Tjuman

When one thinks of siege warfare, images of massive walls, stone battlements, trebuchets, cannons and other heavy artillery usually come to mind. It is impossible to deny their ability to batter down walls and break the wavering morale of a besieged populace. But it takes more than sheer firepower to conquer a fortified city. There are instances where a lone fighter proves mightier than a battery of cannons. Experience teaches the tjuman that there are ways to defeat an entrenched army other than smashing through its defenses. It is sometimes possible to climb over a wall or dig a tunnel beneath it. On other occasions, a tjuman can slip through the front gate unnoticed and wreak havoc from the inside. He may discover a hidden passage that leads out of the city or a group of disgruntled citizens and soldiers willing to lend aid to his cause. When left with no other alternative, the tjuman may resort to traditional modes of siege warfare with a peculiar twist. He combines armaments and psychology to instill terror into the frightened people behind the wall.

Fortunately for many adventuring companies, these skills are very transferable to exploring dank, subterranean lairs and infiltrating enemy camps. If nothing else, the tjuman is a highly adaptable fighter with many uses on and off the battlefield.

Weapon and Armor Proficiency

A tjuman is not proficient with heavy armor.

Skills

A tjuman gains Diplomacy and Disguise as class skills.

Vigilant Infiltrator (Ex)

At 2nd level, a tjuman gains a +1 insight bonus to AC and a +1 insight bonus on Reflex saves whenever his actions trigger an opponent’s readied attack. His instinctive reactions to danger allow him to retain this bonus even when surprised, flat-footed or flanked. He does not gain the bonus if he is helpless, unconscious or paralyzed. He does not gain this bonus if another creature’s actions triggered the readied attack. The bonus lasts until the beginning of the tjuman’s next turn, and it applies to all enemies, not just the opponent that readied the attack. This bonus increases by +1 for every four levels after 2nd.

This ability replaces bravery.

Scale the Walls (Ex)

At 3rd level, a tjuman no longer suffers armor check penalties on Climb skill checks. The Climb skill check penalty for accelerated climbing is reduced by 1, and this reduction increases by 1 for every four levels beyond 3rd (to a minimum of 0).

This ability replaces armor training 1.

Siege Mastery (Ex)

At 5th level, a tjuman gains the Siege Engineer feat as a bonus feat, even if he does not meet the prerequisites.

This ability replaces weapon training 1.

Leap from the Walls (Ex)

At 7th level, a tjuman no longer suffers armor check penalties on Acrobatics skill checks. In addition, a tjuman within arm’s reach of a wall can use it to slow his descent. At 7th level, he takes damage as if the fall were 20 feet shorter than it actually is. At 11th level, he takes damage as if the fall were 40 feet shorter than it actually is, and at 15th level, he takes damage as if the fall were 60 feet shorter than it actually is.

This ability replaces armor training 2, 3 and 4.

Sticky Situation (Ex)

At 9th level, a tjuman gains a +1 bonus on attack and damage rolls when two or more opponents threaten him. This bonus increases by +1 for every four levels after 9th.

This ability replaces weapon training 2, 3 and 4.

Section 15: Copyright Notice

Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss

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