New Tribal World

I haven't updated in a while, so I think I will add some stuff. I have been working on a fighter stance system that is something like this:

Crane: +4 dex, +4 con, -4 str
Bull: +4 str, +4 dex, -4 con
Bear: +4 str, +4 con, -4 dex

The problem is, I don't even know if I like the stystem. I'm still working on it, I just wanted to tell you about it. Comments, suggestions? Any ideas?

ARMOR

Code:
[COLOR=silver]                           Armor   Maximum       Armor         Arcane
ARMOR                Cost  Bonus  Dex Bonus  Check Penalty  Spell Failure
Light Armor
Cord		   8 gp   +2       +4            -2            20%
Leather             10 gp   +2       +6             0            10%
Bone                15 gp   +3       +4            -3            15%
Wood chain shirt   850 gp   +4       +5             0            15%
Wood scale mail   2300 gp   +4       +4            -2            20%
Wood chainmail    2400 gp   +5       +3            -3            25%
Wood breastplate  2450 gp   +5       +4            -2            20%

Medium Armor
Hide                15 gp   +3       +4            -3            20%
Leaf hide          765 gp   +3       +5            -1            15%
Wood splint mail  6200 gp   +6       +1            -5            35%
Wood banded mail  6250 gp   +6       +2            -4            30%
Wood half-plate   6600 gp   +7       +1            -5            35%
Wood full plate   7500 gp   +8       +2            -4            30%[/COLOR]

Most of that armor's cost is prohibitive. I just wrote them down as I found them. I could either make some new armor, or keep this and have most classes rely on dexterity. I could just get rid of armor completely, maybe just have hide and leather. Any ideas?

Where do people get weapons? What kind of weapons are there? Any ideas?

I was thinking of Rage feats instead of having a barbarian class. Also in feats, I like some of the feats from Masters of the Wild.

CLASSES
Fighter
Code:
[COLOR=silver]
     Base Attack    Fort  Ref   Will
Lvl  Bonus          Save  Save  Save  Special
 1   +1              +0    +2    +0   Starting Feats, Bonus Feat
 2   +2              +0    +3    +0   Bonus Feat
 3   +3              +1    +3    +1   
 4   +4              +1    +4    +1   Bonus Feat
 5   +5              +1    +4    +1   
 6   +6/+1           +2    +5    +2   Bonus Feat
 7   +7/+2           +2    +5    +2   
 8   +8/+3           +2    +6    +2   Bonus Feat
 9   +9/+4           +3    +6    +3   
10   +10/+5          +3    +7    +3   Bonus Feat
11   +11/+6/+1       +3    +7    +3   
12   +12/+7/+2       +4    +8    +4   Bonus Feat
13   +13/+8/+3       +4    +8    +4   
14   +14/+9/+4       +4    +9    +4   Bonus Feat
15   +15/+10/+5      +5    +9    +5   
16   +16/+11/+6/+1   +5    +10   +5   Bonus Feat
17   +17/+12/+7/+2   +5    +10   +5   
18   +18/+13/+8/+3   +6    +11   +6   Bonus Feat
19   +19/+14/+9/+4   +6    +11   +6   
20   +20/+15/+10/+5  +6    +12   +6   Bonus Feat[/COLOR]

Game Rule Information
Fighters have the following game statistics:
Vitality: 1d10 plus Constitution modifier per level.

Class Skills
The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis).

Skill Points at 1st Level: (4 + Int Modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the folowing are class features of the rogue:
Starting Feats: The fighter begins play with the following feats:
Weapon Proficiency (simple weapons)
Weapon Proficiency (martial weapons)

Bonus Feat: At 1st level, 2nd level, end every two levels thereafter, the fighter gets a bonus feat. These bonus feats may be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Weapon Proficiency (exotic weapon), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By-Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, Weapon Focus, and Weapon Specialization.


Rogue
Code:
[COLOR=silver]
     Base Attack  Fort  Ref   Will
Lvl  Bonus        Save  Save  Save  Special
 1   +0            +0    +2    +0   Starting Feats, Bonus Feat
 2   +1            +0    +3    +0   Bonus Feat
 3   +2            +1    +3    +1   
 4   +3            +1    +4    +1   Bonus Feat
 5   +3            +1    +4    +1   
 6   +4            +2    +5    +2   Sneak Attack +2d6
 7   +5            +2    +5    +2   
 8   +6/+1         +2    +6    +2   Bonus Feat
 9   +6/+1         +3    +6    +3   
10   +7/+2         +3    +7    +3   Bonus Feat
11   +8/+3         +3    +7    +3   
12   +9/+4         +4    +8    +4   Sneak Attack +4d6
13   +9/+4         +4    +8    +4   
14   +10/+5        +4    +9    +4   Bonus Feat
15   +11/+6/+1     +5    +9    +5   
16   +12/+7/+2     +5    +10   +5   Bonus Feat
17   +12/+7/+2     +5    +10   +5   
18   +13/+8/+3     +6    +11   +6   Sneak Attack +6d6
19   +14/+9/+4     +6    +11   +6   
20   +15/+10/+5    +6    +12   +6   Bonus Feat
[/COLOR]

Game Rule Information
Rogues have the following game statistics:
Vitality: 1d6 plus Constitution modifier per level.

Class Skills
The rogue's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Wilderness Lore (Wis).

Skill Points at 1st Level: (8 + Int Modifier) X 4.
Skill Points at Each Additional Level: 8 + Int modifier

Class Features
All of the folowing are class features of the rogue:
Starting Feats: The rogue begins play with the following feats:
Weapon Proficiency (simple weapons)

Bonus Feat: At 1st, 2nd, 4th, 8th, 10th, 14th, 16th, and 20th level the rogue gets a bonus feat. These bonus feats may be drawn from the following list: Alertness, Dodge (Mobility, Spring Attack), Improved Initiative, Run, Skill Focus, Track, Weapon Finesse, Weapon Focus, and Weapon Proficiency (martial weapons).

Sneak Attack: If you don't know what this is, hmm.


Scout
Code:
[COLOR=silver]
     Base Attack    Fort  Ref   Will
Lvl  Bonus          Save  Save  Save  Special
 1   +1              +0    +2    +0   Starting Feats, Bonus Feat
 2   +2              +0    +3    +0   Bonus Feat
 3   +3              +1    +3    +1   
 4   +4              +1    +4    +1   Uncanny Dodge (Dex bonus)
 5   +5              +1    +4    +1   
 6   +6/+1           +2    +5    +2   Uncanny Dodge (Can't be flanked)
 7   +7/+2           +2    +5    +2   
 8   +8/+3           +2    +6    +2   Skill Mastery
 9   +9/+4           +3    +6    +3   
10   +10/+5          +3    +7    +3   Bonus Feat
11   +11/+6/+1       +3    +7    +3   
12   +12/+7/+2       +4    +8    +4   Bonus Feat
13   +13/+8/+3       +4    +8    +4   
14   +14/+9/+4       +4    +9    +4   Skill Mastery
15   +15/+10/+5      +5    +9    +5   
16   +16/+11/+6/+1   +5    +10   +5   Bonus Feat
17   +17/+12/+7/+2   +5    +10   +5   
18   +18/+13/+8/+3   +6    +11   +6   Bonus Feat
19   +19/+14/+9/+4   +6    +11   +6   
20   +20/+15/+10/+5  +6    +12   +6   Skill Mastery[/COLOR]

Game Rule Information
Rogues have the following game statistics:
Vitality: 1d8 plus Constitution modifier per level.

Class Skills
The rogue's class skills (and the key ability for each skill) are Aniaml Empathy (Cha, exclusive skill), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

Skill Points at 1st Level: (6 + Int Modifier) X 4.
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All of the folowing are class features of the scout:
Starting Feats: The scout begins play with the following feats:
Weapon Proficiency (simple weapons)
Weapon Proficiency (martial weapons)

Bonus Feat: At 1st, 2nd, 10th, 12th, 16th, and 18th level the scout gets a bonus feat. These bonus feats may be drawn from the following list: Alertness, Ambidexterity, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Improved Initiative, Skill Focus, Track, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse, and Weapon Focus.

Uncanny Dodge: You know it, you love it.

Skill Mastery:At 8th, 14th, and 20th level scouts gain Skill Mastery. A scout may choose a number of skills equal to her intelligence modifier. The scout may take 10 on these skills even if situation or stress would prevent them from it.






Hmm... that was fun. These classes have not been tested much. So, I have no idea how well they work. I noticed some of the Bonus Feats abilities were lacking, they need some more feats. When we add feats, I will add feats to these lists.
 
Last edited:

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Hi there!
This sounds pretty good, I'm just wondering...if all the animals are gods, or at least do not age, how is the animal population kept at a reasonable level? If they reproduce at the normal frequency, the world would become very crowded, since none of the parents ever die! Or is the world such a dangerous place, that many animals die of violent deaths?

One other thing...how will the players feel, knowing that pretty much every animal is more powerful than they are?

Good luck with the worldbuilding.

darklight
 

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