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.
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.