Tribal (3.5e NPC Class)

Tribal
Abilities: Tribals enjoy a high Strength, and a high Constitution to fuel their rage and help them survive. Because most lack heavy armor, they need a good Dexterity. Other ability scores can be less important, but its best not to let some get too low. Especially with Wisdom powering their Will save.

Races: Any.

Alignment: Any.

Starting Age: As rogue.

Class Features
All of the following are class features of the Sailor.

Weapon and Armor Proficiency: Tribals are proficient in all simple weapons and martial weapons, light armor, hide armor, and shields (but not tower shields).

 : The tribal is constantly under the effects of ''endure elements.

A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A tribal who gains a level in any other class automatically gains literacy. Any other character who gains a tribal level does not lose the literacy he or she already had.

 : The tribal can paint on a tribal tattoo many others find intimidating. The tattoo is applied over 1 minute and lasts 24 hours. When applied, the tribal gets half their class level as a bonus to Intimidate, and a penalty to Diplomacy with those outside their homeland.



This functions like the barbarian rage (including lasting 3 + the improved Con modifier in rounds), though they originally only start out with lesser rage (see above). They gain an additional use of rage at 6th and every four levels beyond.



However, he still loses his Dexterity bonus to AC if immobilized. If a tribal already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

They may turn half of any damage they take into nonlethal damage. This way, even if they drop unconscious, they are likely to survive.



The penalty to AC remains at -2.