Shirt Guy John
First Post
Tribals:
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Spirit Channeling:
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Spirit channeling is an in-progress replacement for the "rage" ability of the barbarian for his conversion into the Tribal class. Each Tribe has a seperate Spirit Channeling effect, based on their totem animal(not the same thing as other sources have used). The concept of "raging" is limited to only about half of the tribes, though all tribes view this ability as the gift of the spirits of the totem animal. Each spirit-channeling lasts for 5+Con Mod rounds, can be used once per encounter, and leaves the Tribal fatigued(-2 Str, -2 Dex, Can't run or charge) when it ends.
To represent that this is different from the typical "rage", I was considering(though not for certain; only if anyting was overbalanced) making this ability supernatural, which would mean that it was killed in an anti-magic field.
("Rage" means that the character cannot use skills or abilities that require patience or concentration. See the Barbarian's Rage ability discription [PH].)
[[Clan Name{Totem animal}: Spirit Channeling effects.]]
Bear Clan{Black, Brown, or Polar Bear}: +6 Str, +2 Con, +2 Will; -2 AC, Rage.
Lizard Clan {Lizard/Giant Lizard}: +2 Str, +2 Dex, +4 Con, +2 Refl; -2 AC, Rage.
Wolf Clan {Wolf}: +2 Str, +2 Dex, +2 Con, +5ft. Speed; None.
Snake Clan {Constrictoer or Giant Constrictor Snake}: +4 Str, +2 Con, +2 Will; None.
Viper Clan {Any Size Viper Snake}: +4 Dex, +2 Refl; None.
Cheetah Clan {Cheetah}: +4 Dex, +10ft. speed; None.
Crocodile Clan: +4 Str, +4 Con; None.
Boar Clan {Boar}: +4 Str, +4 Con, +2 Will; -2 AC, Rage.
Shark Clan {Any Size Shark}: +4 Str, +2 Dex, +5ft. Swim Speed; -2 AC, Rage.
Turtle Clan {Turtle and Giant Turtle(See Below)}: +6 Con, +2 AC, +2 Will; -5ft. speed.
[Questionables:
Wolverine Clan {Wolverine}: +6 Str, +4 Con, +2 Will; -2 AC, Rage, Cannot End Voluntarily.
Tiger Clan {Tiger}: +6 Str, +2 Dex, +2 Con, +5ft. speed; -2 AC, Rage (needs another penalty).
Lion Clan {Lion}: +6 Str, +2 Dex, +2 Con, +2 Will; -2 AC, Rage (needs another penalty).
Octopus Clan {Octopus, Giant Octopus}: +4 Str, +2 Dex; None.
Squid Clan {Squid, Giant Squid}: +2 Str, +4 Dex, +5ft. Swim Speed; None (Needs a penalty).]
Clan Notes:
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Turtle Clan: The members of the turtle clan are more focused on survival than their bretheren. Although they still recieve the Faster Movement ability at first level, they perfer to wear heavy armor and carry larger shields (both of which they are proficient with), thus forgoing the Fast Movement ability.
Shark Clan: The members of the shark clan are almost all aquatic creatures. The Fast Movement ability grants a speed bonus on Swim speeds only, although it still functions in all other respects normally.
[Octopus Clan: The members of the octopus clan are almost all aquatic creatures. The Fast Movement ability grants a speed bonus on Swim speeds only, although it still functions in all other respects normally.
Squid Clan: The members of the squid clan are almost all aquatic creatures. The Fast Movement ability grants a speed bonus on Swim speeds only, although it still functions in all other respects normally.]
Bear Clan: The members of the bear clan can take the option of switching out a set of martial weapon proficiencies in exchange for Exotic Weapon Proficiency(Claw)*. The member must make this choice at first level, and cannot change his mind after character creation. The character can opt out any one of the following groups: Swords(Short Sword, Longsword, Scimitar, Falchion, Greatsword, [Bastard Sword Martial Proficiency]), Axes(Throwing Axe, Handaxe, Battleaxe, Greataxe, [Drawven Waraxe Martial Proficiency]), or Hammers(Light Hammer, Warhammer, Great Hammer, [War Mallet Martial Proficiency]).
[Wolverine Clan: The members of the wolverine clan can take the option of switching out a set of martial weapon proficiencies in exchange for Exotic Weapon Proficiency(Claw)*. The member must make this choice at first level, and cannot change his mind after character creation. The character can opt out any one of the following groups: Swords(Short Sword, Longsword, Scimitar, Falchion, Greatsword, [Bastard Sword Martial Proficiency]), Axes(Throwing Axe, Handaxe, Battleaxe, Greataxe, [Dwarven Waraxe Martial Proficiency]), or Hammers(Light Hammer, Warhammer, Great Hammer, [War-Mallet Martial Proficiency]).]
Scent Feat: Many of the tribes can learn to take the Scent feat(offered in my campaign to the Orc and Gnome core races and several of the brutal humanoids). A Tribal character from any of the following clans can take Scent as a feat: Bear, Boar, [Lion], Shark, Snake, Viper, Wolf, [Wolverine].
*Claw(And Light-Claw): The claw is a pair of heavy blades held by a set of rings on the non-lethal end. The sickle-like blades are a favorite of the less "civilized" peoples of the world, and are typically used in pairs. When one take proficiency with the claw, he is actually getting two weapons. A single proficiency grants him the ability to use both the standard claw and the light-claw(a smaller version ideal for off-hand use) without penalty.
(1d8 Slashing, 18-20/x2; 25gp., 4lbs., Medium-Sized)
([Light] 1d6 Slashing, 18-20/x2; 15gp., 2lbs., Small)
Tribal Feats:
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These feats are for the use of Tribals and Druids (possibly some Rangers) only. Those listed first are of my own design, and are follwed by a list of feats from MotW that would be changed to the Tribal type. Tribal feats are available to any character with either Tribal or Druid levels.
Naturalistic Fighting[Tribal]
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Requirements: Base Attack Bonus +2, Dex 13+, Claw Proficiency, Bear, [Wolverine, Lion, or Tiger] Totem.
Benefits: When fighting with claw weapons(claw and light-claw) in both hands, the penalties to attack rolls for fighting with two weapons are reduced by 2. This feat stacks with the penalty reductions of Ambidexterity and Two-Weapon Fighting, allowing a Tribal to fight with two claws at no penalty(assuming light-claw in off hand) with all of these feats.
Note: Naturalistic Fighting does not function in conjunction with the Ranger's virtual versions of Ambidexterity/Two-Weapon Fighting (for reason's of early-game balance).
Animal Avatar[Tribal]
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Requirements: Ability to use Channel Spirits 3/day, Wis 13+.
Benefits: You may sacrifice a use of the Channel Spirits ability in order to change into a representative animal of your totem(of up to medium size) as per the rules of "Wild Shape"(See Druid info). While in the animal form, you cannot use your Channel Spirits ability.
Natural Cunning[Tribal]
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Benefits: You are more at home in the wild. You gain a +2 bonus on all Wilderness Lore and Knowledge(Nature) checks.
Totem Empathy[Tribal]
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Requirements: Wis 13+
Benefits: You gain a +4 bonus on all Animal Empathy checks(or untrained Cha checks) to alter the attitude of an animal from your totem.
Turtle's Toughness[Tribal]
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Requirements: Con 13+, Toughness(or an equivilent), Turtle Totem.
Benefits: You gain an additional 1HP per hit dice
Other(Pre-printed) feats adaptable to Tribal type:
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Extended Spirit Channeling(Extended Rage), Extra Spirit Channeling(Extra Rage), Instantaneous Spirit Channeling(Inst. Rage), Create Infusion, Blindsight, Extra Wild Shape, Fast Wild Shape, Natural Spell, Proportionate Wild Shape, Speaking Wild Shape,
Turtles
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Turtle
Medium-Sized Animal
HD: 2d8+6 (15)
Initiative: +0
Speed: 15ft.
AC: 15 (+5 Natural)
Attacks: -
Damage: -
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +6, Refl +0, Will +0.
Abilities: Str 12, Dex 10, Con 16, Int 2, Wis 11, Cha 3.
Skills: Hide +4*, Move Silently +4.
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CR: 1/3
Giant Turtle
Large Animal
HD: 6d8+30 (57)
Initiative: +0
Speed: 20ft.
AC: 17 (+7 Natural)
Attacks: -
Damage: -
Face/Reach: 10ft. by 10ft./5ft.
Special Attacks: -
Special Qualities: Damage Reduction 1/-
Saves: Fort+10, Refl+2, Will+2.
Abilities: Str 20, Dex 10, Con 20, Int 2, Wis 11, Cha 3.
Skills: Hide +0*, Move Silently +4
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CR: 2
*: Turtles gain a +4 racial bonus to hide chacks made while in their natural region (ie. Desert Tortoises get the bonus in desert environments). In addition, a turtle gains an extra +4 bonus on hide checks when they choose to remain absolutely still.
A Few Tribal-Based PrCs
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The Bear-King
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The roar of his voice was like drums and guns; and he tossed wolves and goblins from his path like straws and feathers. He fell upon their rear, and broke like a clap of thunder through the ring...
Swiftly he returned and his wrath wa redoubled, so that nothing could withstand him, and no weapon seemed to bite upon him. He scattered the bodyguard, and pulled down Bolg himself and crushed him.
-JRR Tolkien, The Hobbit
The tribe of the Bear is the breeding ground of some of the most fierce and powerful warriors ever to live. Their strength is almost unmatched among men, and their power is more than respectable. Of these, some rise to attain the rank of Bear-King; a leader of the armies of the Tribe, and a powerful warrior in any battle.
Requirements:
*Base Attack Bonus +6
*Exotic Weapon Proficiency(Claw)
*Weapon Focus(Claw)
*Naturalistic Fighting
*Leadership
*Spirit Channeling 2/day (Bear Totem)
*4 ranks Knowledge(Nature)
*6 ranks Wilderness Lore
Base Attack Bonus: As Fighter
Base Saves: As Fighter
HD: d12
Skills: 2+ Int Mod
Class Skills: Animal Empathy(Cha), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Listen(Wis), Spot(Wis), Swim(Str).
[Level-Abilities]
1-Naturalistic Fighting, Bearish Looks
2-"Courageous Roar"
3-Strength of the Bear(+2)
4-Tough Hide(+1)
5-Regal Presence
6-Strength of the Bear(+4)
7-Balanced Blades
8-Tough Hide(+2)
9-Strength of the Bear(+6)
10-Strength of the Bear(Large Size)
Naturalistic Fighting: The Bear-King gains this feat as a bonus feat, unless he already possesses it.
Bearish Looks: As time goes on, the Bear-King begins to physically resemble the creatures that he emulates. His hair(body and head) gets thicker. His face begins to shape itself so that it better resembles a bear. His chest gets wider, as do his legs. At each level, the changes are more pronounced, although they alone have no in-game effect.
"Courageous Roar": Once per day as a standard action, the Bear-King can unleash a mightly roar that boost the morale of his allies. All allies within 100ft. gain a +2 morale bonus on all saving throws against charm or fear effects and a +1 morale bonus to attack and weapon damage rolls. This is a supernatural, mind-affecting ability, and it's effects last for a number of rounds equal to the Bear-King's class level.
Strength of the Bear: The Bear-King gains the strength of his totem animal. At third level, he gains a +2 bonus to his strength score as if through level advancement. At sixth level the bonus increases to +4. At ninth level it increases to +6. At tenth level, when the Bear-King has reached the pinacle of his power, his size changes to Large and he gains the consequent increases to his ability scores and natural armor(+8 Str, -2 Dex, +4 Con, +2 Natural Armor, -1 Ac/Attack). The benefits of the size change overlap(do not stack) with the previous gains of Strength of the Bear and Tough Hide(after ten levels, the total net changes would be +8 str, -2 dex, +4 con, +2 nat. arm., and -1AC/attack).
Tough Hide: The Bear-King's skin get's tougher. He gains a natural armor bonus to his AC of +1. At eighth level, this bonus increases to +2.
Regal Presence: The Bear-King radiates a feeling of leadership to those around him. He gains a +2 bonus on all Cha based skill and ability checks, and gains a misceleneous +2 bonus to his Leadership score.
Comments? Questions? ...Threats?
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