Tribal

The beginning of Civilization

Scattered across the Palman Domain are tribes of Various races, sometimes instead of one of the other classes available they start with the Tribal Class instead.Natives are the primitive people who live in jungles, wilderness, and tropical islands.
Some Tribals instead of forming tribes are nomadic, making only small, temporary settlements often in remote places. Their technology will often be poorly developed (stone age or bronze age), and they may rely on the outside world for more advanced technology such as iron weapons.
These will often be gained by trade or war. Since natives live close to nature, their societies and cultures reflect the limitations imposed on them by their environment and way of life.
Most natives wear scant clothes and no armor, but some wear the equivalent of leather armor and the tribal chiefs may wear special armor made of hardened bone or lacquered wood.
Their most common weapons are spears, daggers, knives, axes or javelins, although some may use nets, tridents, bolas, and/or blowguns. Natives may also carry shields.
Some natives are farmers and/or animal herders, but most live by hunting, gathering, and/or fishing. Some live by preying on other tribes.
Their dwellings are simple wooden huts or tents often protected (in the case of settled groups) by a wooden stockade.

Attributes: Wound Point Bonus: +4 Chakra Point Die: 1d6 | 1d8 after level 10

The Tribal's 5 character skills are

Climb (Str),

Stealth (Dex),

Perception (Wis),

Ride (Dex),

Swim (Str)


Class: MightCustomizable system similar to civilian classesMight classes tend to have higher Wound point pools and proficiency points but tend to suffer when it comes to skill points or Control.
Skill Points at 1st Level: ( 5 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 3 + Intelligence Modifier
Weapon/Spell/Armor proficiency
Choose 2: Brute Force, Brute Sword, Polearms, BowsMilitia Proficiency +1Body armor +1Body Shield +1
Starting Meseta: 14,000

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

Berserk Rage

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


Great Berserk Rage [EX]:

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.

Serenity

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.

Fast Move

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.

Trophy Fetish

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.

Simplicity of Mind

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.

Elder's Wisdom

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.

Camouflage [Ex]

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.

Enlightenment

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.

Starting Meseta: 1500

Tribal Prowess:

Battle Training I, II, III, IVThe first time this ability is taken, Taijutsu is added to the class skill list and the Tribal Member gains A Limit increase to MAG Reflex or Fortitude save increasing from 20% to 25%. If taken a second time, This bonus increases to 33%,if taken a third and fourth time, improve the other save you neglected earlier.
Hunter Training ISurvival becomes a Class skill and The Tribal receives the feat Track for free.
Hunter Training II: Woodland StrideA Tribal may move through natural thorns, briars, overgrown areas, and similar areas at his normal speed without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are supernaturally enchanted or manipulated to impede motion may still affect the savage.
Tribal Instruction I, IIThe first time this ability is taken, Add Chakra control, Ninjutsu, Genjutsu or Fuinjutsu to the class skill list and the Tribal Member gains A Limit increase to MAG will save increasing from 20% to 25%. If taken a second time, This bonus increases to 33%, also add another Jutsu skill from the list above.
Shaman Training I,II,IIIGain a Metamagic feat. This ability can be taken up to three times.