Many different types of people become bounty hunters, and these bounty hunters meet, hunt, or team up with a wide variety of people.  From fiery preachers like Father William, to surgical combatants like The Angel; from seductress assassins like Altair of Altair, to desperate gamblers like Halfpenny Terwilliger, one's career on the Inner Frontier is an important decision.  It affects your role in combat, your skills, your powers and abilities, and much more.  Characters gain their abilities from one of the following power sources: Martial, Tech, Psionic. They also fit into one of the following roles: Defender, Striker, Controller, Leader.  A well-rounded team will have each of those roles covered.

Here are the classes you'll find in the SANTIAGO adventure path; they don't cover every spectrum of Humanity or Alienity, but they do cover the vast array of people to be found on the Inner Frontier.  These quick class introductions also contain a few sample powers; powers are referred to by a different name depending on the class which can access them: maneuvers, gadgets, procedures,  influences, tactics, and tricks.


Frontiersman - martial striker (ranged)
Frontiersmen are rugged, capable individuals, at home in a seedy tavern or run-down spaceport, moving from planet to planet.  Adept with pistols and rifles, the Frontiersman is the career of choice for many bounty hunters.  The bounty hunter Sebastian Nightingale Cain (aka The Songbird) is a Frontiersman.

Key Abilities: Dexterity, Wisdom.
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonuses to Defenses: +1 to Fortitude, +1 to Reflex
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Weave, Kevlar
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Class Skills: Acrobatics (Dex), Athletics (Str), Engineering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex)
Trained Skills: Engineering or Nature, plus four more from the list of class skills
Power Type: Frontiersmen powers are called Maneuvers.

Poker Face                                                            Frontiersman Attack 7
Years out on the Frontier have made you inscrutable.  It is very difficult to read your intentions.
Daily * Stance
Minor Action           Personal
Effect: Until the stance ends, you get a +4 power bonus to Bluff checks and creatures you haven’t attacked yet during this encounter grant you combat advantage.


Engineer - tech controller
A master of electronics and software, the Engineer can make a big difference to a party. Their gadgets and tactics vary wildly, and can be offensive, defensive, and many things in between.  

Key Abilities: Intelligence, Wisdom
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Synthetic Weave, Combat Vest, Mylar Armor, Navy Kevlar, Light and Heavy Forcefields
Weapon Proficiencies: Simple melee, simple ranged
Trained Skills: Engineering and 3 more from the list of class skills
Class Skills: Tech (Int), Diplomacy (Cha), Engineering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int)
Power Type: Engineer powers are called Inventions.

Minefield Preparation Kit                                         Engineer Attack 5
You throw out a box containing several mines that spread out in a burst and arm themselves upon landing.
Daily * Tech, Fire, Zone
Standard Action        Area Burst 2 within 10 squares
Effect:  Until the end of the encounter, any creature that enters or starts its turn in the zone takes 2d10 + your Wisdom modifier fire damage and is knocked prone.
Level 19: 3d10 + your Wisdom modifier fire damage.


Supporter [TO BE RENAMED] - tech leader
Priests and medics, captains and diplomats. Experienced in all things tactical, the Supporter is a stalwart member of any party and provides healing and other support resources.  Solid, and able to handle himself, the Supporter is no slouch in combat, but he excels when supporting a team.  The pistol-toting preacher Father William is a Supporter.

Key Abilities: Wisdom, Constitution
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Weave, Kevlar; Light Forcefield, Heavy Forcefield
Weapon Proficiencies: Simple melee, simple ranged
Class Skills: Tech (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Streetwise (Cha)
Power Type: Supporter powers are called Procedures.

Remote Injection                                                          Supporter Utility
You activate a previously positioned medpad stimulant on your ally via your personal communicator.
Encounter (Special) *Healing
Minor Action         Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
Level 6: 2d6 additional hit points
Level 11: 3d6 additional hit points
Level 16: 4d6 additional hit points
Level 21: 5d6 additional hit points
Level 26: 6d6 additional hit points
Special: You can use this power twice per encounter, but only once per round.  At 16th level, you can use this power three times per encounter.


Psion - psi controller
Rare indeed, there are not many who can truthfully say they have met a Psion.  Masters of the mind,  Psions use their mental powers to devastating effect. The seductive assassin Altair of Altair is a Psion.

Key Abilities: Wisdom, Charisma
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Weave
Weapon Proficiencies: Simple melee, simple ranged
Class Skills: Tech (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Streetwise (Cha)
Power Type: Psion powers are called Influences.

Twisting Tune                                                                  Psion Attack 11
Your mind reaches deep into that of your target to twist its allegiances.
Encounter * Psionic, Charm, Enchantment
Standard Action        Ranged 10
Target: One enemy
Attack:  Intelligence vs. Will
Hit:  You slide the target up to its speed.  The target then makes a basic attack against a creature of your choice as a free action.
Effect:  The target is dazed until the end of your next turn.


Soldier - martial defender/striker
A well-trained individual with a solid knowledge of tactics and strategies, many Soldiers on the Inner Frontier are ex-navy - although the term "Soldier" does not necessarily imply military service.  Well equiped and well-armored in the latest that modern small arms protection can provide, the Soldier is able to withstand punishment and hold off a small army.  The bounty hunter known as The Angel is a Soldier.

Key Abilities:
Strength, Dexterity
Hit Points: You start with hit points equal to 15 + your Constitution score. You gain 6 hit points each time you gain a level.
Bonus to Defenses: +2 to Fortitude
Healing Surges per Day: 9 + your Constitution modifier
Armor Proficiencies: Weave, Kevlar, Battlesuit; Light Forcefild, Heavy Forcefield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha)
Trained Skills: Three from the list of class skills
Power Type: Soldier powers are called Tactics.

Clear Headed                                                                 Soldier Utility 10
Your experience and training lets you shake off an effect that hinders you.
Encounter * Martial
No Action        Personal
Prerequisite: You must have training in Endurance.
Trigger:  You start your turn dazed, dominated, or stunned by an effect that a save can end.
Effect:  You make a saving throw with a +5 power bonus against the triggering effect.


Scoundrel - martial striker
Some are unsavory, and others are charming, but all Scoundrels are cunning; they cover the range from assasins to cat-burglars to hackers to con-men.  With a wide variety of skills, a talent for stealth, hacking, and bluffing, Scoundrels have a trick for every situation.  The gambler Halfpenny Terwilliger is a Scoundrel.

Key Abilities:
Dexterity; Intelligence or Charisma
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +2 to Reflex
Healing Surges per Day: 6 + your Constitution modifier
Armor Proficiencies: Weave
Weapon Proficiencies: Simple melee, simple ranged
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha) Engineering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Trained Skills: Stealth and Thievery, plus four more from the list of class skills
Power Type: Scoundrel powers are called Tricks.

Acrobat's Escape                                                      Scoundrel Utility 10
As an enemy tries to close in, you slip away and leave him off-balance.
Encounter * Martial
Immediate Reaction        Melee 1
Prerequisite:  You must have training in Acrobatics.
Trigger:  An enemy moves into a square adjacent to you.
Target:  The triggering enemy.
Effect:  The target is immobilized until the start of its next turn.  You shift a number of squares up to your Dexterity modifier to a square that is not adjacent to the target.