with falcons.
Restrictions: If bonded falcon dies, Falconer suffers -2 to attack/ability/proficiency rolls for 1d4 weeks, and in this time can gain no new followers or use animal empathy.
Feralan
Bonus: Trail Signs. Fishing or Hunting.
Required: Non-lawful alignment. Strength 14, Constitution 15. Club, Knife.
Benefits: +10% Hide in Shadows and Move Silently. 60% Climb Walls. Speak with Animals at will (one chosen species). Call of the Wild 1/day (summon 1d4 animals of chosen species for 1d4 hours). Chance to frenzy after wounding an opponent. 5th: Animal followers of chosen species.
Restrictions: Reduced spellcasting ability. -3 reaction penalty. Can only start with proficiency in “primitive” weapons and wilderness skills. Cannot retain wealth or own property.
Forest Runner
Bonus: Disguise.
Required: Charisma 12. Bow, Sword, Dagger. Bowyer/Fletcher.
Benefits: +5% Hide in Shadows and Move Silently. Inspire 1/day. Always has food and shelter in home society.
Restrictions: Wanted by law enforcement.
Giant Killer
Required: Strength 15, Dexterity 15, Intelligence 12, Charisma 12.
Benefits: Combat, defensive, and tracking bonuses against giants.
Restrictions: Must learn even mix of melee, projectile, and thrown weapons. Tracking ability may only be used on giants.
Greenwood Ranger
Bonus: Herbalism.
Required: Agriculture. Completion of a task assigned by patron deity.
Benefits: 4th: Speak with Plants at will. 4th: Buoyancy (cannot drown unless held underwater). 10th: May attempt to grow extra limb.
Restrictions: May only have proficiency in: Axe, Bow, Crossbow, Club, Dagger, Dart, Knife, Quarterstaff, Sling, Spear, Long Sword, Short Sword. Extended time without sunlight causes damage. -5% Move Silently. No Dexterity adjustment to AC. Vulnerability to fire and extreme climates. Limited spellcasting ability. -3 reaction penalty with all but those who have great knowledge/experience concerning plants/nature.
Justifier
Bonus: Punching or Wrestling or Martial Arts. Planar Survival (two planes) or Survival (two environments).
Required: Lawful alignment. Strength 14, Dexterity 14.
Benefits: Weapon Specialization (this still requires the expenditure of a proficiency slot). +5% Hide in Shadows and Move Silently. Tactical Advantage 1/day. Coordinated Attack 1/opponent/fight.
Restrictions: Reduced spellcasting ability.
Mountain Man
Bonus: Crude Weaponsmithing, Mountaineering.
Required: Strength 14, Constitution 15. Hunting.
Benefits: +2 to saves vs. fatal attacks. If damage would drop a Mountain Man to 0 or fewer HP, a successful Constitution check puts him at 1 HP instead (this ability cannot be used at 1 HP). If damage would kill a Mountain Man, a successful System Shock roll allows him to keep acting normally for 1d4 rounds or until he is reduced to -10 HP minus his level (a 4th-level Mountain Man fights to -14), whichever comes first. 7th: With 1d4+1 hours of work and the availability of appropriate components found in nature, the Mountain Man can brew a potion of healing 1/day, which retains its potency for 24 hours.
Restrictions: May only start with proficiency in: Axe, Bow, Crossbow, Club, Dagger, Dart, Javelin, Knife, Quarterstaff, Spear, Staff Sling, Warhammer. -2 to attack rolls when wearing metal armor. -5% Hide in Shadows and Move Silently. Reduced spellcasting ability. Cannot retain wealth. -1 reaction penalty.
Pathfinder
Bonus: Distance Sense, Trail Marking. Planar Direction Sense or Direction Sense.
Required: Axe or Sword. Alertness.
Benefits: -10% chance to get lost. Overland Guiding. +1 attack with one missile weapon. 10%/level chance to identify trail hazards.
Sea Ranger
Bonus: Swimming. Boating or Seamanship.
Required: Intelligence 12. Fine Balance.
Benefits: Sea Tracking. Sense Land up to 50 miles away. No penalty to attack rolls in water. 12th: Parliament of the Sea 1/week.
Restrictions: -6 penalty when tracking on land. Lose Hide in Shadows and Move Silently abilities.
Seeker
Bonus: Religion.
Required: Good alignment. Wisdom 15.
Benefits: Improved spellcasting ability. Bonus sphere: Divination or Healing or Protection or Weather. May use any magical staff usable by a Druid.
Restrictions: Must spend one hour each day in meditation/prayer or suffer -1 penalty to all attack/ability/proficiency rolls the following day. Must care for and defend a chosen species; failing to do so results in temporary loss of spellcasting ability.
Stalker
Bonus: Alertness, Camouflage.
Required: Intelligence 14.
Benefits: Full Tracking ability in wilderness and urban settings. +10% Hide in Shadows and Move Silently. -3 to opponents’ surprise rolls if moving silently. Interrogation abilities. 10th: Photographic memory.
Restrictions: May only have proficiency in: Blowgun, Dart, Fencing Blades, Garrote, Quarterstaff, Sling. Only one follower at a time (never an intelligent being, or an animal larger than size S).
Divinate
Required: Religion.
Benefits: Bonus sphere: Charm or Guardian or Sun. Religious Stronghold.
Restrictions: +10% tithe to church. Must spend one hour each day in meditation/prayer or suffer loss of spellcasting ability the following day.
Ghosthunter
Benefits: 95% immunity to paralysis caused by undead. Remove Paralysis 2/day, +1/day/5 levels. Turn Undead as if two levels higher. 5th: Dispel Evil 1/day/5 levels.
Restrictions: Lose lay on hands, priest spells, cure disease, disease immunity.
Inquisitor
Required: Intelligence 11. Religion, Spellcraft.
Benefits: Detect Evil Magic. 80% +1%/level illusion resistance. 90% resistance to possession, mind-affecting spells. 3rd: Dispel Evil Magic 1/day/3 levels.
Restrictions: Lose lay on hands, priest spells, cure disease, turn undead.
Medician
Bonus: Diagnostics, Healing.
Required: Intelligence 10.
Benefits: +1 to all Diagnostics checks (additional +3 with Herbalism proficiency). +1 to all Healing checks. Patients recover HP twice as fast. Purge poison.
Restrictions: Must spend 2-5 weeks every year working/praying in hospice.
Militarist
Bonus: Land-based Riding.
Required: “Preferred weapon” (Sword, Lance, Axe, Horseman’s Mace/Flail/Pick).
Benefits: +1 attack when mounted. +1 damage with preferred weapon. May spend WP slots on NWPs or NWP slots on WPs.
Restrictions: Must spend 1 hour in training/combat every day.
Skyrider
Bonus: Airborne Riding.
Required: Any missile weapon.
Benefits: Bonded mount. +2 to Riding checks with bonded mount. +1 attack when riding bonded mount. Reduced penalties for mounted missile fire. 12th: Telepathic communication with bonded mount.
Restrictions: -2 to all die rolls for 1d4+1 months after bonded mount is killed.
Votary
Required: Religion.
Benefits: Improved spellcasting ability. +4 attack vs. followers of one chosen enemy faith.
Restrictions: -2 reaction penalty with followers of other faiths. 50% tithe. Cannot own property.
Academician
Bonus: Reading/Writing.
Required: Intelligence 13, Wisdom 11. Dagger, Dart, Knife, or Sling.
Benefits: Bonuses to Intelligence and Wisdom checks. May spend WP slots on NWPs.
Restrictions: -1 attack when first engaging an opponent.
Amazon Wise Woman
Bonus: Land-based Riding, Animal Training.
Required: Spear or Long Bow.
Benefits: +3 to attack and damage vs. intelligent opponents who have never seen an amazon fight (5th-level Warriors and all characters of 8th level or higher are immune).
Restrictions: -1 reaction penalty.
Anagakok
Bonus: Planar Survival or Survival. Planar Sense or Weather Sense.
Required: Constitution 13. Bow, Dagger, Harpoon, Javelin, Knife, Sling, or Trident. Endurance.
Benefits: Find food for 1 person/level. Good Fortune 1/week. No penalties from environmental extremes.
Restrictions: -2 reaction penalty. Barred from Illusion, Necromancy.
Militant Wizard
Bonus: Endurance.
Required: Strength 13. Axe, Bow, Crossbow, Dagger, Javelin, Sling, Spear, Sword, or Warhammer.
Benefits: Free WP. Access to Warrior proficiency group.
Restrictions: Learn spells as if Intelligence is two points lower.
Mystic
Bonus: Astrology, Religion.
Required: Wisdom 13. Dagger, Dart, Knife, or Sling.
Benefits: Feign Death 1/week. Spirit Form 1/week. Levitate 1/week.
Restrictions: May only learn proficiency in Dagger, Knife, Dart, Sling. Must spend two hours in meditation every day.
Patrician
Bonus: Etiquette, Heraldry, Land-based Riding.
Required: Dagger or Knife.
Benefits: May demand shelter in home society.
Restrictions: Must only purchase and use gear reflective of high station.
Peasant Wizard
Bonus: Agriculture or Fishing.
Required: Bow, Dagger, Dart, Knife, Sling, or Spear.
Benefits: Always has food, shelter, and help in home society.
Restrictions: Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society.
Savage Wizard
Bonus: Planar Direction Sense or Direction Sense. Planar Sense or Weather Sense.
Required: Strength 11, Constitution 13. Blowgun, Dagger, Dart, Knife, Sling, or Spear. Planar Survival or Survival.
Benefits: Protective Talisman 1/week. Sympathetic Magic 1/week. Omen 1/week.
Restrictions: -2 reaction penalty. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe.
Warlock/Witch
Bonus: Spellcraft.
Required: Constitution 13, Intelligence 13, Wisdom 13. Herbalism.
Benefits: 3rd: Secure Familiar. 5th: Brew Calmative. 7th: Brew Poison. 9th: Beguile. 11th: Brew Flying Ointment. 13th: Curse.
Restrictions: -2 reaction penalty. May only learn proficiency in Dagger, Dart, Knife, Sling, Staff, Staff Sling. 25% chance each day to suffer -2 penalty to attack rolls, saving throws. Cannot be dual- or multiclassed.
Wu Jen
Bonus: Artistic Ability, Etiquette.
Required: Non-lawful alignment. Intelligence 13. “Preferred weapon” (Blowgun, Bo, Short Bow, Dagger, Dart, Jitte, Shuriken, or Sling).
Benefits: +1 attack with preferred weapon. 4th: Maximize spell 1/day.
Restrictions: Taboos.
Berserker Priest
Bonus: Endurance.
Benefits: +3 reaction bonus with societies who value berserkers. Incite Berserker Rage.
Restrictions: -3 reaction bonus with societies who lack berserkers.
Nobleman Priest
Bonus: Etiquette, Heraldry, Land-based Riding.
Benefits: May demand shelter in home society.
Restrictions: Must only purchase and use gear reflective of high station.
Pacifist Priest
Bonus: Etiquette.
Required: Healing.
Benefits: +2 Charisma. +2 reaction bonus. May spend WP slots on NWPs. Soothing Demeanor 1/day/level.
Restrictions: Cannot wear armor. May never attempt to injure a sentient being with a weapon. May only learn proficiency in Bow or Dart (for competitive or hunting use only).
Peasant Priest
Bonus: Agriculture or Fishing. Planar Sense or Weather Sense or Animal Lore.
Benefits: Always has food, shelter, and help in home society.
Restrictions: Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society.
Prophet
Bonus: Planar Sense or Weather Sense.
Required: Wisdom 15.
Benefits: Prophecy.
Restrictions: -2 reaction penalty.
Savage Priest
Bonus: Endurance. Planar Direction Sense or Direction Sense. Planar Sense or Weather Sense.
Required: Strength 11, Constitution 13. Planar Survival or Survival.
Benefits: Detect Magic 1/day/level. Tattoos/tribal markings serve as holy symbol.
Restrictions: -2 reaction penalty. May only learn proficiency in tribal weapons. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe.
Adviser
Bonus: Etiquette.
Required: Partly neutral alignment. Intelligence 10, Wisdom 12, Charisma 15.
Benefits: +2 reaction bonus in home society.
Restrictions: Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society.
Avenger
Bonus: Tracking.
Required: True Neutral alignment.
Benefits: Free WP.
Restrictions: -1 reaction penalty.
Beastfriend
Bonus: Animal Lore.
Benefits: Animal Empathy. +4 to Animal Lore, Animal Handling, Animal Training checks. Impose -2 save vs. spells from Animal sphere. May recognize magically-influenced animals/shapeshifters with Animal Lore check.
Restrictions: -1 reaction penalty. May never harm/kill an animal or allow others to do the same; must do everything possible to aid hurt/abused animals.
Hivemaster
Benefits: +4 vs. insect/arachnid poison. +4 to Agriculture, Animal Lore, Animal Training checks with insect/arachnids. Cast insect/arachnid-related spells as if three levels higher. 7th: Choose insect/arachnid form when shapeshifting.
Restrictions: Animal-related spells and abilities usable only with insects/arachnids. -3 to proficiency checks with animals other than insects/arachnids.
Philosopher
Bonus: Ancient History.
Benefits: May spend WP slots on NWPs.
Shapeshifter
Bonus: Animal Lore.
Benefits: Improved Shapeshifting ability.
Hindrances: Overuse of shapeshifting power can leave Shapeshifter stuck in chosen form.
Totemic Druid
Required: Tracking.
Benefits: Shapeshift into totem animal 1/day, +1/day/3 levels. Speak With Animals (totem animal only) at will. +4 to Animal Lore, Animal Handling, Animal Training checks with totem animal.
Acrobat
Required: Strength 12, Dexterity 14.
Benefits: +1 to Jumping, Tightrope Walking, Tumbling checks (+2 if unarmored and unencumbered).
Assassin
Required: Strength 12, Dexterity 12, Intelligence 11. Trailing, Disguise.
Benefits: 5% chance/level to identify poisons.
Restrictions: 20 fewer points for thieving skills at 1st level. 10 fewer points each level.
Bandit
Required: Strength 10, Constitution 10.
Benefits: +1 to surprise checks.
Beggar
Bonus: Begging, Information Gathering, Observation.
Required: Two of: Club, Dagger, Dart, Knife, Sling, Staff. Disguise.
Restrictions: -2 reaction penalty.
Bounty Hunter
Required: Strength 11, Dexterity 11, Constitution 11, Intelligence 11, Wisdom 11. Tracking.
Benefits: Free WP.
Buccaneer
Bonus: Rope Use.
Required: Constitution 10. Navigation, Seamanship, Swimming.
Benefits: +2/+10% to all proficiency/skill checks involving ropes. No penalty to attacks/saves when on a rope.
Restrictions: -2/-10% to climb when not using rope.
Burglar
Bonus: Alertness, Looting.
Required: Strength 10, Dexterity 13. Dagger or Knife.
Cutpurse
Bonus: Observation, Trailing.
Fence
Bonus: Appraising.
Required: Intelligence 12. Information Gathering.
Benefits: +3 reaction adjustment with local underworld connections.
Investigator
Bonus: Information Gathering, Observation.
Scout
Bonus: Planar Direction Sense or Direction Sense.
Required: Alertness, Tracking.
Benefits: +10% Hide in Shadows and Move Silently in wilderness.
Restrictions: -5% all thieving skills in urban environment.
Smuggler
Benefits: +1 to surprise checks.
Spy
Bonus: Disguise, Information Gathering.
Required: Intelligence 11. Observation.
Swindler
Bonus: Fast-Talking.
Required: Charisma 12.
Thug
Bonus: Intimidation.
Required: Strength 12, Constitution 12.
Benefits: Free WP.
Restrictions: 20 fewer points for thieving skills at 1st level.
Blade
Required: Dexterity 13, Intelligence 13, Charisma 15. Sword. Two-Weapon Style. Blind-Fighting, Juggling.
Benefits: Weapons Display. Trick Throw. Defensive Spin. Offensive Spin.
Charlatan
Bonus: Gaming.
Required: Non-lawful alignment. Dagger, Knife, Short Sword, or Long Sword. Acting, Disguise, Forgery.
Benefits: Charm. Masquerade. Detect Fakery. Swindling.
Gallant
Bonus: Etiquette.
Required: Non-evil alignment. Artistic Ability, Dancing, Poetry.
Benefits: Essence of Life. Code of the Gallant. Romantic Appeal. Poetic Charm.
Gypsy-bard
Bonus: Animal Handling, Animal Lore, Animal Training.
Required: Non-lawful alignment. Dagger or Knife. Dancing, Fortune Telling, Land-based Riding, Musical Instrument. Planar Direction Sense or Direction Sense.
Benefits: Augury 1/day (when used with Fortune Telling proficiency). 5th: Animal Friendship 1/day. 10th: Locate Animals or Plants 1/day. 15th: Speak with Animals 1/day.
Restrictions: Natural armors only. Cannot have proficiency in two-handed weapons.
Herald
Bonus: Two languages.
Required: Etiquette, Heraldry, Local History, Reading/Writing. Two languages.
Benefits: Identify Rumors. Local Lore. Basal Communication. Persuade Crowd.
Jester
Bonus: Acting.
Required: Dexterity 14. Dancing, Juggling, Tumbling.
Benefits: Fool’s Luck. Jesting. Joking. Immunity to Madness. +1/level bonus vs. mind-affecting spells.
Restrictions: May only take proficiency in Hand Axe, Blowgun, Hand Crossbow, Dagger, Dart, Javelin, Knife, Scourge, Sling, Staff, Short Sword, Whip. Natural armors only.
Jongleur
Bonus: Tumbling.
Required: Dexterity 14. Juggling, Jumping, Tightrope Walking.
Benefits: Expanded use of Juggling, Jumping, Tightrope Walking, Tumbling. Dodge. Entertain Crowd.
Restrictions: Natural armors only.
Loremaster
Bonus: Navigation.
Required: Intelligence 14, Wisdom 14. Ancient History, Ancient Language, Reading/Writing.
Benefits: Legend Lore (as Bard). Arcane Lore. Persuasion. Etymology.
Restrictions: May only take proficiency in Blowgun, Hand Crossbow, Dagger, Dart, Knife, Sling, Staff, Staff Sling. Leather armor only.
Meistersinger
Bonus: Planar Survival or Survival.
Required: Animal Lore, Musical Instrument, Singing.
Benefits: Song of Companionship. Song of Sanction. Animal Charm. Influence Animal Reactions. 5th: Partial Polymorph. 10th: Shapechange.
Restrictions: Death of animal companion requires system shock check (if failed, death; if passed, three-month period of mourning). Cannot own property or gain followers.
Skald
Bonus: Ancient History.
Required: Axe, Sword, or Spear. Local History, Poetry, Singing.
Benefits: War Chant. Battle Fervor.
Thespian
Bonus: Reading/Writing.
Required: Dagger, Knife, or Short Sword. Acting, Disguise.
Benefits: Nonproficiency penalty reduced by 1. Masterful Acting. Influence Reactions (as Bard). Observe Motions.
Restrictions: Must take proficiency in Dagger, Knife, and Short Sword before learning other weapons.
Shadow Warrior
Required: Strength 13. Ninja-to. Running.
Benefits: May specialize in one weapon at 5th, another at 9th, another at 13th.
Restrictions: Thieving skills start at 0%. 30 fewer points at level 1.
Intruder
Required: Intelligence 13. Ninja-to. Reading/Writing.
Benefits: +2 to all proficiency checks based on Intelligence.
Consort
Required: Acting, Etiquette, Enamor.
Benefits: +2 to all proficiency checks based on Charisma.
Pathfinder Ninja
Bonus: Tracking.
Required: Ninja-to, Hankyu. Hunting.
Benefits: +1/4 levels to Tracking proficiency.
Restrictions: Cannot gain followers.
Spirit Warrior
Required: Dagger or Knife. Reading/Writing, Spellcraft.
Benefits: Access to Wizard proficiency group. 5th: Walk on Water. 9th: Illusion spells. 13th: Pass through Walls.
Restrictions: May only gain proficiency in Blowgun, Dagger, Dart, Knife, Ninja-to, Sling, Staff, Short Sword, Tanto, Yoroi-toshi. Padded or Leather armor only.
Shinobi Fighter
Required: Ninja-to, Daikyu, or Hankyu. Blind-Fighting.
Benefits: Hide in Shadows, Move Silently, Climb Walls.
Shinobi Ranger
Required: Hankyu. Running.
Benefits: Hide in Shadows, Move Silently, Detect Noise.
Shinobi Mage
Required: Intelligence 12.
Benefits: Move Silently, Detect Noise, Read Languages.
Restrictions: Learn spells as if Intelligence is two points lower.
Shinobi Illusionist
Required: Intelligence 12.
Benefits: Hide in Shadows, Move Silently, Read Languages.
Restrictions: Learn spells as if Intelligence is two points lower.
Shinobi Priest
Required: Reading/Writing.
Benefits: Hide in Shadows, Move Silently, Climb Walls. Improved Weapon Selection.
Restrictions: Armor limited to AC 6.
Shinobi Thief
Required: Ninja-to.
Benefits: +5% to all thieving skills.
Restrictions: Padded or Leather armor only. Wizard weapons. Reduced hit die.
Shinobi Bard
Benefits: +5% to all thieving skills.
Restrictions: Spell progression as though two levels lower.
Anatomist
Required: Knife. Anatomy, Healing.
Benefits: Knife specialization at 6th level. Improved Healing. Autopsy.
Restrictions: Must dissect at least one cadaver per month or lose Improved Healing/Autopsy benefits.
Deathslayer
Required: Strength 13. Necrology.
Benefits: Bonuses against chosen undead enemy.
Restrictions: Must target undead before living opponents.
Mortality Philosopher
Required: Non-good alignment. Intelligence 14. Necrology.
Benefits: Necromancy Lore. +15% chance to learn Necromancy spells.
Restrictions: Derangement. -15% chance to learn spells of other schools.
Undead Master
Required: Non-good alignment. Necrology.
Benefits: Access to Enchantment/Charm. May spend WP slots on NWPs. Command Undead and Fiends as evil priest.
Restrictions: No access to Alteration, Divination, Illusion.