Throughout the world, many primitive tribes range over the lands, with their survival reliant upon strong warriors, powerful shaman, and wise leaders. However, from within the ranks of the most battle-hardened primitives arise true paragons of wild ferocity and battle prowess called the tribal champion. Tribal champions are the greatest of a tribe’s warriors. Not only are they expert combatants, they are also trained in the use of special maneuvers and concealment from their enemies. One of their foremost tricks is the creation of mystic war paint that enhances their battle skills. Often feared by lesser tribesman for their brute force and singular tactics in combat, the tribal champion is the utmost that primitives can offer in ways of offensive and defensive abilities. (Original Concept by Elghinn Lightbringer; Inspired by Arcanemuses Medicine Brave Base Class)
Primary Class: Barbarian.
Secondary Class: Ranger.
Hit Dice: d10.
Bonus Skills and Ranks: The tribal champion selects three ranger skills to add to his class skills in addition to the normal barbarian class skills. The tribal champion gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The tribal champion is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Track (Ex): At 2nd level, a tribal champion gains the ranger’s track ability. This ability replaces rage power at 2nd level.
Counting Coup (Ex): Beginning at 3rd level, a tribal champion can use his unconquerable will, determination, and battle prowess to perform combat maneuvers to greater effect. Whenever a tribal champion has made a successful strike, he gains a +1 bonus to his CMB when performing any combat maneuver against that target. This bonus increases by +1 every three levels beyond 3rd, to a maximum of +6 at 18th level. The tribal champion also adds this bonus to his CMD when defending against any combat maneuver made against him by the opponent. This bonus remains in effect until the target is dead or unconscious or until the combat ends. A tribal champion can use this ability a number of times per day equal to his Charisma modifier, but can have only one in effect at a time. This ability replaces trap sense.
Tribal Defender (Ex): At 3rd level, the tribal champion is viewed as an indisputable defender and protector of his tribal homeland. As such, the tribal champion gains the ranger’s favored terrain ability, except that the tribal champion must select the type of terrain from Table: Ranger Favored Terrains (see p. 65 of the Core Rulebook) that is associated with his tribal homeland, to the exclusion of all others. At 9th level and every six levels thereafter, the skill bonus and initiative bonus in his favored terrain increases by +2, to a maximum of +6 at 15th level. The tribal champion adds this bonus to any Knowledge skill checks when attempting to identify creatures within his favored terrain. He may make these checks untrained. Likewise, he gains this bonus on weapon attack and damage rolls against any creature designated as an enemy of his tribe when they are within his favored terrain. This ability replaces rage power at 6th level.
Rage Power (Ex): This is exactly like the barbarian ability of the same name, except that the tribal champion can select either the Combine Extracts or Infusion alchemist discoveries in place of a rage power to enhance his war paint, just as an alchemist does his extracts. A tribal champion counts 1/2 his total tribal champion level as his alchemist for the purpose of qualifying for discoveries.
War Paint (Su): At 4th level, a tribal champion can create a temporary, one-use magic item called war paint. When a tribal champion creates an application of war paint, he infuses the concoction with a tiny fraction of his primal energy—this enables the creation of a variety of minor effects, but also binds the effects to the creator. When using Craft (war paint) to create an application of war paint, a tribal champion gains a competence bonus equal to his class level on the Craft (war paint) check.
When a tribal champion creates an application of war paint, he infuses the substance with primal energy siphoned from his inner fury. An application of war paint immediately becomes inert if it leaves the tribal champion’s possession, reactivating as soon as it returns to his keeping—a tribal champion cannot pass out his war paint for allies to use. An application of war paint, once created, remains potent for 1 day before becoming inert, so a tribal champion must re-prepare his war paints every day. Crafting an application of war paint takes 1 minute of work—most tribal champions prepare many applications of war paint at the start of the day or just before going on an adventure, but it’s not uncommon for a tribal champion to keep some (or even all) of his daily war paint slots open so that he can prepare applications in the field as needed.
Creating war paint consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. An application of war paint stays on the wearer’s skin for up to 1 day. An application of war paint requires 1 minute to apply, and once activated, grants a variety of spell effects, depending upon the type of war paint that is applied. A tribal champion can activate any applied war paint at any time like a single use magical item. An activated war paint functions as the indicated spell as if the tribal champion had cast it himself. When the war paint’s effect is expended, it becomes useless, and can be removed by washing it off with water.
A tribal champion can create a certain color of war paint at the indicated level, as shown on Table: Tribal Champion. A tribal champion can infuse an application of war paint with one of the following spell effects, as determined by its color. (*Advanced Player’s Guide, †Ultimate Magic)
White: ant haul*, aspect of the falcon*, detect snares and pits, feather step*, jump, or keen senses*.
Black: compel hostility†, endure elements, hunters howl*, longstrider, pass without trace, or tireless pursuit*.
Red: acute senses, aspect of the bear*, barkskin, bloodhound*, or protective spirit*.
Green: badger’s ferocity, bear’s endurance, cat’s grace, chameleon’s stride*, or hunter’s eye*.
Blue: aspect of the stag*, burst of speed†, darkvision, or instant enemy*.
Gold: aspect of the wolf*, blessing of the salamander*, find quarry, or terrain bond†.
At 4th level, a tribal champion may only gain the effect of one color per day. At 10th level, he can gain the effects of up to two colors per day. At 16th, he can gain the effects of up to three colors per day. A tribal champion can create a number of applications of war paint per day equal to 3 + his Wisdom modifier, and has an effective caster level equal to his tribal champion level –3. This ability replaces damage reduction.
Warpath (Ex): At 10th level, a tribal champion can use his indomitable spirit to enhance the battle prowess of those that fight at his side. As a swift action, a tribal champion can spend 2 rounds of rage to grant all allies with 10 feet of him a +2 morale bonus to Strength and Constitution, a +4 competence bonus to Intimidate checks, and a +5 feet bonus to speed. These bonuses last for 1 minute. A tribal champion can use this ability a number of times per day equal to his Charisma modifier.
Camouflage (Su): At 14th level, a tribal champion gains the ranger’s camouflage ability, except that it only functions in the tribal champion’s favored terrain.
Hide in Plain Sight (Su): At 18th level, a tribal champion gains the ranger’s hide in plain sight ability, except that it only functions in the tribal champion’s favored terrain.
Rage Powers: The following rage powers complement the tribal champion multiclass archetype: Boasting Taunt*, Fearless Rage, Mighty Swing, Overbearing Advance*, Overbearing Onslaught*, Sprint†, Swift Foot, Terrifying Howl, Unexpected Strike. (*Advanced Player’s Guide, †Ultimate Magic)
Table: Tribal Champion