Tribal
The beginning of Civilization
The beginning of Civilization
The Tribal's 5 character skills are
Climb (Str),
Stealth (Dex),
Perception (Wis),
Ride (Dex),
Swim (Str)
1: Core: State of Mind
2: Tribal Prowess I
3: Fast Move
4: Trophy Fetish
5: Mag Bauble
6: Simplicity of Mind I
7: Tribal Prowess II
8: Mag Bauble
9: Tribal Prowess III
10: Elder's Wisdom
11: Simplicity of Mind II
12: Tribal Prowess IV
13: Camouflage
14: Tribal Prowess V
15: Mag Bauble
16: Simplicity of Mind III
17: Tribal Prowess VI
18: Mag Bauble
19: Tribal Prowess VII
20: Enlightenment
Core Ability - State of mind
Tribals do not get the traditional rage but one of the following below.
They can access traditional Rage mechanics after they acquire Elder's Wisdom at level 10.
Rage Charges - 1st - 1/day 4th - 2/day 8th - 3/day 12th - 4/day 16th - 5/day 20th - 6/day
The tribal Berserk Rage ability is almost identical to the original rage class feature, except as follows: the Berserk Rage lasts for a number of rounds equal to the Barbarian’s new Constitution modifier plus five. If the tribal berserker is still in his Berserk Rage when all opponents have fallen, there is a flat 15% chance each round that he will turn on a friendly character. This chance is reduced by 1% per 2 levels in the tribal class. During a Berserk Rage, a tribal with the Cleave feat who is wearing light or no armour is treated as if he had the Great Cleave feat. If the tribal has the Great Cleave feat already and is wearing light or no armour, then treat him as having the Whirlwind Attack feat. Berserk Rages are always distinguishable from normal Rages. tribals with Instruction from the Shamans can choose to use either their berserk rage ability or draw upon their more usual Rage ability.
Fearsome Rage [EX]:
The tribals of level 11 and after's Berserk Rage is sufficiently blood-chilling in its savagery to cause enemies to suffer morale penalties to certain checks and rolls. Compare the tribal’s level to the opponent’s level or Hit Dice on the Effects of Fearsome Rage table when a tribal undergoing Fearsome Rage makes an attack. For purposes of this table only, treat the Tribal as being two levels higher if he is wearing no armour other than a shield, or four levels higher if he is completely naked (excluding any shield carried) and covered in war paint.
Effects of Fearsome Rage
Level Difference
Effect
5+
-4 morale penalty to all attack rolls, Concentration checks and saving throws; -2 morale penalty to the same rolls to target's allies within 40'
+1 to +4
-3 morale penalty to all attack rolls, Concentration checks and saving throws; -1 morale penalty to the same rolls to target's allies within 40'
0
-2 morale penalty to all attack rolls, Concentration checks and saving throws
-1 to -4
-1 morale penalty to all attack rolls, Concentration checks and saving throws
-5
No effect
Tribals after level 18 have Great Berserk Rage: As with the Barbarian ‘Great Rage’ ability, at this level the berserker’s ability score bonuses are even greater during a Berserk Rage.
Beginning at 1st level, a Tribal can call upon inner reserves of awareness and tranquility, granting him additional combat prowess. Starting at 1st level, a Tribal can enter a state of serenity for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can enter serenity for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear’s endurance, do not increase the total number of rounds that a Tribal can enter serenity per day. A Tribal can enter serenity as a free action. The total number of rounds of serenity per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a state of serenity, a Tribal gains a +4 morale bonus to his Dexterity and Wisdom, as well as a +2 morale bonus on all saves. While in a state of serenity, a Tribal cannot cast spells, use Intelligence-based skills, or communicate.
A Tribal can end his serenity as a free action and is fatigued after serenity for a number of rounds equal to 2 times the number of rounds spent in serenity. A Tribal cannot enter a new state of serenity while fatigued or exhausted but can otherwise enter serenity multiple times during a single encounter or combat. If a Tribal falls unconscious, his serenity immediately ends, placing him in peril of death.
At 11th level, when a Tribal enters serenity, the morale bonus to his Dexterity and Wisdom increases to +6 and the morale bonus on his saves increases to +3.
At 18th level, when a Tribal enters serenity, the morale bonus to his Dexterity and Wisdom increases to +8 and the morale bonus on his saves increases to +4.
A tribal relies primarily on his feet for transportation, and thus gains the bonus feat Fast Move at 3rd level.
adding 10 feet to his base Speed score whenever wearing light armor or no armor, see below.
Body, Shield, Hand, Arm, leg and Feet Slots are included in this list Helmets, Circlets, Belts, Capes and cloaks don't penalize Fast move.
A tribal collects teeth, bones, hair, and other trophies from vanquished enemies, representing their power and strength.
At 4th level and after, a tribal can attach a trophy fetish to a weapon or armor. When wielding that weapon, the true primitive gains a +1 morale bonus on damage rolls. Furthermore, if that weapon has the fragile property, once per day, the true primitive can ignore the effects of a single natural 1 roll.
A trophy fetish can also be attached to a suit of hide or bone armor, granting the tribal a +1 morale bonus on saving throws. Furthermore, if that armor has the fragile property, once per day, the tribal can chose not to have the armor break on the confirmation of a critical hit made against her.
Every four levels beyond 4th a tribal can use an additional trophy fetish. Multiple trophy fetishes can be attached to the same armor or weapon; their effects stack. A trophy fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it.
Tribals are raised in cultures devoid of many modern distractions. As a result, they are unusually focused and mentally disciplined.
At 6th level, Tribals gain a +2 bonus to any roll made to see through illusions, shake off hallucinations, and resist the effects of sensory distractions.
At 11th level, this bonus increases to +4.
At 16th level, it increases again to a total of +6.
Spending time with the older members of the tribe provides wisdom into how control works, class die improved to d8 for control,
this backtracks for the previous 10 levels of the class.
Tribals with the State of Mind core can now choose to use regular rage instead of their originally chosen Rage type.
A Tribal of 13th level or higher can use the Stealth skill in any sort of natural terrain, even if the terrain does not grant cover or concealment.
At 20th level, the tribal no longer has any restrictions of what actions she can take in a rage other then spellcasting which can be removed with the spell rage talents.