Character Classes > Regular Classes
Regular Classes are base, standard Pathfinder classes. Open up the entry for each class by clicking on the titles. The starting wealth is in Koi and not GP (refer to the Misc > Item List section) - the conversion rate is 1 Koi = 5 SP / 1 GP = 2 Koi.
Alchemist
“Crazy? How could you call a man of science like me crazy? It's not my fault if you drank that unmarked flask of Fiery Barking Oil lazily sitting next to the healing potions! At least now I know what that oil does.” -Halfling Alchemist Kelbrix Vialthrower Starting Wealth : 3d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Lore : The Alchemist is a budding scientist, and often as unstable as the inventions they come up with. Alchemists can be respected wizards in an Academy, or work in the shadows of a gloomy basement laboratory. Some even wander the roads of Heibesu, content to live as traders. Alchemists are magic users but do not cast spells, and instead transfer them in the potions and extracts they create themselves. They can be a valuable asset to any adventuring party – but also a risk. Barbarian
“Barbarians? You're just afraid of gettin' a good beatin'!” -Karolaan Marblebeard, Dwarven leader of the fearsome Mundek tribe Starting Wealth : 3d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Lore : Every society has had its outsiders, but none more fearsome than the woeful Barbarian. These battle-hardened peoples live in their own tribal clans away from mainstream civilizations, and know nothing but rage and the taste of blood. Disregarding discipline and the rules of war, barbarians rush into the fray, slaughtering any that dare stand in their path. Barbarians are often seen as chaotic nuisances by more civilized people, but in their bold, noble hearts beat the drums of war and the purest spirit of battle, and many join adventuring parties in exchange for coin, blood, sometimes honour. Fighter
“Rise to the occasion with every single fight. Let yourself be a hero. Those are troubled times and if you can't take the heat of battle you might as well stay home.” -Ton'keena Fighter Kita Kioko, Veteran and Head Protector of the Northern Trading Guild Starting Wealth : 4d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Bonus Feat : Fighters (and Rangers) can take normal Bonus Feats as well as feats with the Chi Focus descriptor (see Extra Feats) Lore : Not everyone gets the chance to be an elite Samurai or Yamabushi - but anyone with enough motivation can take up arms and fight. Some are conscripts, guards, militia in service of the Bushi,or regular soldiers in non-Imperial armies. Others are mercenaries or vigilantes. Some fighters lead epic quests for glory, wealth, or revenge; or they might do battle to prove themselves, to protect others, or simply because they know nothing else. These warriors come from a variety of different backgrounds, but all of them learn the ways of weaponcraft and hone their bodies for battle. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons. All of them are deadly artists of war. Given time, a fighter of any type can grow to become an unparalleled champion of steel, and woe to those who dare stand against them. Gunslinger
“Those are wonderful and fearsome weapons. One of us is enough to overturn the tide of battle.” Ameiko Liliena, Ambassador to the Dwarven Jade Empire Starting Wealth : 4d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Advisory : The character should ideally be rather rich, as guns are extremely rare in the setting, even for the Dwarves who invented them. Lore : Gunslingers are a bold and mysterious lot. Dwarves arm their elite troops with “thundersticks” firearms, and the spreading of such weapons outside the top castes of a Dwarf fortress is very rare. Some Ton'keena have access to these weapons, and however imprecise and dangerous these devices are, they might as well herald a change in Heibesian warfare – if only Ton'keena could build their own firearms. Investigator
“When you've eliminated the impossible, whatever remains must be the key, however improbable....to quote an old friend.” -Kitsune Imperial Investigator Kamio Kagami Starting Wealth : 3d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Lore : Investigators are a rather new addition to Heibesu's judiciary system. Whether on the trail of a fugitive or of a criminal mastermind, the daring investigator uses knowledge as a weapon, and through shrewd observing, they calculate and deduce, and can find the answer to even the most puzzling problems. |
Ranger
“I'm NOT a thief! I prefer being called a forward-thinking bounty hunter.” -Ameiko Scout Takaki Yushiro Starting Wealth : 5d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Ranger Spells : Contrary to Pathfinder rules, Rangers do not cast spells of their own (no spell list). Instead, each level they are supposed to gain a spell, they get a Fighter Bonus Feat instead, including feats with the Chi Focus descriptor (see Extra Feats) Lore : People of many paths can share a common love in the thrill of the Hunt. Scouts (who are not Bushi), trackers, bounty hunters – they all have expertise in specialized weapons and skill at tracking the most elusive targets. The Ranger hounds man, beast, and even monster alike, reading into their prey, becoming themselves predators. Some hunt monsters to protect the Empire, some advance into enemy territory, some have an unparalleled love for loot and booty, and some even prefer chasing cunning game – even their own people. Rogue
“Takers keepers! And, uh, keepers sellers?” -Koizumi Masae, the Esteemed Cat Burglar Starting Wealth : 4d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Restrictions : Rogues cannot take levels in the Stalker class. Lore : Some people like to live a life of endless adventures. Ever so close to danger, rogues bend fate to their favour, thanks to their cunning skills and charms. They are prepared for the unexpected, and become adept manipulators, acrobats, stalkers, but also thieves, gamblers, pirates in some cases. Many of them favour urban environment and their endless opportunities, but some wander the land. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents. Stalker
“I go where I must, fleeting like the wind. I am not an assassin... It implies the victim is innocent. Are you REALLY that naïve?” -Kino Nani, better known as Kunoiko, the Hand of Shadow Starting Wealth : 4d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Ki Pool : The character's Ki/Chi Pool counts as CP for that character. The number of base CP a Stalker has is equal to half her stalker level + her Wisdom modifier (with a minimum of 1). The Stalker's CP are replenished each day after 8 hours of rest and meditation; these hours do not need to be consecutive. If the stalker possesses levels in another class that grants CP, stalker levels stack with the levels of that class to determine the total number of CP in the combined pool, but only one ability score modifier is added to the total. (Note that the Yamabushi does not have an ability score bonus to their CP pool) The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The stalker can now use CP from this combined pool to power the abilities of every Spellcasting class in which she possesses levels. Stalker Supernatural abilities are considered Divine magic. Lore : Heibesu is a land of intrigue and shadows. When an enemy needs to be taken out quickly, or an advancing unit must be disabled, the stalker strikes with ruthless efficiency. Stalkers are effective warriors wielding both skill and stealth. Through rigorous training within the Stalker's Guild monasteries and their supernatural powers, which they acquire from looking into the secret Font of Phantasm, Stalkers become effective, mystic assassins and warriors. They adventure alone or in small groups, and so for many reasons. Usually, they either go freelance and fight for fame or money. Stalkers also owe their monastery allegiance, and when a target needs to be taken down and a contract is placed through the monasteries, they are swiftly sent to take care of business. In rarer cases, some Stalkers follow the darker desires of their heart, or seek to test their skills as they wander the land and do their deeds. The Order of the White Rose, a Geisha guild, is rumoured to be a hidden Stalker family, but there are many smaller monasteries. Swashbuckler
“Ohh, a shiny sword? It is so pretty and graceful! Did you get it for me?” -Hirose Romii, famed Duellist Starting Wealth : 3d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less. Lore : Many warriors rely on shiny suits of warriors and wielding large weapons, but swashbuckler rely on speed and agility. Swashbucklers, either born of true Heibesian maritime tradition, or hailing from distant and exotic lands, dart in and out of battle, and it is especially true of the smaller races like the Kageshuju and Shiroishuju, for whom quick strikes are the perfect counter to brute strength. They usually protect spellcasters and flank rogues, waiting for the perfect occasion to shine. |