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Heart of a Daemon (Do-Ze-Rahl) (OOC starting thread)

Started by Wensleydale, January 13, 2007, 08:18:25 PM

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Wensleydale

[ic]Rumours are heard of requirements for adventurers and mercenaries, of any race, colour, or creed, to assemble at the Red Guard Barracks in the Greengate border outpost of Debelz-Xahin. Although you realise that it is likely conscription, for various reasons you have travelled to the small town and now await information.[/ic]

First of all, sorry for not finishing the last PbP I did. I got a bit lost, and had no idea of the actual CS we were playing in at times. *cough*

HOWEVER, to mark my new spate of updating Do-Ze-Rahl, I've decided to start a PbP set in the easternmost reaches of the Debelzi Empire, near the Greengate border. All standard Do-Ze-Rahl PC races are allowed, as are all Do-Ze-Rahl classes (although Sorcerors may experience some... strange... effects during the course of the campaign, and meet with stigma from the Red Guards). Character sheets should, for clarity, be in this format, although it is not necessary.

Your characters will start at level 2, and will have 1000GP for starting equipment. Languages can be bought with skill points, or, if you can give me a good enough explanation, given as bonuses.

All Do-Ze-Rahl classes includes Warblade and Swordsage, but not crusader, and I wouldn't suggest fighter or barbarian, either. Sorcerer/Wizard/Cleric are not allowed, but sorceror and divine channel are.

Abilities are bought with a 30-point buy system.

Jharviss

If everything works out, I would be quite happy about joining this game.

Orc divine channel, if I may.


Jharviss

I'll update this as I create the character.
Quote from: 15pxPlayer Name: Jharviss
Character Name: Drelΰn (Drelvhen) [/size]
Class: Divine Channel | Level: 2
Race: Orc | Gender: Male


STR: 16 (+3) | {6 pts}
DEX: 10 (+0) | {4 pts}
CON: 16 (+2) | {6 pts}
INT: 8 (+0) | {0 pts}
WIS: 16 (+3) | {10 pts}
CHA: 10 (+0) | {4 pts}

HP Total: 19
AC: 10 | Touch AC: 10 | Flat-footed AC: 9
Initiatie: +0
Base Attack: +1 | Grapple: +8


Saving Throws:

Fortitude Total: +3 (+5 against environmental effects)  (Base: 0 + Ability Mod: 3 + Other: 0)
Reflex Total: +3 (Base: 3 + Ability Mod: 0 + Other: 0)
Will Total: +6 (Base: 3 + Ability Mod: 3 + Other: 0)


Weapons

Scythe - Attack: +3 | Damage: 2d6+4 | Crit: x4
Composite Shortbow - Attack: +1 | Damage: 1d8 | Crit: x3
Spiked Gauntlet - Attack: +3 | Damage: 1d6+3 | Crit: x2
Short Sword - Attack: +3 | Damage: 1d8+3 | Crit: 19-20/x2


Armor

Chain Shirt - AC Bonus: +4 | AC Penalty: -2 | Weight: 25 lbs.

Skills

Concentration - Total: +8 | Ranks: 5 | Mods: -
Diplomacy - Total: +5 | Ranks: 5 | Mods: -
Heal - Total: +8 | Ranks: 5 | Mods: -
Knowledge (Religion) - Total: +4 | Ranks: 5 | Mods: -
Weavecraft - Total: +4 | Ranks: 5 | Mods: -


Feats and Racial Abilities

Armor Proficiency (Light) - No armor check penalty on attack rolls.


Class Abilities

Magesight - This manifests itself as a constant Detect Magic effect, as the spell. Drelΰn may repress or activate this ability at will. He must concentrate to gain the greater effects of the spell, as if he had cast it himself. Drelΰn can see a sorceror's aura using this ability.
Lay on Hands - Drelΰn can heal 10 hp per day. Using this ability requires a standard action and for Drelΰn to touch his target. He may spread out these hit points through several targets.


MP: 4

Talents

Level: 1 | Name: Creation (Minor)
 -----  Brief Description: Minor Creation allows you to create lesser objects and materials by magic. You can use augmentations on it to increase the range (so you can create pots from far away, or drop a pound of iron onto somebody's head after creating it in midair) but not to increase size.

Level: 1 | Name: Seeing
 -----  Brief Description: Unaugmented, Seeing allows you to see one material or creature type within 30ft. You can see all objects of this kind within a 30ft cone radiating from you that are not blocked to your sight - they glow with a golden light to your eyes, but you can't see through walls or other nontransparent objects to them. For instance, you could detect gold, steel, stone, dragons, outsiders, or plants. This costs 1MP/type detected and lasts for 1D4 rounds. You can use the standard augmentations to allow others within an area to use this effect.

Level: 1 | Name: Fire
 -----  Brief Description: Unaugmented, fire is a touch attack dealing 1D4 points of fire damage and costing 1 MP. Fire deals an extra +1 point of damage per die.


Equipment

 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********


Treasure

Coins: *** gp | *** sp | *** cp | *** pp
Magical Items:
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********


Character Background and Description

( ****** Put a few sentences about description and background here *******)

Jharviss

I have a question about talents and weaves.  Whenever I use the basic abilities of a talent it requires 1 MP, correct?  Therefore, if I wanted to use the 1d4 fire damage touch attack of the fire talent then I would have to use 1 MP.  When I use these talents at their most basic level, however, are these weaves?  As in, do I need to prepare the basic 1d4 fire damage touch attack of the fire talent ahead of time in order to use it?  

I ask this primarily concerning my seeing and creation talents.  Is a basic creation require me to have prepared it earlier to count as a prepared weave, or is invoking the basic level of my talents always count as prepared weaves?

Wensleydale

Only weaves can actually be cast, so yes, it does count as a weave. Of course, the cost of a spontaneous weave talent of that level is so negligible you might as well do that. I would suggest getting a Prayer Band attuned to the Fire weave - the most affordable version will give you 10MP for use with the Fire Weave to start with, meaning you can cast it spontaneously five times before even needing to draw on your own power. It has the added benefit of being refillable.

Also, remember that once you've prepared a weave, you can cast it spontaneously for the rest of the day.

I know the MP levels at this level are pretty low - you're out of weaves in four rounds, I suppose. Do you think I should make the MP levels higher?

Kalos Mer

I'm in.  I won't have a concept for you until tomorrow, though, as I'm only halfway through reading your thread - what I've read so far intrigues me.

(Also, my computer access is highly sporadic from now until Friday - hope that's alright.)
My Setting:   

Jharviss

Well, Golem, as I see it my character will probably make use of one 4 MP weave throughout the day, as using anything less than that is negligable.  A 1d4 touch attack at the expense of 1 MP?  Please - I'd rather bash the guy in with my 2d6+4 scythe attack.  Personally, I see very little benefit in having access to weaves at this level unless you give me just a little bit more MP to flex my muscle.

Wensleydale

Mmm. I think doubling the MP may be a good idea.

Wensleydale

Better? It was one of my worries with the system that you'd basically run out of smashing power quickly, and I created arcane crystals to lessen that problem slightly...

Also, Kalos, that's fine. :D

Kalos Mer

I'm gravitating towards a human rogue (I don't have Tome of Battle, otherwise I'd play one of the martial classes.)  Tentatively, he would be Debelzi by nation.  The other possibility is that I might play a dwarf.

The sheet is here, though there's nothing in it yet - I'll continuously edit this as my concept becomes more solid.


Player name: Kalos Mer
Character Name: *******

Class: Rogue | Level: 2
Race: Human | Gender: Male


STR: 13   | {5 pts}
DEX: 16   | {10 pts}
CON: 12   | {4 pts}
INT: 14   | {6 pts}
WIS: 9    | {1 pts}
CHA: 12   | {4 pts}

HP Total: ****
AC Bonus: **** | Touch AC: **** | Flat-footed AC: ****
Initiatie: ****
Base Attack: **** | Grapple: ****


Saving Throws:

Fortitude Total:****  (Base: *** + Ability Mod: *** + Other: *** )
Reflex Total:****  (Base: *** + Ability Mod: *** + Other: *** )
Will Total:****  (Base: *** + Ability Mod: *** + Other: *** )


Weapons

(***Weapon Name***) - Attack:+*** |Damage:***** |Crit:***
(***Weapon Name***) - Attack:+*** |Damage:***** |Crit:***
(***Weapon Name***) - Attack:+*** |Damage:***** |Crit:***
(***Weapon Name***) - Attack:+*** |Damage:***** |Crit:***


Armor

(***Armor Name***) - AC Bonus:+*** |AC Penalty:***** |Weight:***
(***Armor Name***) - AC Bonus:+*** |AC Penalty:***** |Weight:***
(***Armor Name***) - AC Bonus:+*** |AC Penalty:***** |Weight:***
(***Armor Name***) - AC Bonus:+*** |AC Penalty:***** |Weight:***

Skills

(***Skill Name***) - Total:+*** |Ranks:**** |Mods:(List all****)
(***Skill Name***) - Total:+*** |Ranks:**** |Mods:(List all****)
(***Skill Name***) - Total:+*** |Ranks:**** |Mods:(List all****)
(***Skill Name***) - Total:+*** |Ranks:**** |Mods:(List all****)
(***Skill Name***) - Total:+*** |Ranks:**** |Mods:(List all****)
(***Skill Name***) - Total:+*** |Ranks:**** |Mods:(List all****)


Feats and Racial Abilities

(***Feat/Ability Name***) - (***List Brief Description***)
(***Feat/Ability Name***) - (***List Brief Description***)
(***Feat/Ability Name***) - (***List Brief Description***)
(***Feat/Ability Name***) - (***List Brief Description***)
(***Feat/Ability Name***) - (***List Brief Description***)
(***Feat/Ability Name***) - (***List Brief Description***)
(***Feat/Ability Name***) - (***List Brief Description***)


Class Abilities

(***Ability Name***) - (***List Brief Description***)
(***Ability Name***) - (***List Brief Description***)
(***Ability Name***) - (***List Brief Description***)
(***Ability Name***) - (***List Brief Description***)
(***Ability Name***) - (***List Brief Description***)
(***Ability Name***) - (***List Brief Description***)


Spells

Level: *** |Name: ************************
 -----  Brief Description: (****************************************)

Level: *** |Name: ************************
 -----  Brief Description: (****************************************)

Level: *** |Name: ************************
 -----  Brief Description: (****************************************)

Level: *** |Name: ************************
 -----  Brief Description: (****************************************)

Level: *** |Name: ************************
 -----  Brief Description: (****************************************)

Level: *** |Name: ************************
 -----  Brief Description: (****************************************)

Equipment

 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********


Treasure

Coins: *** gp | *** sp | *** cp | *** pp
Magical Items:
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********
 -***********


Character Background and Description

( ****** Put a few sentences about description and background here *******)

My Setting:   

Le Narcissique

I'd like to join in, if that's posible, the only problem is... I can't seem to find the statics on the meele classes you commented. Any ideas where I can find'em so I can choose a class?
"Natural 20... confirm critical..20... confirm instant dead... 19... ok... so you see a hydra, you shoot with your bow and in a magical and mystical moment it's five heads align perfectly, and your arrow goes through all of them" This actually happened O_O

Kalos Mer

Just updating that I have access to my room and reliable computer access now.  My rulebooks arrive tomorrow, and then I will finish constructing this character.
My Setting:   

Jharviss

The Warblade and Swordsage are in the Tome of Battle and the Sorcerer and Divine Channel are things from Do-Ze-Rahl.  

Wensleydale

Quote from: Le NarcissiqueI'd like to join in, if that's posible, the only problem is... I can't seem to find the statics on the meele classes you commented. Any ideas where I can find'em so I can choose a class?

Oui. The warblade/swordsage are in Tome of Battle.

You could also use any of these classes from my various other settings:


[spoiler=The Manipulator]
The Manipulator

 HD: D6
 Skill Points at 1st level: 8 + int modifier x4.
 Skill Points at each additional level: 8 + int modifier.
 Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

[class The Manipulator]
[bab=rogue]
[will=good]
[special][1]Inspire Courage +1[/1][2]Connections[/2][3]Inspire competence[/3][4]Connections[/4][6]Suggestion, Connections[/6]
[8]Inspire Courage +2, Connections[/8][10]Connections[/10][12]Connections[/12][13]
[/13][14]Inspire Courage +3, Connections[/14][15]Inspire heroics[/15][16]Connections[/16][18]Connections, Mass Suggestion[/18][19][/19][20]Inspire Courage +4, Connections[/20][/special]
[/class]

Class Features: All the following are class features of the Manipulator.

Weapon and Armour Proficiency: A Manipulator gains proficiency with all simple and martial weapons (although he usually disdains to use such violent measures, at least in person). He is proficient with small shields, bucklers and light armour.

Inspire Courage (Ex): A number of times per day equal to half his Manipulator level + his charisma modifier, a Manipulator can inspire courage in allies, bolstering them against fear. To be affected, an ally must be able to hear the Manipulator's powerful speech. The effect lasts for as long as the ally hears the Manipulator speaking and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Manipulator levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Ex): A Manipulator of 3rd level or higher can use his powerful oration skills to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Manipulator. The Manipulator must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Manipulatorâ,¬,,¢s music. Certain uses of this ability are infeasible. The effect lasts for 3D4 rounds after the speech is made. A Manipulator canâ,¬,,¢t inspire competence in himself. Inspire competence is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Inspire Heroics (Ex): A Manipulator of 15th level or higher can use his skills to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Manipulator levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Manipulator must speak and an ally must hear the Negotator speak for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Manipulator speak and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Suggestion (Ex): By lacing a speech with subliminal messages, a Manipulator can make a  Suggestion as the spell. At 18th level, he can use Mass Suggestion. Suggestion is a mind-affecting ability. It can be used instead of Inspire Courage (using up one of Inspire Courage's uses for the day.)

Connections (Ex): Every even level, a Manipulator gains Connections. This ability allows him to gain... connections in organisations, courts, cities, etc etc. He can use these abilities to improve his connections in a location which he has already spent one connection on, or to gain connections in completely new locations. Player and DM should work together on this.
[/spoiler]


[spoiler The Legionary]
Legionary

HD: D12.
Skill points at 1st level: 4 + int mod x4.
Skill points at each additional level: 4 + int mod.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Jump (Str), Profession (Wis), and Swim (Str).

[class=Legionary]
[bab=fighter]
[fort=good]

HD: D12.
Skill Points at 1st: 4 + Int Mod x4.
Skill Points at each additional level: 4 + Int Mod.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Str), Jump (Str), Profession (Wis), and Swim (Str).

[class]
[bab=fighter]
[fort=good]
[special][1]Bonus Feat[/1][2]Bonus Feat[/2][4]Bonus Feat[/4][6]Bonus Feat[/6][8]Bonus Feat[/8][10]Bonus Feat[/10][12]Defensive Stance 1/day, Bonus Feat[/12][14]Defensive Stance 2/Day, Bonus Feat[/14][16]Defensive Stance 3/day, Bonus Feat[/16][17]Mobile Defence[/17][18]Defensive Stance 4/Day, Bonus Feat[/18][20]Defensive Stance 5/Day, Bonus Feat[/20][/special]
[/class]

Class Features

Weapon and Armour Proficiency: A Legionary gains proficiency with all martial and simple weapons and all armour and shields.

Bonus Feat: At 1st level, and every even numbered level thereafter, a Legionary gains a bonus feat, chosen from the Fighter Bonus Feat list. He must meet the prerequisites for this feat.

Defensive Stance (Ex): When he adopts a defensive stance, a Legionary gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the Legionaryâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a Legionary cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A Legionary may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the Legionary is winded and takes a â,¬'2 penalty to Strength for the duration of that encounter. A Legionary can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no
time itself, but a Legionary can only do so during his action.

Mobile Defence: From 17th level upwards, a Legionary can move freely whilst using Defensive Stance.
[/spoiler]

[spoiler=The Stalker]
HD: D10.
Skill points at 1st level: 4 + int mod x4.
Skill points at each additional level: 4 + int mod.
Class skills: Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

[class The Stalker]
[bab=fighter]
[fort=good]
[ref=good]
[special][1]Swiftstalk, Track, Camouflage +1, Tracking +1[/1][2]Camouflage +2, Tracking +2[/2][3]Trap Sense +1, Camouflage +3, Tracking +3 [/3][4]Camouflage +4, Tracking +4[/4][5]Camouflage +5, Tracking +5[/5][6]Trap Sense +2, Camouflage +6, Tracking +6[/6][7]Camouflage +7, Tracking +7[/7][8]Camouflage +8, Tracking +8[/8][9]Trap Sense +3, Camouflage +9, Tracking +9[/9][10]Camouflage +10, Tracking +10[/10][11]Camouflage +11, Tracking +11[/11][12]Trap Sense +4, Camouflage +12, Tracking +12[/12][13]Camouflage +13, Tracking +13[/13][14]Camouflage +14, Tracking +14[/14][15]Trap Sense +5, Camouflage +15, Tracking +15[/15][16]Camouflage +16, Tracking +16[/16][17]Camouflage +17, Tracking +17[/17][18]Trap Sense +6, Camouflage +18, Tracking +18[/18][19]Camouflage +19, Tracking +19[/19][20]Camouflage +20, Tracking +20[/20][/special]
[/class]

 Class Features: All the following are class features of the Stalker:

 Weapon and Armour Proficiency: The Stalker gains proficiency with all simple and martial weapons, light armour and small shields.

 Swiftstalk (Ex): A Stalker takes no penalty to Move Silently for moving up to his full speed, and only half penalty for moving more than that.

 Track: A Stalker gains Track as a bonus feat at level one.

 Tracking: A Stalker gains a bonus equal to his Stalker level to the Survival skill for the purposes of Tracking.

 Camouflage: A Stalker gains a bonus equal to his Stalker level to the Hide skill whilst  in woodland surroundings.

 Trap Sense: Starting at 3rd level, a Stalker gains a natural sense that alerts him to traps, granting him a +1 bonus to reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by 1 every four levels thereafter.

[/spoiler]

[spoiler=The Tribesman]
 The Tribesman

The Tribesman is a capable warrior, not as well trained as a legionary, and not as destructive as a fanatic, but filling his own niche in the middle.

Hit die: D10.

Class Skills: The Tribesman's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill points at first level:  4 + int modifier x4.
Skill Points at Each Additional Level: 4 + Int modifier.

[th]
Level[/th][th]BAB[/th][th]Fort.[/th][th]Ref.[/th][th]Will[/th][th]Special[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td][/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Bonus Feat[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td][/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Rage 1/day[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+5[/td][td]+2[/td][td][/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]Bonus Feat[/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+6[/td][td]+3[/td][td][/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]Bonus Feat[/td][/tr]
[tr][th]11[/th][td]+11/+6/+1[/td][td]+7[/td][td]+7[/td][td]+3[/td][td][/td][/tr]
[tr][th]12[/th][td]+12/+7/+2[/td][td]+8[/td][td]+8[/td][td]+4[/td][td]Rage 2/day[/td][/tr]
[tr][th]13[/th][td]+13/+8/+3[/td][td]+8[/td][td]+8[/td][td]+4[/td][td][/td][/tr]
[tr][th]14[/th][td]+14/+9/+4[/td][td]+9[/td][td]+9[/td][td]+4[/td][td]Rage 3/day[/td][/tr]
[tr][th]15[/th][td]+15/+10/+5[/td][td]+9[/td][td]+9[/td][td]+5[/td][td][/td][/tr]
[tr][th]16[/th][td]+16/+11/+6/+1[/td][td]+10[/td][td]+10[/td][td]+5[/td][td]Bonus Feat[/td][/tr]
[tr][th]17[/th][td]+17/+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+5[/td][td][/td][/tr]
[tr][th]18[/th][td]+18/+13/+8/+3[/td][td]+11[/td][td]+11[/td][td]+6[/td][td]Rage 4/day[/td][/tr]
[tr][th]19[/th][td]+19/+14/+9/+4[/td][td]+11[/td][td]+11[/td][td]+6[/td][td][/td][/tr]
[tr][th]20[/th][td]+20/+15/+10/+5[/td][td]+12[/td][td]+12[/td][td]+6[/td][td]Bonus Feat[/td][/tr]
[/table]

Class Features

Weapon and Armor Proficiency: A Tribesman is proficient with all simple and martial iron weapons, light armor, medium armor, and shields.

Bonus Feats: At 1st level, a tribesman gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The tribesman gains an additional bonus feat at 2nd level, and then onwards at 4th, 8th, 10th, 16th and 20th. These bonus feats must be drawn from the feats noted as fighter (deliberately left the same) bonus feats. A tribesman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A tribesman is not limited to the list of fighter bonus feats when choosing these feats.

Rage (Ex): A Tribesman can fly into a rage a certain number of times per day. In a rage, a tribesman temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a â,¬'2 penalty to Armor Class. The increase in Constitution increases the tribesmanâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a tribesman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A tribesman may prematurely end his rage. At the end of the rage, the tribesman loses the rage modifiers and restrictions and becomes fatigued (â,¬'2 penalty to Strength, â,¬'2 penalty to Dexterity, canâ,¬,,¢t charge or run) for the duration of the current encounter . A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage is a standard action.

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The Legionary is essentially a fighter boosted up a little, with defensive stance, whilst the stalker is a lightly armoured fighter. The tribesman is like a barbarian, but without some of the barbarian's extra features and with some bonus feats - a more attack-oriented legionary, in a way. The manipulator is just an interesting diplomat class, not a melee one. ;)