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| Pennarin07-08-05, 04:50 PM | This thread is for amassing the final version of slave tribe PrCs. If you can't find this thread again in the future, ask around and someone will point you to me, I have the thread in my favorites. |
| Pennarin07-08-05, 04:51 PM | Black Sand Marauder “We ride like the wind, strike like the scorpion, and kill like a pouncing tigone.” - Zeburon, leader of the Black Sand Raiders Slaves “liberated” by the Black Sand Raiders often join the tribe, although for the survivors of a raid by the tribe do not have a choice: they most join on the spot or die. Only slaves can join, and must pass the test given by the tribe’s defiler, Fevil. Those that become members of the tribe and survive its hardships often become very tough and develop a resistance to fear, as well as an ease in inflicting it unto others. Anyone can take levels in the Black Sand marauder prestige class, although mostly warriors survive the rigors of testing and thus often advance in the class. Members of any race are welcome within the tribe as long as they are slaves, although only the toughest among those survive long enough to advance in this prestige class. Not all residents of the Black Sand camp take levels in this class, only the meanest and strongest of the lot. All Black Sand marauders can be found at one time or another camping in the Black Sand ruins or on raiding expeditions. Rank among the raiders is determined by power and its exercise, usually in the form of violence. A process of elimination, in which those of lower rank challenge those above them in combat, is the way rank is gained in the tribe. The rankings determine who has first share of everything: spoils, food, and slaves. Hit Die: d10. Requirements: To qualify to become a Black Sand marauder, a character must fulfill all the following criteria. Base Attack Bonus: +4. Skills: Intimidate 5 ranks, Ride 2 rank. Feats: Wastelander. Special: Membership in the Black Sand Raiders. Class Skills: The Black Sand marauder’s class skills (and key ability for each skill) are Balance (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sleight of Hand (Dex), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier. Class Level BAB Fort Ref Will Special 1st +1 +2 +0 +0 Violence of the tribe 2nd +2 +3 +0 +0 Special ability 3rd +3 +3 +1 +1 Infamy Class features Weapon and Armor Proficiency: Black Sand marauders gain no proficiency with any weapon or armor. Violence of the Tribe (Ex): Because of prolonged exposure to the cruelty and ruthlessness of the Black Sand camp, a marauder gains a +4 morale bonus on saving throws against fear effects at 1st level. This bonus does not apply against attacks from members of the tribe. Also, the marauder’s willful acceptance of the tribe’s ways causes him to move one step in alignment closer to evil: good becomes neutral and neutral becomes evil. Special Ability: At 2nd level a Black Sand marauder learns from the tribe's warriors and acquires one of the following: Brazen (Ex): You may take 10 on Intimidate and Ride checks. Fast Movement: See the barbarian's description in the Player’s Handbook. Favored Terrain: See the ranger's description in DS3. The terrain type is fixed to Black Sand Region. Opportunist: See the rogue's description in the Player’s Handbook. Bonus Feat: A Black Sand reaver may gain a bonus feat instead of a special ability, taken from the following list: Combat Reflexes, Diehard, Endurance, Improved Overrun, Mounted Archery, Mounted Combat, Ride-by Attack, Reckless Offense, Spirited Charge, Toughness, Trample. He must qualify for any feat requirements. Infamy (Ex): Fevil and Zeburon’s reputation precedes the Black Sand marauder and emboldens him. When reaching 3rd level and using the Demoralize Opponent option of the Intimidate skill, the marauder does so as a move action and receives a +2 insight bonus on Intimidate checks for the attempt. Also, he may once per battle attempt to demoralize an opponent as a free action while making a charge. This is the latest version with the new name and revisions. |
| Jon, Oracle of Athas07-15-05, 09:44 AM | Tenpug's Band Member deserves a better name, and maybe 3 levels would be sufficient? |
| Bengeldorn07-18-05, 04:12 PM | Tenpug's Comrade “Your worth is in your hands, so work them.” - Feera, half-elf bone carver Tenpug’s Band is a community of former slaves who served as artists and artisans before their escape. They now sell their talents to nearby villages and trading outposts, returning with currency with which to trade for food and water for their community. They pretend to be freemen from small villages or members of a newly created trading house. Tenpug tries to foster an atmosphere of independence and reliance on one’s strengths and skills—not on a strong leader—and as such warrior types, with their leanings for leadership, are usually not welcome into the community. Wizards and templars are hated by the former slaves and on principle aren’t welcome as members. Otherwise the community accepts everyone who shows, during a probationary period, that her skills are of use for the community and that she’s able to keep their secrets. Those, who don’t prove to be worthy as members, are banished without weapons, food or water into the Silt Sea. NPC Tenpug’s comrades can be found in trading outposts or villages in the area between Nibenay and Raam, but never reveal themselves as ex-slaves. Hit Die: d4. Requirements: To qualify to become a Tenpug's comrade, a character must fulfill all the following criteria. Skills: Craft 5 ranks, Perform 5 ranks, or Profession 5 ranks. Feats: Skill Focus (Craft, Perform, or Profession). Special: Membership in Tenpug’s Band. Class Skills: The Tenpug's comrade’s class skills (and key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (all), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Survival (Wis). Skill Points at Each Level: 8 + Int modifier. Class Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Tenpug’s teaching, pretending free +1 2nd +1 +0 +0 +3 Improved skill focus, pretending free +2 3rd +1 +1 +1 +3 Tenpug’s teaching, pretending free +3 Class features Weapon and Armor Proficiency: Tenpug’s comrades gain no proficiency with any weapon or armor. Pretending Free (Ex): A Tenpug’s comrade learns how to pretend being a "free" man, giving him a bonus equal to his class level to any roll to maintain this disguise. The bonus applies whenever someone makes a Spot check to figure out the status of the member or when she is affected by a power or spell that reveals social status, that probes the mind for information partaining to social status or to compulsions designed to make the member reveal his social status to others. For example, the human Nerim is a 3rd level Tenpug’s comrade. If he tries to disguise himself as an elven trader, he gains a +3 bonus to Bluff and Disguise checks for pretending to be a trader but not for pretending to be elven of race. Someone making a Spot check on Nerim might succeed at spoting his elven disguise but might fail in thinking of him as anything other than a freeman. Tenpug’s Teaching: At 1st and 3rd level, a Tenpug’s comrade learns from the tribe’s teachings and acquires one of the following: Coolheaded: See the bard’s description in DS3. Dune Trader: See the rogue’s description in DS3. Mastery of Craft: A Tenpug’s comrade may choose one category of the Craft skill he already has Skill Focus in. He gains a +2 bonus on all Craft checks with this category. A Tenpug’s comrade may choose this ability multiple times, every time choosing a different category of the Craft skill he has Skill Focus in. Mastery of Performance: A Tenpug’s comrade may choose one category of the Perform skill he already has Skill Focus in. He gains a +2 bonus on all Perform checks with this category. A Tenpug’s comrade may choose this ability multiple times, every time choosing a different category of the Perform skill he has Skill Focus in. Mastery of Profession: A Tenpug’s comrade may choose one category of the Profession skill he already has Skill Focus in. He gains a +2 bonus on all Profession checks with this category. A Tenpug’s comrade may choose this ability multiple times, every time choosing a different category of the Profession skill he has Skill Focus in. Silver Tongue: See the rogue’s description in DS3. Bonus Feat: A Tenpug’s comrade may gain a bonus feat instead of a teaching, taken from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Assistance, Athletic, Autonomous, Deceitful, Deft Hands, Diligent, Inquisitor, Investigator, Kiltektet, Linguist, Metal Leap, Negotiator, Nimble Fingers, Open Minded, Persuasive, Self-Sufficient, Skill Focus, Stealthy, Trader, Wastelander. He must qualify for any feat requirements. Improved Skill Focus: At 2nd level a Tenpug’s comrade specializes in a category of the Craft, Perfom, or Profession skill he already has Skill Focus in. He gains a +6 bonus to all checks involving this skill. This bonus overlaps the bonus from the Skill Focus feat. Thanks you Pennarin for the formating and the help with this class. |