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View Full Version : (3.5) The Tribal Paragons (3 Prestige Classes) [PEACH]



Lyndworm
2010-06-20, 01:58 AM
Prerequisites:
Alignment: Any non-Lawful
Base Attack Bonus: +5
Skills: Hide 6 ranks, Move Silently 6 ranks, Listen 6 ranks, Spot 6 ranks, Survival 8 ranks
Feats: Endurance, Track, Power Attack or Rapidshot
Special: 1st Favored Enemy, Rage (or equivalent) 1/day, Uncanny Dodge


The Tribal Paragon
d10 Hit Die



Level

BAB

Fort

Ref

Will

Special

1st

2nd

3rd

4th


1st
+1
+2
+2
+0
Warpaint Magic, Rage +1/day
0
-
-
-


2nd
+2
+3
+3
+0
Additional Favored Enemy
1
-
-
-


3rd
+3
+3
+3
+1
Craft Talisman
2
0
-
-


4th
+4
+4
+4
+1
Raging Combat Style
3
1
-
-


5th
+5
+4
+4
+1
Rage +1/day
3
2
0
-


6th
+6
+5
+5
+2
Tattoo Magic
3
3
1
-


7th
+7
+5
+5
+2
Additional Favored Enemy
3
3
2
0


8th
+8
+6
+6
+2
Raging Combat Style Mastery
3
3
3
1


9th
+9
+6
+6
+3
Tattoo Crafting
3
3
3
2


10th
+10
+7
+7
+3
Great Wardance, Rage +1/day, Tribal Legend
3
3
3
3


Skills: 4+int modifier at each level.
Skill List: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Dungeoneering (Int), Knowledge: Geography (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).



Tribal Paragon Class Features:

Weapon and Armor Proficiency:
Tribal Paragons gain no proficiency with any weapon or armor.

Spells per Day/Spells Known:
Beginning at 1st level, a Tribal Paragon gains the ability to cast a number of Divine spells. To cast a spell, a Tribal Paragon must have a Wisdom score of at least 10 + the spell’s level, so a Tribal Paragon with a Wisdom of 10 or lower cannot cast these spells. Tribal Paragon bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Tribal Paragon’s Wisdom bonus. When the Tribal Paragon gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

The Tribal Paragon’s spell list appears below. A Tribal Paragon casts spells just as a Bard does.

Tribal Paragon Spells Known:



Level

1st

2nd

3rd

4th


1st
21
-
-
-


2nd
3
-
-
-


3rd
3
21
-
-


4th
4
3
-
-


5th
4
3
21
-


6th
4
4
3
-


7th
4
4
3
21


8th
4
4
4
3


9th
4
4
4
3


10th
4
4
4
4


1Provided the Tribal Paragon has a high enough Wisdom score to have a bonus spell of this level.

Warpaint Magic (Su):
At 1st level a Tribal Paragon learns how to prepare some of his spells in such a way as to be able to cast them while Raging. This costs no gold and is done while readying any other spells for the day. A spell prepared in this way can be cast while Raging, but is otherwise identical to a normal spell (it still has any verbal or somatic components, etc.). At 1st level only one spell may be prepared in this way, but an additional spell may be prepared at 5th level and another at 10th level for a maximum of three spells per day.

Raging Combat Style (Ex):
At 2nd level the Tribal Paragon must choose between the Raging Archery Style and the Raging Strong-Arm Style. An Archery Style Tribal Paragon is treated as having the Manyshot feat and a Strong-Arm Style Tribal Paragon is treated as having the Improved Sunder feat, even if he doesn't meet the prerequisites.

Additionally, an Archery Style Tribal Paragon is treated as having the Greater Manyshot feat while Raging, and a Strong-Arm Style Tribal Paragon is treated as having the Favored Power Attack feat while Raging, even if he doesn't meet the prerequisites. If an Archery Style Tribal Paragon already has or later gains the Greater Manyshot feat, his Favored Enemy damage bonus is instead applied to each arrow fired in a volley rather than only the first. If a Strong-Arm Style Tribal Paragon already has or later gains the Favored Power Attack feat, his Favored Enemy damage bonus is instead doubled while Raging.

Craft Talisman (Su):
At 3rd level, a Tribal Paragon learns how to craft a Talisman. This ability is mechanically identical in every way to the Brew Potion feat. Rather than taking the form of a liquid, however, a Talisman is a physical part of a creature; a Favored Enemy of the Tribal Paragon that crafted it. It is sometimes consumed like a Potion, but more often a Talisman is activated by breaking or even by saying a short prayer. This ability counts as the Brew Potion feat for the purposes of meeting prerequisites.

Tattoo Magic (Sp):
At 6th level a Tribal Paragon learns how to permanently apply Warpaint Spells through tattoos. In a ritual costing 500gp (for magical materials), the Tribal Paragon can tattoo his body in a manner similar to his Warpaint Spell ability. Each day the Tribal Paragon may select a single Spell and lose a Spell slot of the same level, as if he had cast the spell. In doing so, he can use that Spell 3 times per day as a Spell-Like Ability, even while Raging. Every time he prepares his Spells he may choose a new Spell to channel through his tattoos. A Tribal Paragon may only have one tattoo of this nature.

Raging Combat Style Mastery(Ex):
At 8th level the Archery Style Tribal Paragon is treated as having the Improved Precise Shot feat, and the Strong-Arm Style Tribal Paragon is treated as having the Great Cleave feat, even if he does not meet the prerequisites.

Additionally, an Archery Style Tribal Paragon's ranged attacks do not provoke Attacks of Opportunity from Favored Enemies while Raging, and a Strong-Arm Style Tribal Paragon adds his Favored Enemy bonus to Sunder attempts while Raging.

Tattoo Crafting (Sp):
At 9th level the Tribal Paragon learns to apply his tattoos to others, although this requires a Craft (Tattooing) check vs DC 15 + Spell level in addition to the standard 500gp for materials. The Spell chosen is permanently prepared for the subject, and is always cast as if the Tribal Paragon had cast it. Furthermore, the Tribal Paragon must still sacrifice a Spell slot of the appropriate level. This loss is permanent, although if the person perishes then the Tribal Paragon regains his Spell slot and the tattoo loses its power. Each person may only have one tattoo of this nature.

Great Wardance (Su):
At 10th level you may lead (or participate in if it is lead by another Tribal Paragon with this ability) a great wardance of your tribes-folk. This dance requires at least 3 hours to perform, and makes a great deal of noise. Take the number of formal members of your tribe with at least +2 BAB who participated for the full time and refer to the following table:




Members

Bonus


1-4
None


5-24
+1


25-49
+2


50-99
+3


100-174
+4


175+274
+5


275-399
+6


400-549
+7


550-699
+8


700-874
+9


875+
+10



Add this bonus as a morale bonus to all of the following for the next 24 hours after the end of the war-dance: damage rolls, all skill checks you could normally make while Raging, Will saves and your caster level for spells cast from your Tribal Paragon slots. Add half of the bonus to attack rolls. A Great Wardance can only be performed 1/week, as it requires a great deal of emotional, physical, and mental effort, and the magics involved take time to recharge. At the DM's option, certain mitigating factors can reduce the "recharge" time between Wardances, such as holidays or sacrifices to the spirits that grant your tribe strength.

Tribal Legend:
At 10th level the Tribal Paragon gathers his own followers, and may even start his own tribe. This ability functions exactly like the Leadership ability, with the exception that you do not gain the service of a Cohort. Should the Tribal Paragon already have or later gain the Leadership feat, this ability instead adds a +2 bonus to his Leadership score. This ability counts as the Leadership feat for prerequisites.





Tribal Paragon Spells:
1st Level: Bloodhound, Camouflage, Detect Snares and Pits, Easy Trail, Jump, Pass without Trace, Towering Oak
2nd Level: Animalistic Power, Cure Light Wounds, Lesser Vigor, Owl's Wisdom, Protection from Energy, Scent, Woodland Veil
3rd Level: Cure Moderate Wounds, Detect Favored Enemy, Energize Potion, Forestfold, Remove Disease, Safe Clearing, Snare
4th Level: Commune with Nature, Cure Serious Wounds, Freedom of Movement, Implacable Pursuer, Mass Camouflage, Mass Lesser Vigor, Vigor

Any spells not in the SRD are taken from the Spell Compendium.
Prerequisites:
Alignment: Any non-Lawful
Base Attack Bonus: +5
Skills: Craft: Body-Painting 4 ranks, Craft: Tattooing 4 Ranks, Survival 8 ranks
Special: Rage (or equivalent) 2/day


The Barbarous Shaman
d8 Hit Die



Level

BAB

Fort

Ref

Will

Special

1st

2nd

3rd

4th


1st
+0
+2
+0
+2
Warpaint Magic
2
0
-
-


2nd
+1
+3
+0
+3
Craft Talisman
3
1
-
-


3rd
+2
+3
+1
+3
+1 Rage/day, Warpaint Crafting
3
2
0
-


4th
+3
+4
+1
+4
Create Fetish
3
3
1
-


5th
+3
+4
+1
+4
Tattoo Magic
4
3
2
0


6th
+4
+5
+2
+5
Improved Talisman
4
3
3
1


7th
+5
+5
+2
+5
+1 Rage/day, Tattoo Crafting
4
4
3
2


6th
+6
+6
+2
+6
Improved Fetish
4
4
3
3


9th
+6
+6
+3
+6
Tribal Legend
4
4
4
3


10th
+7
+7
+3
+7
Great Wardance
4
4
4
4


Skills: 4+int modifier at each level.
Skill List: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str).



Barbarous Shaman Class Features:

Weapon and Armor Proficiency:
Barbarous Shamans gain no proficiency with any weapon or armor.

Spells per Day/Spells Known:
Beginning at 1st level, a Barbarous Shaman gains the ability to cast a number of Divine spells. To cast a spell, a Barbarous Shaman must have a Wisdom score of at least 10 + the spell’s level, so a barbarous Shaman with a Wisdom of 10 or lower cannot cast these spells. Barbarous Shaman bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Barbarous Shaman’s Wisdom bonus. When the Barbarous Shaman gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

The Barbarous Shaman’s spell list appears below. A Barbarous Shaman casts spells just as a Bard does.

Upon reaching 4th level, and at every even level after that (6th, 8th, and 10th), a Barbarous Shaman can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Barbarous Shaman spell the Barbarous Shaman can cast. A Barbarous Shaman may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Barbarous Shaman Spells Known:



Level

1st

2nd

3rd

4th


1st
3
2*
-
-


2nd
4
3
-
-


3rd
4
3
2*
-


4th
5
4
3
-


5th
5
4
3
2*


6th
5
5
4
3


7th
5
5
4
3


8th
5
5
4
4


9th
5
5
5
4


10th
5
5
5
5


*Provided the Barbarous Shaman has a high enough Wisdom score to have a bonus spell of this level.

Warpaint Magic (Su):
At 1st level a Barbarous Shaman learns how to prepare some of his spells in such a way as to be able to cast them while Raging. This costs no gold and is done while readying any other spells for the day. A spell prepared in this way can be cast while Raging, but is otherwise identical to a normal spell (it still has any verbal or somatic components, etc.). At 1st level only one spell may be prepared in this way, but an additional spell may be prepared at 5th level and another at 10th level for a maximum of three spells per day.

Craft Talisman (Su):
At 2nd level, a Barbarous Shaman learns how to craft a Talisman. This ability is mechanically identical in every way to the Brew Potion feat. Rather than taking the form of a liquid, however, a Talisman is a physical part of a creature; a creature that the Barbarous Shaman killed and worked himself. It is sometimes consumed like a Potion, but more often a Talisman is activated by breaking it or even by saying a short prayer. This ability counts as the Brew Potion feat for the purposes of meeting prerequisites.

Warpaint Crafting (Su):
At 3rd level the Barbarous Shaman learns to apply his warpaint to others, although this requires a Craft: Body-Painting check vs DC 15 + Spell level. The Spell chosen is permanently prepared for the subject, and is always cast as if the Barbarous Shaman had cast it. Furthermore, the Barbarous Shaman must still sacrifice a Spell slot of the appropriate level. This loss is not permanent; when the day is over the Barbarous Shaman regains his Spell slot and the warpaint loses its power. Each person may only have up to three paintings of this nature.

Create Fetish (Su):
At 4th level, a Barbarous Shaman learns how to craft a Fetish. This ability is mechanically identical in every way to the Scribe Scroll feat. Rather than taking the form of a scroll, however, a Fetish is a physical part of a creature; a creature that the Barbarous Shaman killed and worked himself. It is sometimes read from like a Scroll, but more often a fetish is activated by breaking it or even by saying a short prayer. This ability counts as the Scribe Scroll feat for the purposes of meeting prerequisites.

Tattoo Magic (Sp):
At 5th level a Barbarous Shaman learns how to permanently apply Warpaint Spells through tattoos. In a ritual costing 500gp (for magical materials), the Barbarous Shaman can tattoo his body in a manner similar to his Warpaint Spell ability. Each day the Barbarous Shaman may select a single Spell and lose a Spell slot of the same level, as if he had cast the spell. In doing so, he can use that Spell 3 times per day as a Spell-Like Ability, even while Raging. Every time he prepares his Spells he may choose a new Spell to channel through his tattoos. A Barbarous Shaman may only have one tattoo of this nature.

Improved Talisman (Su):
At 6th level a Barbarous Shaman improves upon his ability to create Talismans. He can create a Talisman with an effect identical to the Empower or Maximize metamagic feats. He must pay full cost for doing so, but these effects can increase the spell's level beyond 3rd, and he may still cast from them as usual.

Tattoo Crafting (Sp):
At 7th level the Barbarous Shaman learns to apply his tattoos to others, although this requires a Craft: Tattooing check vs DC 25 + Spell level in addition to the standard 500gp for materials. The Spell chosen is permanently prepared for the subject, and is always cast as if the Barbarous Shaman had cast it. Furthermore, the Barbarous Shaman must still sacrifice a Spell slot of the appropriate level. This loss is permanent, although if the person perishes then the Barbarous Shaman regains his Spell slot and the tattoo loses its power. Each person may only have one tattoo of this nature.

Improved Fetish (Su):
At 8th level a Barbarous Shaman improves upon his ability to create Fetishes. He can create a Fetish with an effect identical to the Empower or Maximize metamagic feats. He must pay full cost for doing so, but these effects can increase the spell's level beyond 4th.

Tribal Legend:
At 9th level the Barbarous Shaman gathers his own followers, and may even start his own tribe. This ability functions exactly like the Leadership ability, with the exception that the Barbarous Shaman does not gain the service of a Cohort. Should the Tribal Paragon already have or later gain the Leadership feat, this ability instead adds a +2 bonus to his Leadership score. This ability counts as the Leadership feat for prerequisites.

Great Wardance (Su):
At 10th level the Barbarous Shaman may lead a great wardance of his tribes-folk. This dance requires at least 3 hours to perform, and makes a great deal of noise. Take the number of formal members of the Barbarous Shaman's tribe with at least +2 BAB who participated for the full time and refer to the following table:




Members

Bonus


1-4
None


5-24
+1


25-49
+2


50-99
+3


100-174
+4


175+274
+5


275-399
+6


400-549
+7


550-699
+8


700-874
+9


875+
+10



Add this bonus as a morale bonus to all of the following for the next 24 hours after the end of the war-dance: damage rolls, all skill checks you could normally make while Raging, Will saves and the Barbarous Shaman's caster level for spells cast from his Barbarous Shaman slots. Add half of this bonus to attack rolls. A Great Wardance can only be performed 1/week, as it requires a great deal of emotional, physical, and mental effort, and the magics involved take time to recharge. At the DM's option, certain mitigating factors can reduce the "recharge" time between Wardances, such as holidays or sacrifices to the spirits that grant the tribe its strength.





Barbarous Shaman Spells:
1st Level: Bloodhound, Camouflage, Detect Snares and Pits, Easy Trail, Jump, Pass without Trace, Towering Oak
2nd Level: Animalistic Power, Cure Light Wounds, Lesser Vigor, Owl's Wisdom, Protection from Energy, Scent, Woodland Veil
3rd Level: Cure Moderate Wounds, Energize Potion, Forestfold, Remove Disease, Safe Clearing, Snare, Status
4th Level: Commune with Nature, Cure Serious Wounds, Freedom of Movement, Implacable Pursuer, Mass Camouflage, Mass Lesser Vigor, Vigor

Any spells not in the SRD are taken from the Spell Compendium.
Prerequisites:
Alignment: Any non-Lawful
Base Attack Bonus: +5
Skills: Intimidate 5 ranks, Listen 5 ranks, Spot 5 ranks, Survival 8 ranks
Feats: Track, Power Attack or Rapidshot
Special: 1st Favored Enemy, Rage (or equivalent) 1/day, Uncanny Dodge

The Savage Hunter
d10 Hit Die



Level

BAB

Fort

Ref

Will

Special

Spells per Day/Spells Known


1st
+1
+2
+2
+0
Favored Enemy, Rage, Scare Tactics
+1 level of existing Divine spellcasting class


2nd
+2
+3
+3
+0
Raging Combat Style
+1 level of existing Divine spellcasting class


3rd
+3
+3
+3
+1
Raging Terror, Trap Sense +1
-


4th
+4
+4
+4
+1
Improved Uncanny Dodge
+1 level of existing Divine spellcasting class


5th
+5
+4
+4
+1
Detect Favored Enemy, DR 2/-
+1 level of existing Divine spellcasting class


6th
+6
+5
+5
+2
Trap Sense +2
-


7th
+7
+5
+5
+2
Hunting Call
+1 level of existing Divine spellcasting class


8th
+8
+6
+6
+2
Raging Combat Mastery
+1 level of existing Divine spellcasting class


9th
+9
+6
+6
+3
Trap Sense +3
-


10th
+10
+7
+7
+3
Improved Hunting Call
+1 level of existing Divine spellcasting class


Skills: 4+int modifier at each level.
Skill List: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Dungeoneering (Int), Knowledge: Geography (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).



Savage Hunter Class Features:

Weapon and Armor Proficiency:
Savage Hunters gain no proficiency with any weapon or armor.

Spells per Day/Spells Known:
Whenever a new Savage Hunter level is gained (excepting levels 3, 6, and 9), the Savage Hunter gains new spells per day (and spells known, if applicable) as if he had also gained a level in a Divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Savage Hunter to the level of some other Divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Favored Enemy (Ex):
A Savage Hunter adds his class levels to his ranger (or class which grants the favored enemy ability) levels to determine his Favored Enemy bonus and how many Favored Enemies he has. He does not gain or improve any other ranger class abilities.

Rage (Ex):
A Savage Hunter adds his class levels to his barbarian (or class which grants the rage ability) levels to determine how often he can rage and when he gains the greater rage, tireless rage, and mighty rage barbarian class abilities. He does not gain or improve any other barbarian class abilities.

Scare Tactics (Ex):
A Savage Hunter learns how to strike fear into the hearts of his enemies. His Favored Enemy bonus now applies to Intimidate checks.

Raging Combat Style (Ex):
At 2nd level the Savage Hunter must choose between the Raging Archery Style and the Raging Strong-Arm Style. An Archery Style Savage Hunter is treated as having the Manyshot feat and a Strong-Arm Style Savage Hunter is treated as having the Improved Sunder feat, even if he doesn't meet the prerequisites.

Additionally, an Archery Style Savage Hunter is treated as having the Greater Manyshot feat while Raging, and a Strong-Arm Style Savage Hunter is treated as having the Favored Power Attack feat while Raging, even if he doesn't meet the prerequisites. If an Archery Style Savage Hunter already has or later gains the Greater Manyshot feat, his Favored Enemy damage bonus is instead applied to each arrow fired in a volley rather than only the first. If a Strong-Arm Style Savage Hunter already has or later gains the Favored Power Attack feat, his Favored Enemy damage bonus is instead doubled while Raging.

Trap Sense (Ex):
Starting at 3rd level, a Savage Hunter gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three Savage Hunter levels thereafter (6th and 9th levels). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex):
At 4th level and higher, a Savage Hunter can no longer be flanked. This defense denies a rogue the ability to sneak attack the Savage Hunter by flanking him, unless the attacker has at least four more rogue levels than the target has Savage Hunter levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Raging Terror (Ex):
At 4th level a Savage Hunter learns how to terrify is opponents with just one glance. While Raging, the Savage Hunter may use the Intimidate Skill as a Swift action.

Damage Reduction (Ex):
At 5th level, a Savage hunter gains Damage Reduction. Subtract 2 from the damage the Savage Hunter takes each time he is dealt damage from a weapon or a natural attack. This reduction in damage stacks with any other form of damage reduction. Damage reduction can reduce damage to 0 but not below 0.

Detect Favored Enemy (Sp):
As of 5th level a Savage Hunter can use Detect Favored Enemy at, as the spell, at will.

Hunting Call (Ex):
At 7th level a Savage Hunter can, as a Swift action, let out a Hunting Call. This howl can be heard over nearly any amount of noise, effectively making it a DC -50 listen check to hear him. This bellow can be used to make Intimidate checks on all opponents in a 30ft radius, or just to be heard over a long distance. A Savage Hunter gains a +10 bonus on Bluff checks to make a Hunting Call sound like a natural sound, such as a wolf's howl or birdsong.

Raging Combat Style Mastery(Ex):
At 8th level the Archery Style Savage Hunter is treated as having the Improved Precise Shot feat, and the Strong-Arm Style Savage Hunter is treated as having the Great Cleave feat, even if he does not meet the prerequisites.

Additionally, an Archery Style Savage Hunter's ranged attacks do not provoke Attacks of Opportunity from Favored Enemies while Raging, and a Strong-Arm Style Savage Hunter adds his Favored Enemy bonus to Sunder attempts while Raging.

Improved Hunting Call (Ex):
At 10th level whenever a Savage Hunter makes a Hunting Call he may instead choose to make an Improved Hunting Call. The DC to hear this call is -100 and it can be used to make an Intimidate check on all opponents in a 60ft radius. Additionally, each creature that can hear and is within a 30ft radius of the Savage Hunter takes a number of d6s in Sonic damage equal to the number of Rage uses the Savage Hunter has left for the day. A Savage hunter receives no bonus to disguise an Improved Hunting Call as anything but a very scary person.
A special thanks to BRC's Brawler (http://www.giantitp.com/forums/showthread.php?t=149668), which inspired the Hunting Call mechanics. This still needs a 6th level ability and a capstone, though...



So... what do you think? I'm extremely open to suggestion, especially concerning the Capstones.

DracoDei
2010-06-20, 08:56 AM
The first paragraph of Raging Combat Style needs to specify that the abilities only apply while raging... also, rather than many-shot, a MUCH better effect (unless they are going to use thrown weapons, which is certainly possible), would be that a bit of their spirit flows into their bow, causing it to always have exactly the right level of the "Mighty" manufacturing quality. That way they don't have to have a different bow for when they are raging, and any buffs they might get besides the rage itself aren't going to go to waste on the one hand, or have them at -4 to hit if they get dispelled on the other. In fact, giving this in addition to many shot might be justified.


I think you have a copy-pasta error in "Craft Talisman" since it is "Activated by breaking or even saying a short prayer" which would mean that you often would be activating your spell by intentionally breaking your own arm or something... which is "a bit" too masochistic for anything by perhaps the most dedicated of Frenzied Berzerkers.


But now what I really came here for, a thought on a capstone(the numbers in the chart may need a LOT of tweaking):

Wardance of the Great Tribe (Su): You may lead (or participate in if it is lead by another Tribal Paragon with this ability) a great wardance of your tribes-folk. This dance requires at least 3 hours to perform, and makes a great deal of noise. Take the number of formal members of your tribe with at least +2 BAB who participated for the full time and refer to the following table:
{table="head"]Members|Bonus
1-5|None
6-19|+1
20-44|+2
45-79|+3
80-124|+4
125-179|+5
180-244|+6
245-319|+7
320-404|+8
405-499|+9
500-604|+10
[/table]
(feel free to extend this chart... the formula is floor(sqrt(dancers/5)) = bonus )
Add this bonus as an untyped bonus to all of the following for the next 24 hour after the end of the war-dance: to-hit, damage, all skill checks you could make while raging (so not Knowledge or Concentration, but DOES specifically apply to Survival checks, even those made to Track), Will saves, and your caster level for spells cast from your Tribal Paragon slots. If you have spell-resistance (racial, class, item, spell... whatever) then that spell resistance increases by the amount of the bonus. If that spell resistance does not apply in a specific case (such as if it only applies to spells of a certain school), you have no spell resistance, or if it would be less than three times the amount of the bonus, you instead have spell resistance equal to triple the bonus on chart.





Ok, so the SR thing might be a bit complex in the wording, and should perhaps just be dropped. But I think the return to the concept of MEMBER of the TRIBE is worth it, and players can have fun trying to figure out how to handle the logistics (although Teleport-ing back to your tribe every adventuring day is a good option for many parties). It also provides a strong motivation for the party to stop the rampaging Tarrasque BEFORE it gets to one of the villages in question and to spend downtime teaching them how to be the best fighting tribe they can be (which the GM should require to be roleplayed).

And yes, I know the chart goes a little high... I figure the that to some GMs the Mongol Hordes might qualify as a single tribe, so I erred on the side of big numbers (but not the size of the members of the mongol tribes who would be modeled as having at least +2 BAB).


Eh... maybe the to-hit bonuses should be capped at +5 or should be half of the other bonuses? Seems like it might get abusive...

Lyndworm
2010-06-20, 09:50 AM
First, thank you immensely for your critique. It seems well thought out and I'm sure I'll find at least a few nuggets of wisdom buried behind the Wall of Text.


The first paragraph of Raging Combat Style needs to specify that the abilities only apply while raging...
I meant for that ability to be permanent, though it is "increased" to Greater Manyshot while Raging. Do you feel that this is too powerful?


also, rather than many-shot, a MUCH better effect (unless they are going to use thrown weapons, which is certainly possible), would be that a bit of their spirit flows into their bow, causing it to always have exactly the right level of the "Mighty" manufacturing quality. That way they don't have to have a different bow for when they are raging, and any buffs they might get besides the rage itself aren't going to go to waste on the one hand, or have them at -4 to hit if they get dispelled on the other. In fact, giving this in addition to many shot might be justified.
I'm considering this. I think I'll wait for a little more feedback to see where the general consensus is on the balance level, but I like the mechanics and flavor of it.


I think you have a copy-pasta error in "Craft Talisman" since it is "Activated by breaking or even saying a short prayer" which would mean that you often would be activating your spell by intentionally breaking your own arm or something... which is "a bit" too masochistic for anything by perhaps the most dedicated of Frenzied Berzerkers.
Wha..? No, no no-no. I meant for the Talisman to be broken upon activation, like crushing a bird skull or snapping a finger bone. Is there a problem with the wording that I had not foreseen?


But now what I really came here for, a thought on a capstone(the numbers in the chart may need a LOT of tweaking):
Alright, let's see what you've go-


Wardance of the Great Tribe (Su): You may lead (or participate in if it is lead by another Tribal Paragon with this ability) a great wardance of your tribes-folk. This dance requires at least 3 hours to perform, and makes a great deal of noise. Take the number of formal members of your tribe with at least +2 BAB who participated for the full time and refer to the following table:
{table="head"]Members|Bonus
1-5|None
6-19|+1
20-44|+2
45-79|+3
80-124|+4
125-179|+5
180-244|+6
245-319|+7
320-404|+8
405-499|+9
500-604|+10[/table]
(feel free to extend this chart... the formula is floor(sqrt(dancers/5)) = bonus )
Add this bonus as an untyped bonus to all of the following for the next 24 hour after the end of the war-dance: to-hit, damage, all skill checks you could make while raging (so not Knowledge or Concentration, but DOES specifically apply to Survival checks, even those made to Track), Will saves, and your caster level for spells cast from your Tribal Paragon slots. If you have spell-resistance (racial, class, item, spell... whatever) then that spell resistance increases by the amount of the bonus. If that spell resistance does not apply in a specific case (such as if it only applies to spells of a certain school), you have no spell resistance, or if it would be less than three times the amount of the bonus, you instead have spell resistance equal to triple the bonus on chart.
Wow. Wow. I love it. I think I'll throw it up pretty much as-is, and maybe add a free Leadership ability that doesn't grant a Cohort, but counts as Leadership for prerequisites. I may also add that a Great Wardance may only be performed 1/week or 1/month. Any thoughts?


Ok, so the SR thing might be a bit complex in the wording, and should perhaps just be dropped. But I think the return to the concept of MEMBER of the TRIBE is worth it, and players can have fun trying to figure out how to handle the logistics (although Teleport-ing back to your tribe every adventuring day is a good option for many parties). It also provides a strong motivation for the party to stop the rampaging Tarrasque BEFORE it gets to one of the villages in question and to spend downtime teaching them how to be the best fighting tribe they can be (which the GM should require to be roleplayed).
I think that I'll remove the SR part, but I agree with what you're saying here. I really like the "Cultural Hero" feel that his grants, and it encourages the other PCs to join your tribe. I like it a lot.


And yes, I know the chart goes a little high... I figure the that to some GMs the Mongol Hordes might qualify as a single tribe, so I erred on the side of big numbers (but not the size of the members of the mongol tribes who would be modeled as having at least +2 BAB).
The numbers are probably larger than necessary, but I like having them anyway. :smallwink:


Eh... maybe the to-hit bonuses should be capped at +5 or should be half of the other bonuses? Seems like it might get abusive...
...Now that you bring it up, that seems like a good idea.



Thanks for your wonderful suggestions. I'm going to go edit the OP immediately.



OK, the new Edit's up. I've changed it from an Untyped bonus to a Morale bonus as they're hard to come by anyway and seem fitting. I could be swayed back to Untyped with a convincing argument, though. I also put a 1/week limit on the Wardance, and I capped the bonuses at +10 (+5 for attack rolls and caster level bonuses).

DracoDei
2010-06-20, 10:06 AM
I would THINK the logistics of having to coordinate "a bunch" of low-level tribes folk to dance 3 hours every day would make the 1/week limit unnecessary, and 1/month is just ridiculous... if the player and GM take it seriously, I can very much see the whole
"Teleport back to the tribe at the end of each day, get our mojo on for three hours, teleport away... end of the day, teleport back with the body of that Dire Boar we had thrown at us to make up for the lost hunting time and extra calories burned we are costing the tribe..." thing. (More hard-core tribes/parties may chose to include Outsiders and Humanoids in addition to Animals in the "thanks for the support, brought you dinner!" thing.).

Also... umm, I actually haven't read most of the abilities... mostly just got struck by inspiration when I saw you were asking for a capstone and so I dashed off a reply... the other stuff was just what I noticed along the way (including while double checking I wasn't duplicating an existing ability).

Lyndworm
2010-06-20, 10:09 AM
That's fine. I like the idea of the Wardance being a special ceremony, though... not something you do every day. 1/month does seem ridiculous, but I think 1/week except under DM sanctioned circumstances fits nicely.

DracoDei
2010-06-20, 10:17 AM
*Reads your edited version*
Morale makes more SENSE than untyped... but it means less stacking, which is kinda a bummer for a capstone... then again, that bonus applies to everything and the kitchen sink, so it is going to help at least SOMETHING. I wouldn't bother capping the caster level bonus, since it the spell-list is hardly overwhelming and having the APL+3 full-caster BBEG fail to dispel magic, greater your vigor, greater and then telling him "Mighty are you in magic, and you have many spells... but you stand alone! My magic is simple, but my people stand with me, and give my magic strength! My comrades and I have slain every creature you have bent to your vile will... DIE NOW ALONE AND FORGOTTEN! *Insert Pouncing Shock-Trooper Raging Attack of Doom here*"

Lyndworm
2010-06-20, 10:22 AM
*Reads your edited version*
Morale makes more SENSE than untyped... but it means less stacking, which is kinda a bummer for a capstone... then again, that bonus applies to everything and the kitchen sink, so it is going to help at least SOMETHING. I wouldn't bother capping the caster level bonus, since it the spell-list is hardly overwhelming and having the APL+3 full-caster BBEG fail to dispel magic, greater your vigor, greater and then telling him "Mighty are you in magic, and you have many spells... but you stand alone! My magic is simple, but my people stand with me, and give my magic strength! My comrades an I have slain every creature you have bent to your vile will... DIE NOW ALONE AND FORGOTTEN! *Insert Pouncing Shock-Trooper Raging Attack of Doom/arrow through the eye here*"
Actually, that sounds pretty awesome. Between that imagery and the mechanical effects I'm now realizing it barely has, I'm going to put the CL back the way it was. Also, I fixed it for you. :smallamused:

DracoDei
2010-06-20, 10:27 AM
Yes, yes you did.

P.S. - The Leadership thing sounds about right to represent your personal followers/attendants/hero-worshipers among the tribe...

Lyndworm
2010-06-20, 11:09 AM
Alright, I'll go ahead and put something in.



Okeydoke, the new Edit's up. Tribal Legend is te Leadership Substitute, and the very last ability gained at ECL 15.

Rizban
2010-06-20, 11:57 PM
It looks good, but I'd have gone with good Fort and Will saves rather than Fort and Ref. He's a combination of raging warrior and spiritual leader, not raging warrior and quick guy.

DracoDei
2010-06-21, 12:37 AM
It requives FAvored Enemy, and Ranger is the most basic source of that. Ranger has good Fort and Ref... that is probably what he was thinking, but Fort and Will DOES make more sense for THIS class, what with the item making and d10 HD...

Temotei
2010-06-21, 12:48 AM
The rage +X/day in the table should always say +1 unless you intend to give them six uses of rage just from this class. Admittedly, it hardly makes a difference, but I just felt I'd point that out.

Lyndworm
2010-06-21, 04:23 PM
Thanks for the catch, Temotei. I'll go update that.

Rizban
2010-06-23, 08:29 PM
The "2nd Favored Enemy" and similar should probably be changed to "Additional Favored Enemy" or some such entry. "2nd Favored Enemy" doesn't make much sense if the character already has two or more favored enemies.

Lyndworm
2010-06-24, 05:06 PM
Another good catch.



Does anyone think that I should split this class up into two classes? A Barbarian/Ranger combat hybrid and a Barbarian/Savage Bard (http://www.dandwiki.com/wiki/UA:Bard_Variant:_Savage_Bard) buffing hybrid?

Rizban
2010-06-24, 05:19 PM
Nah, it's fine as a single class.

Maeglin_Dubh
2010-06-25, 11:30 PM
I like it. Might have to see if I can be allowed to have Tuskhunter take it.

Lyndworm
2010-06-26, 01:22 AM
That would certainly be interesting.

Lyndworm
2010-06-29, 08:11 PM
Nah, it's fine as a single class.
You're probably right, but I think I'll split it anyway, just to see how it looks. OK, it's up!

Lyndworm
2010-07-04, 10:39 PM
Five days with nothing? That sounds like it's time for a bump.

DracoDei
2010-07-04, 10:52 PM
I would consider going ahead and completely drop the 10th level of the combat specialist. 10 level PrCs are a pretty meaningless convention to me and +1/Rage per day is good, but hardly as thematic as I would want a capstone to be. The spellcasting boost at that level is pretty negliable since you are already so far behind the curve it isn't even funny... unless maybe you are playing a more magic focused Ranger variant, in which case it would be pretty odd (both fluff and mechanically) to take that PrC over one of the other two.

The concept of deafeningly loud birdsong doesn't quite jive to me, but I guess if it was heard from far enough away that the volume was reasonable it might make sense. (and yes, I know that some birds are surprisingly loud).

Lyndworm
2010-07-04, 11:12 PM
I mentioned that I'm still looking for a Capstone for the Savage Hunter, but nothing comes to mind. Any suggestions would be greatly appreciated.


The standard Hunting Call ability generally wouldn't use birdsong to Intimidate. The DM would just about have to implement a circumstance penalty for that.

Instead, a lion's roar, elephant's trumpet, alligator growl, or wolf howl would be used. It should be noted that although the Savage Hunter receives a bonus to make the Hunting Call sound like an animal, he doesn't need to make it sound like an animal. It could be regular words at a high volume.

Rizban
2010-07-04, 11:24 PM
Savage Hunter is more Barbarian than Tribal Paragon, so I suggest a bit more barbarian stuff.

Drop all the Rage +1/day from it and give it this at 1st level:

Rage (Ex): A Savage Hunter adds his class levels to his barbarian (or class which grants the rage ability) levels to determine how often he can rage and when he gains the greater rage, tireless rage, and mighty rage barbarian class abilities. He does not gain or improve any other barbarian class abilities.



At 5th level give him Damage Reduction 2/- which stacks with other DR X/- granted by class levels. Increase it to DR 3/- at 7th level and DR 4/- at 10th level.

Lyndworm
2010-07-04, 11:35 PM
That sounds like a good idea. I considered giving him full, stacking Rage, but I was hesitant. I trust your opinion.

DracoDei
2010-07-04, 11:54 PM
As far as Hunter's Call goes, I was ignoring the intimidate thing. Anyone can spam that every round that they don't have something better to do with their Swift. If I were playing that PrC I would probably be doing that, and I wouldn't be so annoying as to try to fluff that as bird-calls... great... but what ELSE can you do with it? I really thought you were assuming this... the other use is long-distance, stealthy signaling... it is in The Hobbit (where the dwarves are getting Bilbo to scout out what turns out to be trolls... they rush him off before he can protest sufficiently, including explaining that he has no ability with immitating the calls of various sorts of owls)... probably in a good fraction of the versions of Robin Hood that have gotten cranked out throught the decades too. But anyway, if it is x10 as loud it should be, then mister patrolling enemy you are trying to warn your buddies about is going to come looking for you, instead of passing it off as just some random avian.

Lyndworm
2010-07-05, 12:04 AM
That's a very good question and I am not equipped to answer it.

Lyndworm
2010-07-10, 12:08 AM
A final bump, and I'll let this thread die, now.