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View Full Version : Blazing a trail or two in the endless sands [PrC]



Maerok
2007-07-07, 02:47 PM
Cekara Nomad
(A PrC for my Sandstorm campaign, still in the works)

http://www.jaestudio.com/Redmoon.jpg

The Cekara Nomads are enigmatic wanderers of Nalal and outskill even the well-traveled dromec, the camel-like people of the deserts. A Cekara Nomad hails from either the now forlorn outpost of Cekara or has adopted such survival techniques from existing nomads. They blaze the landscape in search of new lands to settle in and are very independent through the use of their skills as craftsmen and survivors. With the Cekara as typically humans or other races who are not native to Nalal (the Core races), they tend to settle in some of the less heated environments of Nalal, such as valleys or oases. An asherati, bhuka, or other desert native will often join the Cekara ranks; an event like this is well-received and techniques are exchanged between the cultures until the 'outsider status' of the new recruit fades in a month or two. Culture between all the races within the Cekara Nomads has been homogenized throughout, and defining the lines between any of them is nearly impossible now.

Cekara Nomads serve as warriors, guides, trackers, and explorers.

HD: d8

Prerequisites (Explorer (http://www.giantitp.com/forums/showthread.php?t=40715) 5):
skills: Pick two - Survival 8 ranks, Know (geography) 8 ranks, and Know (nature) 8 ranks
Other: Pick one - Endurance feat or Danger Skills (Survival) class ability

Skills: Climb, Craft, Decipher Script, Diplomacy, Disable Device, Escape Artist, Gather Information, Heal, Jump, Know (architecture), Know (dungeoneering), Know (geography), Know (history), Know (local), Know (the planes), Open Lock, Ride, Search, Spot, Survival, Swim, Tumble, and Use Rope.

Skills Points: 6 + Int Modifier

[/SIZE][/SIZE]{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0
|
+2
|
+2
|
+0
|Prairie Sense; Track

2nd|
+1
|
+3
|
+3
|
+0
|Born Wanderer 1; Watch the Skies

3rd|
+2
|
+3
|
+3
|
+1
|Desert Bonus Feat; Evershift Marauder

4th|
+3
|
+4
|
+4
|
+1
|Born Wanderer 2; Scent ability

5th|
+3
|
+4
|
+4
|
+1
|Impromptu Crafting; Improved Uncanny Dodge

6th|
+4
|
+5
|
+5
|
+2
|Born Wanderer 3; Find the Path, 1/day

7th|
+5
|
+5
|
+5
|
+2
|Waste Not, Want Not; Improved Evasion

8th|
+6/+1
|
+6
|
+6
|
+2
|Born Wanderer 4; Desert Bonus Feat

9th|
+6/+1
|
+6
|
+6
|
+3
|Greater Impromptu Crafting

10th|
+7/+2
|
+7
|
+7
|
+3
|Born Wanderer 5; Timeless Body[/table]

Class Features:
Prairie Senses: The nomad adds its class level to any Spot, Search, or Listen checks when used outdoors in wide open spaces with little natural ambient sound (such as desert, plains, or grasslands).

Track: The nomad gains Track as a bonus feat. If it already has it (or takes the feat again after gaining this feat), it reduces the normal -5 penalty while moving at its normal speed while following tracks by its class level (maximum of +0). It reduces the normal -20 penalty when moving at up to twice its normal speed while tracking by its class level (maximum of -10).

Born Wanderer 1: The constant burden of the desert and carrying their possessions wherever they go has made them fleet of foot. The nomad gains a +10 enhancement bonus to its base land speed, even when encumbered; this applies to any form of movement gained from Born Wanderer 4.

Watch the Skies: A nomad can predict the weather for the next six hours with a DC 15 Survival check. If the weather is somehow changed, such as a magically conjured storm, it may detect the change with a DC 12+spell level Survival check.

Desert Bonus Feat: The nomad gains Endurance, Diehard, Heat Endurance, Improved Heat Endurance, Sandskimmer, or Sand Camoflauge as a bonus feat. It must meet all prerequisites to do so. If it cannot take any of these feats, it gains Skill Focus as a bonus feat instead. For nomads innate to other ecologies, a DM can select similar options to choose from.

Evershift Marauder: When the nomad makes its travels in the Endless Sands of Nalal, he is affected by the Evershift as if he were a fey (the sands no longer twist away beneath his feet when he moves too far from a point of reference, at least for a greater distance away than a normal mortal).

Born Wanderer 2: The nomad can halt its movement at the very edge of a sudden hazard, such as an unseen cliff or quicksand. It must be able to recognize the hazard with a Knowledge or Survival check. This even works when charging or running. The In the Face of Death class ability from the Explorer usually applies to these sorts of checks.

Impromptu Crafting: As a level 11 Explorer

Born Wanderer 3: Attuned to nature's harsh ways, the nomad treats any wind, heat (Sandstorm), or cold (Frostburn) categories as either one step higher or lower (whichever is preferable). He also gains energy resistance 5 against fire, cold, and electricity (which stacks with other sources of those resistances).

Find the Path: Once per day, the Cekara nomad can use find the path as a spell-like ability as long as the trail would end in his native landscape.

Waste Not, Want Not: A nomad may use the remains of creatures with discernible anatomies to help craft materials. By spending ten minutes with a corpse, the nomad gains 1 "gp" per 2 HD of the creature for use with the Impromptu Crafting ability, which may be used within the next six hours. After that time, this 'virtual' gp disappears. Using these pilfered materials grant a +2 bonus to Intimidate checks against creatures of that race, but confers a -2 penalty to all other Charisma-related checks (skill checks or otherwise) with that race.

Born Wanderer 4: In time, the people of Cekara learned that there was a world below the ground as well as above it; they took their travels to paths normally inaccessible. The nomad gains a burrow, climb, or swim speed (whichever is more appropriate for its natural terrain) equal to its base land speed. Its resistances from Born Wanderer 3 increase to 10.

Greater Impromptu Crafting: The object lasts for 12 hours, or 24 hours if the nomad spends twice as long to create it. Simple weapons may be crafted now (for light or one-handed melee weapons up to 20 gp), but are destroyed when a natural 1 is rolled on an attack roll.

Born Wanderer 5: Having faced the desert's worst, a Cekara nomad becomes the so often heard of legend that passes ahead of their travels. They become one with the desert and its fury. The nomad gains either the Air, Earth, Fire, or Water subtype and DR 10/magic and slashing.

Timeless Body: A Cekara nomad was made to wander, and they shall do so until the end of time. The nomad no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Maerok
2007-07-08, 10:29 PM
No comments?

deadfalcon
2007-07-09, 01:36 AM
nicely thought out and seems balanced, although if used in a non desert based campaign it would be very under powerd. what i dont like is the class specific entry requirement, it makes it too restrictive. well thats just my 2 cents

Maerok
2007-07-09, 10:39 PM
Well I do intend to use it in a desert-only setting. Hmm, perhaps replace the need for Danger Skill with Endurance.

Matthew
2007-07-12, 09:44 PM
So why only Explorer 5? Surely Scout 5 or Ranger 5 should be able to qualify for this?

Maerok
2007-07-13, 05:24 PM
Well it was originally supposed to be a sort of cannibalistic PrC that expanded on the Impromptu Crafting ability of the Explorer (bone armor and weapons, etc). You see a bit of this in 'Waste Not, Want Not', but by the time they would qualify (level 7), I thought that they would be better suited as an earlier PrC.

Matthew
2007-07-28, 05:28 PM
Right, so are these actually cannibals, then?