User:Leziad/Tribal Champion

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Tribal Champion[edit]

<-general description->.

Making a Tribal Champion[edit]

<-Strong points and weak points, and effectiveness with party members.->

Abilities: <-Description of most important attributes for this class.->

Races: <-Description of relative likelihood of various races to join this class.->

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Tribal Champion

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Awakening,Skirmish Strike +1d4, Spirit Guide (Augury)
2nd +2 +0 +3 +3 Bonus Feat, Guided Dodging
3rd +3 +1 +3 +3 Minor Rites, Skirmish Strike +2d4
4th +4 +1 +4 +4 Bonus Feat, Spiritual Revelation
5th +5 +1 +4 +4 Skirmish Strike +3d4, Spirit Guide (Commune with Spirit)
6th +6/+1 +2 +5 +5 Bonus Feat
7th +7/+2 +2 +5 +5 Skirmish Strike +4d4
8th +8/+3 +2 +6 +6 Bonus Feat, Spiritual Revelation
9th +9/+4 +3 +6 +6 Skirmish Strike +5d4
10th +10/+5 +3 +7 +7 Bonus Feat, Spirit Guide (Divination)
11th +11/+6/+1 +3 +7 +7 Skirmish Strike +6d4
12th +12/+7/+2 +4 +8 +8 Bonus Feat, Spiritual Revelation
13th +13/+8/+3 +4 +8 +8 Skirmish Strike +7d4
14th +14/+9/+4 +4 +9 +9 Bonus Feat, Timeless Body
15th +15/+10/+5 +5 +9 +9 Skirmish Strike +8d4, Spirit Guide (Vision)
16th +16/+11/+6/+1 +5 +10 +10 Bonus Feat, Spiritual Revelation
17th +17/+12/+7/+2 +5 +10 +10 Skirmish Strike +9d4
18th +18/+13/+8/+3 +6 +11 +11 Bonus Feat
19th +19/+14/+9/+4 +6 +11 +11 Incarnation of the Will, Skirmish Strike +10d4
20th +20/+15/+10/+5 +6 +12 +12 Bonus Feat, Spirit Guide (Commune with Universe), Spiritual Revelation

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Tribal Champion.

Weapon and Armor Proficiency: A Tribal Champion is proficient with all simple and martial weapon as light armor and all shields (except tower shields).

Awakening: Due to a event such as an omen, a visit of a spirit guide or a divine revelation a tribal champion's destiny is revealed. She must choose a single mental ability score to base her class features on, once chosen this cannot be changed. She also gain a benefit based on the chosen ability.

Intelligence: The Tribal Champion may use her Intelligence on her Listen, Sense Motive, Spot and Search Skill. She also roll all Knowledge check twice, taking the best result.

Wisdom: The tribal champion gain Intuitive Initiative as a bonus feat.

Charisma: The tribal champion gain a +3 bonus on Bluff, Diplomacy, and Gather Information checks against those who would find her attractive. In addition at the start of an encounter or after slaying a creature, all opponents with a CR equal to her character level or less are At Bay from her for 1 round.

Skirmish Strike (Ex): A Tribal Champion often rely on quick and decisive attack to win victories against larger foes and prey alike. At 1st level when a Tribal Champion attack a flat-footed opponent or move at 15 feet during the same round, she deal an extra 1d4 precision damage on her attack. This damage increase by 1d4 at 3rd level and each odd level thereafter. A Trial Champion is limited to 30 feet when making skirmish strike ranged attack. This ability count as Sneak Attack for the purpose of prerequisites and benefits it receive from feat and such, if you are to receive sneak attack you may trade it for an equal number of dice of skirmish strike instead.

Spirit Guide (Su): A 1st level Tribal Champion gain the assistance of a spirit from beyond, the appearance and personality of the guide differ from tribal champion to tribal champion. The spirit can manifest in multiple form, some are intelligent while other are animalistic in nature. Once per hour, a Tribal Champion can call upon her spirit guide to speak to her or show her a vision, duplicating the effect of augury.

At 5th level she may duplicate commune with spirits, this can only be done once per day and uses up for the hour Spirit Guide as normal.

At 10th level she may duplicate divination, this can only be done once per day and uses up for the hour Spirit Guide as normal.

At 15th level she may duplicate vision, this can only be done once per day and uses up for the hour Spirit Guide as normal.

At 20th level she may benefit from commune with universe, this can only be done once per week and uses up for the hour Spirit Guide as normal.

Bonus Feat (Ex): At each even class level, a tribal champion receive a single [Ambush] or [Fighter] bonus feat she meet the prerequisite of.

Guided Dodging (Ex): A 2nd level tribal champion add her Awakening's ability score modifier as an insight bonus to her AC while wearing light or no armor and while not being encumbered. This bonus is limited to her armor's max dexterity if any.

Minor Rites (Su): A 3rd level tribal champion is capable of performing minor rites as a 1 round action, replicate one of the following spell: bless, bless weapon, divine favor or produce flame. The duration of each effect is only a single minute, but otherwise it has a caster level equal to your class level. Once used you may not use another minor rite for 1 hour.

Spiritual Revelation: At 4th level and each 4 levels thereafter, a Tribal Warrior receive a revelation or vision from her tribal spirit. Once chosen such revelation cannot be changed. The DC of any of her Spiritual Revelation is DC 10 +1/2 level + her Awakening's ability score modifier. The tribal champion choose her spiritual revelation from the following list:

Channeler: The Tribal Warrior awaken magical power within herself, gaining spellcasting based on her awakening: Wizard, Cleric (Wisdom), Sorcerer (Charisma). While her caster level is equal to her class level, she cast spells as if she had a number of level in the class equal to half her class level. This spellcasting may be advanced by prestige classes but not by feat, you do not gain any other features of the chosen class such as a familiar or domain.

Chosen of the Gods: Upon selecting this revelation you choose a single [divine] feat you meet the prerequisite of and a single domain, you gain the feat as a bonus feat and the domain's power as if you were a cleric or your class level. You also count as having turn undead for the purpose of qualifying for [Divine] feats and using them.

Healing Prayer (Su): The tribal warrior can heal through silent prayer, either herself or other. As a standard action she may heal a creature she touch for 2d8 + her Awakening's modifier in hit point or heal herself the same amount as a swift action. She may use this ability a number of time per day equal to her class level.

Truestriking Arrow (Ex): You allow the spirits to guide your shot, making a single ranged attack as a ranged touch attack. This attack ignore total concealment due to being unable to see your opponent, even allowing you to target the correct square as if you were able to see your opponent.

Trusty Steed: The tribal gain an animal companion as a [[SRD:Druid|druid] of her level, however it may only be a Light Warhorse, Heavy Warhorse, Pony, Riding Board or a Riding Bull.

Timeless Body (Ex): As the druid.

Incarnation of the Will: A 19th level tribal champion is one with her spirit guide, changing her type to Outsider and granting her a +4 inherent bonus to her Awakening's ability score. If she is slain, the spirits return her to life one year as per true resurrection at the location of her choosing. She must be familiar with the location she wishes to come back, such as shrine in her homeland or her birthplace.