| Post/Author/DateTime | Post |
|---|---|
| #1PennarinJul 08, 2005 15:50:28 | 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. |
| #2PennarinJul 08, 2005 15:51:43 | 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. |
| #3jon_oracle_of_athasJul 15, 2005 8:44:25 | Tenpug's Band Member deserves a better name, and maybe 3 levels would be sufficient? |
| #4bengeldornJul 18, 2005 15:12:29 | 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. |