Tribal (3.5e NPC Class)
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Tribal[edit]
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.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +0 | Endure Elements, Illiteracy, Tribal Tattoo | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | Lesser Rage, Rage 1/day | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | Diehard | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | Uncanny Dodge | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +1 | Endure Blows | ||||||||||||||||||||||||||||||||||||
6th | +6 | +5 | +2 | +2 | Rage 2/day | ||||||||||||||||||||||||||||||||||||
7th | +7 | +5 | +2 | +2 | |||||||||||||||||||||||||||||||||||||
8th | +8 | +6 | +2 | +2 | |||||||||||||||||||||||||||||||||||||
9th | +9 | +6 | +3 | +3 | |||||||||||||||||||||||||||||||||||||
10th | +10 | +7 | +3 | +3 | Full Rage, Rage 3/day | ||||||||||||||||||||||||||||||||||||
11th | +11 | +7 | +3 | +3 | |||||||||||||||||||||||||||||||||||||
12th | +12 | +8 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
13th | +13 | +8 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
14th | +14 | +9 | +4 | +4 | Rage 4/day | ||||||||||||||||||||||||||||||||||||
15th | +15 | +9 | +5 | +5 | |||||||||||||||||||||||||||||||||||||
16th | +16 | +10 | +5 | +5 | |||||||||||||||||||||||||||||||||||||
17th | +17 | +10 | +5 | +5 | |||||||||||||||||||||||||||||||||||||
18th | +18 | +11 | +6 | +6 | Rage 5/day | ||||||||||||||||||||||||||||||||||||
19th | +19 | +11 | +6 | +6 | |||||||||||||||||||||||||||||||||||||
20th | +20 | +12 | +6 | +6 | Greater Rage | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
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).
Endure Elements (Ex): The tribal is constantly under the effects of endure elements.
Illiteracy: Tribals are the only characters who do not automatically know how to read and write. 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.
Tribal Tattoo (Ex): 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.
Lesser Rage: The 2nd level tribal gains +2 Strength, +2 Constitution, a +1 morale bonus to Will saves, and a -2 penalty to AC when they enter a rage.
Rage: The 2nd level tribal gains the ability to rage once per day. 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.
Diehard: The 3rd level tribal gains Diehard as a bonus feat.
Uncanny Dodge: The 4th level tribal retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. 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.
Endure Blows: The 5th level tribal doesn't have a barbarian's damage reduction, but they seem tougher than normal. They may turn half of any damage they take into nonlethal damage. This way, even if they drop unconscious, they are likely to survive.
Full Rage: The 10th level tribal's rage improves to give +4 Strength, +4 Constitution, a +2 morale bonus to Will saves, and a -2 penalty to AC.
Greater Rage: The 20th level tribal's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
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Eiji-kunv |
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Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | Moderate + |
Author | Eiji-kun + |
Base Attack Bonus Progression | Good + |
Class Ability | Other + |
Class Ability Progression | Other + |
Fortitude Save Progression | Good + |
Identifier | 3.5e NPC Class + |
Length | 20 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Climb +, Craft +, Handle Animal +, Intimidate +, Jump +, Knowledge +, Listen +, Profession +, Ride +, Spot +, Survival + and Swim + |
Skill Points | 4 + |
Summary | The barbarians have NPCs too, and not all of them are of the Warrior class. Some have the anger of the barbarian, but not quite as much staying power. + |
Title | Tribal + |
Will Save Progression | Poor + |