ࡱ>    !"#$%&'()*+,-./0123456789:;<=Root EntryZ O2nY>CONTENTS vCompObjVs but strength and dexterity are almost always important, as is constitution since it is the key ability for concentration. Alignment: Any Hit Die: D8 Class Skils: Animal Empathy (Cha), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Wilderness Lore (Wis) Skill Points at First Level: (4 + Int modifier) x4 Skill Points at Each Additional Level: 4 + Int modifier Level BAB Fort Refl Will Special 1 +1 +2 +2 +0 Improved Unarmed Strike, Bonus Feat 2 +2 +3 +3 +0 Concentration 3 +3 +3 +3 +1 Bonus Feat 4 +4 +4 +4 +1 5 +5 +4 +4 +1 Bonus Feat 6 +6 +5 +5 +2 Pain for Pleasure 7 +7 +5 +5 +2 Bonus Feat 8 +8 +6 +6 +2 9 +9 +6 +6 +3 Bonus Feat 10 +10 +7 +7 +3 11 +11 +7 +7 +3 Bonus Feat 12 +12 +8 +8 +4 Focus 13 +13 +8 +8 +4 Bonus Feat 14 +14 +9 +9 +4 15 +15 +9 +9 +5 Bonus Feat 16 +16 +10 +10 +5 17 +17 +10 +10 +5 Bonus Feat 18 +18 +11 +11 +6 19 +19 +11 +11 +6 Bonus Feat 20 +20 +12 +12 +6 Class Features Weapon and Armor Proficiency: A Tribesmen Warrior is proficient with all simple and martial weapons, light armor, and medium armor. A Tribesmen Warrior may not wear Heavy armor. Improved Unarmed Strike: At first level the Tribesmen Warrior gains Improved Unarmed Strike as a bonus feat. Bonus Feat: at every other level the Tribesmen Warrior gains a bonus feat. This feat must be either a fighting style feat or a feat neededCHNKINK vtTEXTTEXT`FDPPFDPPdFDPPFDPPfFDPPFDPPhFDPCFDPCjFDPCFDPClFDPCFDPCnSTSHSTSHpSTSHSTSHp2SYIDSYIDPpSGP SGP dpINK INK hpBTEPPLC lp(BTECPLC p(FONTFONTp<STRSPLC p:PRNTWNPR2qFRAMFRAMrTITLTITL>sTribesmen The tribesmen are groups of primitive humans that live in the mountains and other secluded areas. They are not use to the customs and items present in civilized cities. They have their own Deities that they believe in and are completely different from normal humans. They are strong fighters and most of their training is in the use of unarmed combat although a few do practice using weapons also. Some tribesmen adapt to a normal life in civilized society and their martial prowess is usually in high demand. A tribesmen character has the following stats. * Medium-Size: As medium-size characters, tribesmen have no special bonuses or penalties due to their size. * Tribesmen base speed is 35'. * +2 strength, -2 intelligence, -2 charisma. The tribesmen are strong but they aren't very smart or charming. * At first level the tribesman gains the weapon specialization feat for any weapon that he is proficeint with. * +2 bonus to AC when fighting unarmored. * +2 racial bonus to move silently and hide skill checks. * Automatic Language: Jibberish * Favored Class: Tribesmen Warrior Tribesmen Warrior The tribesmen warrior is just like all other starting classes except that only a tribesmen character, or honorary tribesmen may take levels in it. The tribesmen warrior is almost exclusively a protector of their home village. Some tribesmen warriors travel from village to village and help them when they are in trouble. Few tribesmen live this way but the ones that do acclaim accolades from all of their bretheren. The tribesmen are very dedicated to their form of battle and all are highly skilled with whatever weapon they choose to wield. Game Rule Information Abilities: The abilities that are most important to a Tribesmen warrior depend on which fighting style he adopt as a prerequisite. Concentration: Starting at second level a Tribesmen Warrior may sacrifice one attack so that the damage for the rest of the attacks is the result of a concentration check instead of a normal damage roll. Pain for Pleasure: Starting at Sixth level when a Tribesmen takes damage he may sacrifice one attack and the damage for the rest of his attacks gain a bonus equal to the amount of damage he just took. Focus: Starting at Twelth level before a round starts the Tribesmen may roll a concentration check and use the result as his AC for the rest of the round instead of his normal AC. This ability may only be used when not wearing armor and AC bonuses don't add to the concentration result. Fighting Styles These fighting styles are used by the Tribesmen Warrior. They use all forms of martial combat to gain advantages. A Tribesmen describes his job by his choice of feats. Ubantu Ubantu is a special unarmed fighting style that focuses on power over style and grace. Many larger fighters prefer this style because it only requires that they punch straight and strong. Straight Fist Prerequisite: Strength 13+ Benefit: This feat marks the character as a student of the Ubantu class and grants the character a +2 bonus to intimidation checks. Cross Punch Prerequisite: Improved Unarmed Strike, Straight Fist Benefit: Unarmed damage is 1D6+2 Defensive Strike Prerequisite: Improved Unarmed Strike, Straight Fist Benefit: Gain a +1 bonus to defense when fighting unarmed. Running Start Prerequisite: Cross Punch Benefit: Do double damage when you move at least 5' before making an attack Absorb Punishment Prerequisite: Defensive Strike, Con 14+ Benefit: Gain damage reduction of 5 against unarmed attacks Hard Punch Prerequisite: Running Start, Str 15+ Benefit: Does 1D10 damage Stone Body Prerequisite: Absorbe Punishment, Con 16+ Benefit: Gain damage reduction of 5 Stone Fist Prerequisite: Stone Body, Hard Punch Benefit: Does 1D12 unarmed damage Fury Fist Prerequisite: Stone Fist Benefit: Does 1D20 unarmed damage Inttir Inttir is a fighting style that involves the follower focusing on their inner power and using that inner power to strengthen their attacks and defense. This style is more for light fighters or slow fighters. Concentration Prerequisite: Concentration 4 ranks Benefit: This feat marks the character as a follower of the Inttir fighting style and grants the character a +2 bonus to concentration checks. Focus Prerequisite: Concentration Benefit: The character may expend 4 HP to gain a +6 bonus to a skill check. Energy Fist Prerequisite: Focus, Improved Unarmed Strike Benefit: Does 1D8 unarmed damage. Elemental Defense Prerequisite: Focus, Wisdom 14+ Benefit: May expend 2 HP to gain damage reduction of 5 against one element for 5 rounds. Elemental Fist Prerequisites: Elemental Defense, Energy Fist Benefit: May expend 3 HP to gain a 1D8 bonus to damage of one element type. Focus Mind Prerequisites: Intelligence 15+, Focus Benefit: May choose 2 first level psionic powers. The character may use these powers once per day as a psion equal to half his tribesman level. Powered Fist Prerequisites: Energy Fist, Wisdom 13+ Benefit: Does 1D10 unarmed damage. Spirit Shield Prerequisites: Elemental Defense, Constitution 14+ Benefit: May expend 2 HP to gain a +4 bonus to defense for 5 rounds. Supreme Focus Prerequisites: Focus, Spirit Shield, Wisdom 16+ Benefit: May expend 5 HP to gain a +10 bonus to one skill for 5 rounds. Focused Power Prerequisite: Powered Fist, Wisdom 15+ Benefit: Does 2D8 unarmed damage. Nantin Nantin involves quick reflexes and sudden movements to defeat larger and stronger opponents. It also uses an opponent's movements against them to increase the effectiveness of the attacks. Snap Kick Prerequisite: Dexterity 14+ Benefits: This feat marks the character as a follower of the Nantin style and grants them a +2 bonus to all balance checks. Quick Action Prerequisite: Snap Kick, Reflex Save +3 Benefit: The character gains a +3 bonus to all reflex saving throws. Fast Strike Prerequisite: Dexterity 16+, BAB 4+, Improved Unarmed Strike Benefit: The character gains an extra unarmed attack every 4 instead of the normal 5. Hard Shot Prerequisite: Strength 14+, Fast Strike Benefit: Does 1D8 unarmed damage Improved Dodge Prerequisites: Dodge, Quick Action Benefit: Either gains a +2 bonus to defense against one opponent or gains a +1 bonus against two opponents. Hard to Hit Prerequisite: Improved Dodge Benefit: Gain a +2 bonus to defense Mongoose Prerequisite: Fast Strike, BAB +10 Benefit: Gain an extra unarmed attack every 3 instead of 4 Duck and Roll Prerequisite: Dexterity 15+, Strength 14+ Benefit: For every 5' of movement a character makes before attacking double damage. Supreme Defense Prerequisite: Duck and Roll, Hard to Hit Benefit: Gain a +2 bonus to defense and a +2 bonus to reflex save. Nunlar The nunlar style allows the character to use his surroundings to his benefit and to be able to strike quickly and quietly and then to fade back into the surroundings. Silent Shadow Prerequisite: Move Silenty 4 ranks Benefit: This feat marks the character as a student of the Nunlar style and grants them a +2 bonus to all move silently checks. Phantom Menace Prerequisite: Dexterity 14+, Hide 4 ranks, Silent Shadow Benefit: The character may make sneak attacks as a rogue equal to half his level. Hidden Terror Prerequisite: Silent Shadow, Hide 6 ranks Benefit: Choose one melee weapon. May make sneak attacks with this weapon as a rogue of equivelant level. Dauthi Blade Prerequisite: Phantom Menace Benefit: Gain a +2 bonus to attack when your opponent is flat footed Strong Punch Prerequisite: Improved Unarmed Strike, Silent Shadow Benefit: Does 1D8 unarmed damage Lightning Dodge Prerequisites: Dodge, Phantom Menace Benefit: Once per turn may make a Reflex save against the amount of damage you just took if result is higher take only half damage. Mongoose Dive Prerequisite: Dexterity 15+, Silent Shadow Benefit: Gain a +1 bonus to defense and a +2 bonus to reflex saves Shadow Hunter Prerequisite: Dauthi Blade, BAB +10 Benefit: Choose a weapon. Gain an extra attack every 3 instead of every 5 Night Stalker Prerequisite: Hidden Terror, Phantom Menace, Dexterity 16+, BAB +15 Benefit: May make a sneak as a rogue of equal level Fiting The fiting style uses quick and strong attacks using weapons or unarmed combat. The fiting style is difficult to learn but very powerful. Few can master all of the art forms and most settle for just one base style although a fighter with a mixed style is very dangerous. Blade Dance Prerequisite: BAB +2, Concentration 3 ranks Benefit: +2 bonus to all Concentration checks Defensive Blade Prerequisite: Blade Dance, Dodge, Power Attack Benefit: +2 bonus to AC after successfully making an attack. (Not cumulative) Lightning Fists Prerequisite: Blade Dance, Dexterity 14+ Benefit: +2 bonus to AC when fighting an armed opponent unarmed. Monkey Fighting Prerequisite: Blade Dance, Dexterity 15+ Benefit: +5 bonus to all jump and balance checks Turbo Drill Prerequisite: Dexterity 15+ Benefit: Base speed increases by 10' Iron Wall Prerequisite: Defensive Blade, Constitution 14+ Benefit: Gain a +2 bonus to AC when wielding a weapon that you have either weapon focus or weapon finesse with. Thunder Strike Prerequisites: Lightning Fists, Strength 14+ Benefit: All unarmed strikes knock your opponent back 10' unless they succeed a reflex save with DC 17. Brass Monkey Prerequisite: Monkey Fighting, Jump 5 ranks Benefit: Make a Jump check with DC of 17. If check succeeds you jump over opponent and next attack does +2D8 damage. If you fail suffer a -2 penalty to AC for rest of turn. Thunder Master Prerequisite: Thunder Strike, Iron Wall, Mobility Benefit: Gain a +3 bonus to AC from Iron Wall instead of +2. The reflex save DC for Thunder Strike becomes 20. Lightning Monkey Prerequisite: Brass Monky, Thunder Strike, Experise Benefit: Brass Monkey adds 4D8 to damage instead of 2D8 and Thunder Strike reflex save DC is 20. Iron Monkey Prerequisite: Brass Monkey, Iron Wall, Cleave Benefit: Brass Monkey adds 4D8 to damage instead of 2D8 and Iron Wall gives you a +3 bonus to AC instead of +2 Speed Monkey Prerequisite: Lightning Monkey, Turbo Drill, Balance 8 ranks Benefit: Base speed increases by 10'. Gain a +5 bonus to all jump and balance checks. Iron Defense Prerequisite: Thunder Master, Strength 17+ Benefit: Add constitution or strength bonus to AC whichever is higher. +2D8 HP. Fists of Rage Prerequisite: Lightning Monkey, Turbo Drill, Concentration 8 ranks Benefit: When hitting with the Thunder Strike attack may make a concentration check and use that number as the reflex save DC instead of the normal DC. sive Blade Prerequisite: Blade Dance, Dodge, Power Attack Benefit: +2 bonus to AC after successfully making an attack. (Not cumulative) Lightning Fists Prerequisite: Blade Dance, DexteritySnF`>  F ".0bd.l"^:XZ(R!###%%%&&&'(l(((:)))*** ++++,.,,,,*-n--S----.// 0*181p12 2z222"333N444J5j6667477$8@8809L99999h;|;;<<===2>>>B????@@AZAlAA*BFBBBCbCC:D>nnnnnn>>0 "PS" $ 084 "PS" $ 08.". "PS" $ 080 "PS" $ 08;.//*1812 2223344j66727$8>809L999h;z;<<==>>??@@ZAjA*BDBBCbC