PDA

View Full Version : Horizon: Spellslinger, revised classes, races and brands



Tarantulas
2008-03-17, 03:51 AM
This is my first time posting anything in the way of a homebrew. Little nerve-wracking, but in a good way. I had a good time remaking these, so hopefully they're of interest to someone. :)

Horizon was a series of self-contained d20 mini-settings, made up of unusual campaign worlds, classes, races, items, feats and spells. One of my favourites was Spellslinger, a combination fantasy-western setting, with a quirky feat-driven magic system, a nicely sombre, slightly surreal world, only three base classes, and an emphasis on character customization. I could be going overboard, but I liked the setting enough to want to expand on it, adding niche classes (a fierce melee combatant, a medical and not magical healer, and a gadgeteering, artillery-wielding blacksmith, among others), new backgrounds (additional mystic brands which are the last gasp of magic in the Territories) and more races (local tribes with powerful natural abilities).

As of now, this is a work in progress. Suggestions are welcome, as well as criticism and advice.

Spellslinger Classes
I've altered the Spellslinger base classes significantly to differentiate them further and make their abilities more mechanically interesting. Out of the original classes, the gunfighter is a combat-oriented ranged specialist, the maverick is skill-centric and highly mobile, while the trailblazer strikes something of a middle ground, stealthy and tough with an average base attack progression.

I'm not sure how balanced all this is, but I had the feeling they might be overpowered, so I tried to pull back a bit. Admittedly, the original Spellslinger, being self-contained, was probably a little overpowered as well, and some of that has been held over.

By way of explanation: At first level, all characters receive some powerful abilities. You can either take a brand, a magical mark you're born with which acts as the equivalent of a one-level prestige class only available at first level and gives you access to the only magic in the game-- or you can start in one of the base classes, in which case you never learn to cast spells but is the only way in which you can gain a class's unique core ability. Brands, and core abilities, are defining aspects of the character. With only three classes to choose from, there are no favoured classes or XP penalties for multiclassing. Changing classes is all part of the customization process, which is also why all classes receive bonus feats every second level (which is why I warned you about a certain amount of overpowering).

Note that the classes originally contained ongoing bonuses to social and thieving skills as you levelled up, but I would prefer to create specific abilities rather than simply award skill points every other level.

At any rate, here are the first two finished classes, for your perusal, with outlines of others still to come.

The Gunfighter
The gunfighter is a dangerous adversary, especially from afar. Lacking armour, the class is designed to both avoid damage and soak it up, then return it in kind. The class's special abilities focus on increasing accuracy and damage with firearms. The gunfighter's most important ability scores are Dexterity and Constitution.

The Gunfighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+1|
+1|
+1|True grit, starting feats, bonus feat

2nd|
+2|
+2|
+2|
+2|Trick shot, bonus feat

3rd|
+3|
+2|
+2|
+2|

4th|
+4|
+2|
+2|
+2|Bonus feat

5th|
+5|
+3|
+3|
+3|

6th|
+6/+1|
+3|
+3|
+3|Bonus feat

7th|
+7/+2|
+4|
+4|
+4|

8th|
+8/+3|
+4|
+4|
+4|Bonus feat

9th|
+9/+4|
+4|
+4|
+4|

10th|
+10/+5|
+5|
+5|
+5|Bonus feat

11th|
+11/+6/+1|
+5|
+5|
+5|

12th|
+12/+7/+2|
+6|
+6|
+6|Bonus feat

13th|
+13/+8/+3|
+6|
+6|
+6|

14th|
+14/+9/+4|
+6|
+6|
+6|Bonus feat

15th|
+15/+10/+5|
+7|
+7|
+7|

16th|
+16/+11/+6/+1|
+7|
+7|
+7|Bonus feat

17th|
+17/+12/+7/+2|
+8|
+8|
+8|

18th|
+18/+13/+8/+3|
+8|
+8|
+8|Bonus feat

19th|
+19/+14/+9/+4|
+8|
+8|
+8|

20th|
+20/+15/+10/+5|
+9|
+9|
+9|Doom incarnate, bonus feat[/table]

Alignment: Any.
Hit Die: d12.
Attack Bonus: High.
Defense Bonus: Low.

Class Skills: Balance (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

• Moderate Fortitude, Reflex and Will saves.
• Proficient with Small Arms, Long Guns and Basic Brawling. Receives Weapon Focus with any firearm as a starting feat.
• Core Ability: True Grit (Ex)- Ignore fear effects and morale penalties. Reroll any failed saving throw; keep the better result.
• Bonus Feats- At 1st, 2nd and every two levels thereafter, the gunfighter receives a bonus feat from the following list: Blind-Fight, Blood Shot**, Cleave, Combat Expertise, Combat Reflexes, Crack Shot**, Dodge, Exotic Weapon Proficiency, Extra Trick Shot**, Far Shot, Firing Blind**, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Iron Will, Leadership, Leadbelly**, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Power Attack, Great Cleave, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Shot on the Run, Spirited Charge, Spring Attack, Toughness, Trample, True Shot**, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (any firearm), Weapon Specialization (any firearm), Whirlwind Attack.
• Trick Shot (Ex)- Starting at 2nd level, once per day for every two gunfighter levels gained (rounded down), the character can make an extremely difficult shot with the utmost confidence. To make a trick shot, you must have an equipped, loaded firearm and be within 1 range increment of your target. You may use any shot in the following list from 3rd level onward. Cheap Shot- You may expend one of your trick shots to make disarm, sunder and trip/knockdown attempts as ranged touch attacks using an equipped firearm. Gunplay- You may expend one of your trick shots to add your highest attack bonus to a single check to entertain an audience, as with Perform, Sleight of Hand, Balance, Tumble or spellcasting. Gunplay stacks with the new skill Perform (gunplay). Long Shot- You may expend one of your trick shots to ignore penalties on targets up to 1 additional increment outside your weapon's normal range. Parting Shot- You may expend one of your trick shots to take a second move action after a full attack action. Quick Draw- You may expend one of your trick shots to make a quick draw maneuver, as the feat. Ricochet- You may expend one of your trick shots to intentionally bank a shot into enemy cover; roll attack as normal, ignoring the target's AC bonus for being behind cover. At the DM`s discretion, Ricochet may not be used in open ground or in areas where the surrounding terrain is too soft for bullets to ricochet. Warning Shot- You may expend one of your trick shots to fire a narrow miss, adding your highest base attack bonus to a single Intimidate check. Wild Shot- You may expend one of your trick shots to fire wide of the target, adding your highest attack bonus to a single feint attempt. Wing Shot- You may expend one of your trick shots to convert a missed ranged attack into an automatic hit at the weapon's lowest possible damage (e.g. a weapon which inflicts 2d10+6 damage would hit for the minimum 8 damage).
• Doom Incarnate (Ex)- At 20th level, the gunfighter is one of the deadliest people alive. Any firearm with which the character has Weapon Focus receives an additional x1 to its critical multiplier (i.e., a weapon with a multiplier of x3 now deals x4 damage on a critical hit). If the character has Weapon Specialization with the weapon in question, this bonus increases to x2.

Gunfighter-specific feats:
Blood Shot
Prerequisites: Trick Shot class ability, True Shot.
Benefit: You may expend two of your daily trick shots to cause bleeding damage on a critical hit. Do not calculate additional damage based on your critical multiplier. Instead, each following round, the target must make a Fortitude save (DC equal to attacker's gunfighter level + Wisdom mod.) or suffer 1d6 points in additional damage. The bleeding stops when the save is made.
Special: Gunfighters may take this as one of their bonus feats.

Crack Shot
Prerequisites: Trick Shot class ability, True Shot.
Benefit: You may expend two of your daily trick shots to cripple your opponent on a critical hit. Do not calculate additional damage based on your critical multiplier. Instead, the target must make an immediate Reflex save (DC equal to the attacker's gunfighter level + Wisdom mod.) or suffer 1d4 points of Dexterity damage. Damage from successive Crack Shots does not stack[?]. Ability points lost to damage recover on their own at a rate of 1 per day, or can be repaired at once by a Heal spell.
Special: Gunfighters may take this as one of their bonus feats.

Extra Trick Shot
Prerequisites: Trick Shot class ability.
Benefit: Each time you take this feat you can perform two more trick shots each day.
Normal: At 3rd level or higher, a gunfighter can perform a number of trick shots per day equal to half his gunfighter level rounded down.
Special: Gunfighters may take this as one of their bonus feats. You may select this feat multiple times. Its effects stack.

Firing Blind
Prerequisites: Trick Shot class ability.
Benefit: Any miss chance suffered by attacking a concealed enemy is reduced by 15%. This ability also functions while deaf or blinded.
Special: Gunfighters may take this as one of their bonus feats. This feat may be taken up to three times. Its effects stack.

True Shot
Prerequisites: Trick Shot class ability.
Benefit: You may expend two of your daily trick shots to convert any successful ranged attack into a critical hit without rolling or confirming a critical threat.
Special: Gunfighters may take this as one of their bonus feats.

The Trailblazer
Trailblazers are survivors above all else. They excel as trackers, scouts and guides in the wild, frequently becoming bounty hunters, bandits or private investigators as they pass through the frontier. A trailblazer is tough, becoming naturally protected from the elements, resistant to disease or hardship, hardened against the treachery of others even as she develops a few tricks of her own. The Trailblazer's most important ability scores are Strength/Dexterity and Wisdom.

The Trailblazer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Naturally suspicious*, light sleeper, bonus feat, starting feats

2nd|
+1|
+3|
+0|
+3|Weatherworn 2/-, bonus feat

3rd|
+2|
+3|
+1|
+3|Wallop (dazed 1 round)

4th|
+3|
+4|
+1|
+4|Bonus feat

5th|
+3|
+4|
+1|
+4|Clean living

6th|
+4|
+5|
+2|
+5|Weatherworn 4/-, bonus feat

7th|
+5|
+5|
+2|
+5|Wallop (dazed 1d4 rounds)

8th|
+6/+1|
+6|
+2|
+6|Bonus feat

9th|
+6/+1|
+6|
+3|
+6|Early riser

10th|
+7/+2|
+7|
+3|
+7|Bonus feat

11th|
+8/+3|
+7|
+3|
+7| Face in the crowd

12th|
+9/+4|
+8|
+4|
+8|Weatherworn 6/-

13th|
+9/+4|
+8|
+4|
+8|Disillusioned

14th|
+10/+5|
+9|
+4|
+9|Bonus feat

15th|
+11/+6/+1|
+9|
+5|
+9|Camouflage

16th|
+12/+7/+2|
+10|
+5|
+10|Bonus feat

17th|
+12/+7/+2|
+10|
+5|
+10|Wallop (stunned 1d4 rounds)

18th|
+13/+8/+3|
+11|
+6|
+11|Weatherworn 8/-, bonus feat

19th|
+14/+9/+4|
+11|
+6|
+11|Hide in plain sight

20th|
+15/+10/+5|
+12|
+6|
+12|Ghost that walks, weatherworn 10/-, bonus feats[/table]

Alignment: Any.
Hit Die: d10.
Attack Bonus: Average.
Defense Bonus: Average.

Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge(s) (Int), Listen (Wis), Profession(s) (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

• Good Fortitude and Will saves, poor Reflex saves.
• Proficient with Long Guns, Bows, Polearms and Basic Brawling. Receives Track and Endurance as starting feats.
• Core Ability: Naturally Suspicious (Ex)- Reroll any Listen, Search, Spot, Sense Motive and Survival checks, keeping the better result. In addition, you are hard to catch off guard and can always act during surprise rounds.
• Bonus Feats- At 1st, 2nd and every two levels thereafter, the trailblazer receives a bonus feat from the following list: Better Wallop**, Blind-Fight, Cleave, Diehard, Die Harder**, Dodge, Mobility, Exotic Weapon Proficiency, Far Shot, Favoured Enemy**, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Feint, Improved Grapple, Improved Overrun, Improved Precise Shot, Improved Sunder, Improved Trip, Iron Will, Leadbelly**, Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Power Attack, Quick Draw, Rapid Reload, Rapid Shot, Ride-By Attack, Run, Shot on the Run, Sneak Attack**, Spirited Charge, Spring Attack, Toughness, Two-Weapon Fighting, Under the Stars**, Weapon Focus, Whirlwind Attack.
• Light Sleeper (Ex)- At 2nd level, you are entitled to Listen (or Scent, if you have that ability) checks to notice approaching danger while resting, even when asleep (or in trance). In addition, you receive a +2 bonus to all saving throws against magical sleep effects and enchantments.
• Weatherworn (Ex)- Receive +2/- additional damage resistance against fire, cold, acid and electricity at 2nd, 6th, 12th, 15th, 18th and 20th levels. This ability stacks with racial, class-based and magical bonuses to elemental resistance.
• Wallop (Ex)- At 3rd level, the trailblazer can make an attack at a -10 penalty which, if it connects, dazes an opponent for 1 round. At 9th level, the target is dazed for 1d4 rounds. At 17th level, the target is stunned instead of dazed. Wallop only affects living creatures with a discernible anatomy. Creatures immune to critical hits are not affected by Wallop.
• Clean Living (Ex)- Starting at 5th level, add the character's current trailblazer level to Fortitude saves against disease and poison.
• Early Riser (Ex)- At 7th level, the trailblazer only requires half the amount of rest each day needed by normal members of his race or class (if multiclassed). In addition, the character becomes immune to sleep effects, if he wasn't already.
• Face In The Crowd (Ex)- At 11th level, the character can move through crowds at full speed without penalty. In addition, when using a crowd to Hide, he may attempt to direct crowds using Diplomacy or Intimidate without making himself visible. Special: At the player's option, substitute the ranger and druid abilities of, respectively, Woodland Stride and Trackless Step.
• Disillusioned (Ex)- At 13th level, the trailblazer's ingrained cynicism renders him immune to any illusion cast at him overtly, and he automatically succeeds on all saving throws to disbelieve illusions he finds or has pointed out to him. This has no benefit if the trailblazer is not actively searching for illusions, or if an illusion is cast on him without his direct knowledge.
• Camouflage (Ex)- As the ranger ability, received at 15th level.
• Hide In Plain Sight (Ex)- As the ranger ability, received at 19th level.
• Ghost That Walks (Ex)- At 20th level, the trailblazer can no longer be flanked, and, when attacking an opponent's flank or from concealment, automatically confirms any critical threat rolled.

Trailblazer specific feats:
Better Wallop
Prerequisites: Wallop class ability.
Benefit: The base attack penalty on Wallop attempts is reduced to -5.
Normal: When attempting a Wallop, the character's base attack is reduced by -10.
Special: Trailblazers may take this as one of their bonus feats.

Die Harder
Prerequisites: Diehard.
Benefit: You receive all the benefits of the Diehard feat with the following exception: you now recover 1 hit point each round until reaching +1. This hit point cancels out damage caused by any standard or 'strenuous' action taken while disabled.
Special: Trailblazers may take this as one of their bonus feats.

Favoured Enemy
Prerequisites: Trailblazer.
Benefit: You may choose a favoured enemy, as the ranger ability. You receive a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls against creatures of this type.
Special: You may only take this feat as a trailblazer bonus feat. You may select this feat multiple times, for one enemy or for several different creatures. Its effects stack.

Sneak Attack
Prerequisites: Maverick, medico or trailblazer.
Benefit: You receive sneak attack +1d6, as the rogue ability.
Special: You may only take this feat as a maverick, medico or trailblazer bonus feat. You may select this feat multiple times. Its effect stack.

Other Classes
Maverick
• Alignment: Any.
• Hit Die: d8.
• Attack Bonus: Low.
• Defense Bonus: High.
• Class Skills: [Mostly as rogue]
• Skill Points at 1st Level: (8 + Int modifier) x4.
• Skill Points at Each Additional Level: 8 + Int modifier
The maverick is at turns quick-fingered, silver-tongued, fleet of foot and soft of tread-- often all at the same time. Like the core rogue, the class can handle a wide variety of tasks. The maverick lacks the rogue's sneak attack progression and is even weaker in combat, but is more versatile, receiving a bonus feat every 2 levels. The maverick's most important ability scores are Dexterity and Charisma. [Abilities for the maverick may include the ability to reroll a set number of dice per day, variants of monk abilities (Fast Movement, Ki Strike and Flurry of Blows in particular), and more advanced versions of the feat Goad from the Complete Adventurer, used to draw enemies into combat as a diversion technique.]

Medico
• Alignment: Any.
• Hit Die: d8.
• Attack Bonus: Low.
• Defense Bonus: Average.
• Class Skills: Heal, Knowledge (nature), Survival [and other things a doctor would know]
• Skill Points at 1st Level: (6 + Int modifier) x4.
• Skill Points at Each Additional Level: 6 + Int modifier
The medico is a nonmagical healer, able to splint, cast, stitch and tourniquet, generally speeding up recovery. A doctor and not a priest, his ability to heal is limited by time and supplies, not faith. He can fabricate medicines and antidotes to ward off disease and poison, or administer sedatives and tranquilizers to unruly 'patients'. The medico`s most important ability scores are Dexterity and Wisdom. [At higher levels, medicos can even resuscitate others from the brink of death with a successful Heal roll, provided their patient is only a few rounds dead. And Hippocratic Oath aside, a doctor's understanding of how to heal gives him an extra insight into how to hurt, as well, gradually increasing his chances of a critical hit. And a good doctor keeps himself in shape as well, granting himself bonuses to hit points and Fortitude.]

Smithy
• Alignment: Any.
• Hit Die: d10.
• Attack Bonus: Average.
• Defense Bonus: Low.
• Class Skills: Disable Device, Craft, Open Lock, Profession, Repair [etc]
• Skill Points at 1st Level: (6 + Int modifier) x4.
• Skill Points at Each Additional Level: 6 + Int modifier
The smithy is a craftsman, most likely an engineer or blacksmith. Her time is spent on building, repairs...and invention. Years spent lifting a heavy hammer in the forge or alongside the railroad tracks make the smithy one of the most powerful people in the Territories, able to wield the heaviest weapons and carry vast assortments of strange and arcane machinery, to produce a variety of effects that are very nearly magical in themselves. The smithy`s most important ability scores are Strength and Intelligence. [The closest comparison to the smithy is actually the warlock. His eldritch blast takes the form of some manner of heavy-duty artillery cannon, constantly being tinkered with over time, while his invocations are the many gadgets he carries with him, each designed to produce a single specific effect on demand. A support class and crafter, the smithy functions as backup caster, but rather than being empowered by Intelligence, Wisdom or Charisma, he is only limited by his own imagination, and the strength of his back, which determines how many bulky gadgets he can carry at a time.]

Races of the Territories
These races are in addition to the PHB core races. They are monstrous humanoids bearing a marked resemblance to their animal namesakes. The Wolf Nation, or Gray Runners, were the only race to actually appear in the original Spellslinger supplement, and are only slightly modified as seen here.

Oh, and I think most of these are probably better than LA +1, but I'd like to pare them down to that, if it can be done without losing too manyof their flavour abilities.

THE WOLF NATION (Gray Runners)
The Wolf is the most widespread and populous nation in the Upper Territories, and as such have had the most contact (and resultant trouble) with demihumans. By nature Wolves are a quiet, sombre folk, tribal pack hunters reverent of earth and elders, much given to contemplation and prayer, fiercely protective of family, tribe, and the land. Always slow to trust, these newcomers are seen as a destructive, corrupt influence. The recent peace is an uneasy one, and some say it is but a small reprieve before the real war begins in earnest.

• +2 Strength, +2 Dexterity, +2 Wisdom, -4 Intelligence
• Medium.
• Base land speed 40 feet.
• Scent.
• Track.
• Natural Weapon: Bite (1d6 Slashing).
• Wolf Tribe Weapon Proficiency - Members of the Wolf Tribe treat the (thrown) tomahawk as a martial weapon rather than exotic.
• War Torn- The dead cry out for justice. You are old enough to remember the war with the humans, and you take it personally.
• Honour Bright- The Wolf Tribe is honest and forthright among themselves, and have yet to adapt to the...[I]subtleties of their neighbours. Reroll any Appraise, Bluff or Sense Motive check; keep the worse result.
• Master of the Hunt- Reroll any failed Hide/Move Silently, Search or Survival check; keep the better result.
• Nature's Brotherhood- Spells with the Nature descriptor as cast by the Wolf Tribe cannot be dispelled. This same primal link also protects Gray Runners from mystical entanglement or petrifaction.
• Level adjustment +1[?].

THE JAGUAR NATION
Jaguars are warlike, would-be conquerors out of the Deep Territories, haunting antique ruins of their overgrown cities in a once-great empire to the South. Brooding over past glories and defeats, they spend their time in pursuit of glory through bloodshed, mortal combat, trial by ordeal. Daily they test themselves against great jungle predators, the elements, each other. Once every so often, one of their unproven warriors will make the journey to the North, in all its strangeness, in the service of a new legend... Their own.

• +4 Strength, +2 Dexterity, -4 Intelligence.
• Medium.
• Base land speed 30 feet.
• Darkvision 60 feet.
• Scent.
• Improved Unarmed Strike.
• Natural Weapon: Bite (1d8 Piercing/Crushing)
• Claw Swipe- When making an unarmed attack, Jaguars can elect to extend their claws and deal Slashing damage at their option. A Jaguar with claws out always rolls at least 1d6 for damage, or higher as determined by the monk's unarmed attack progression.
• Gun Shy- Sudden loud noises (gun shots, lightning strikes, train whistles, etc.) startle the cat and provoke an immediate Listen check (DC 12) to regain equilibrium and composure. On a failure, the character is shaken for 1d10 rounds. This check is only rolled once per encounter: afterwards the Jaguar is considered to be alerted and braced against any further such noises. This check is still made even if the Jaguar herself fires the weapon.
• Mystic Superstition- -2 penalty on Knowledge (Arcana), Spellcraft and Use Magic Device checks.
• Red In Tooth and Claw- +2 racial bonus to Intimidate and to hit with natural or unarmed attacks.
• Level adjustment +1[?].

SERPENT TRIBE
[Description pending.]

• +2 Strength, +4 Dexterity, -4 Constitution.
• Medium.
• Base land speed 30 feet. Swim speed 60 feet. +8 racial bonus on Swim checks.
• Scent.
• Amphibious- Members of the Serpent Tribe are aquatic, and can survive indefinitely both underwater and on land.
• Natural Weapon- Snake Bite (1d4 Piercing, Poison DC 14: 1d4 Constitution damage). Serpents are immune to their own venom, and cannot poison each other.
• Heat Seeker- As blindsight, but cannot detect creatures that do not produce body heat or give off a scent; however, air currents provide a general sense of stationary objects in the immediate (10 ft) area. A Serpent whose mouth is bound or muzzled or whose tongue is damaged or lost cannot use this ability.
• Cold Blooded- Take 1d8 nonlethal damage for every minute spent in unsheltered autumn or winter temperatures. This includes nightfall in the desert.
• Snake Charmer- Reroll any save against charms and compulsions; keep the worse result. However, this works both ways: enemies must reroll their own saves against the Serpent's charms and compulsions, again keeping the worse result.
• Level adjustment +1[?].

BEAR TRIBE
[Description pending.]

• +6 Strength, +2 Constitution, -4 Dexterity, -4 Intelligence.
• Medium.
• Base land speed 20 feet.
• Scent.
• Natural Weapon: Bite (1d10 Slashing/Crushing).
• Natural Weapon: Maul (1d8, Slashing/Crushing).
• Oathbound- A Bear who subsists only on fish, nuts, plants and insects has a +4 bonus to Will and Fortitude saves.
• Oathbroken- A Bear who hunts and kills for meat has a +2 bonus to Intimidate and damage with natural and unarmed attacks, but takes a -4 penalty to his Will save and on Diplomacy checks with Oathbound Bears. A broken Oath can never be repaired or forgotten.
• Hibernation- Reroll any sleep effect; keep the worse result. In addition, penalties for fatigue are doubled (-4 Strength and Dexterity). Penalties for exhaustion are unchanged.
• Hard To Miss- -2 penalty to Dodge AC, Tumble and Hide/Move Silently.
• Speak With Animals- As the spell, constantly under effect.
• Collective Memory- While resting, the Bear meets with his fellow shamans in dreams. A successful Gather Information check allows him to gain the answer to almost any question (GM's discretion). A Bear can pose a number of questions equal to 1 + her Wisdom modifier per period of rest.
• Level adjustment +2[?].

RAVEN TRIBE
[Description pending.]

• +2 Dexterity, +2 Intelligence, +2 Charisma, -4 Wisdom.
• Medium.
• Base land speed 30 feet. Fly speed 60 feet (good). Cannot fly while exhausted, or while carrying a medium or heavier load.
• Temptation of Greed- Make a Will save at DC 10 to avoid pilfering small shiny objects; otherwise, attempt an immediate Sleight of Hand check to steal the item at standard difficulties. The Raven may also become mesmerized (dazed) by immovable (but still shiny) sights, such as large pieces of art, pretty sunsets, sparkly rainbows, etc. at the DM's discretion.
• Faint of Heart- Reroll any save against fear or revulsion; keep the worse result.
• Leadbelly- +12 racial bonus to Fortitude saves against diseases of any kind, including magical ones, and ingested poisons.
• Eagle Eye- +4 racial bonus to Spot and Search checks.
• Double Dealing- Reroll any Appraise, Bluff, Sense Motive or Sleight of Hand check; keep the better result.
• Level adjustment +1[?].

SPIDER TRIBE
[Description pending.]


• +4 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution.
• Small- As a Small creature, a Spider gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Base land speed 30 feet.
• Low-Light Vision.
• Natural Weapon: Spider Bite (Poison DC 14: 1d4 Dexterity damage).
• Light Blindness- Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Spiders for round. On subsequent rounds, they are dazzled while operating in bright light.
• Frailty- Receives -2 hit points on every hit die, to a minimum 1 per level.
• Soft Touch- Unarmed attacks do not cause damage. Can be bought off at a cost of one feat selection.
• Spider Climb- As the spell, constantly under effect.
• Many Hands- Many hands make light work; all Craft, Open Lock and Disable Device checks take half the time. In addition, Spiders have a +2 bonus to Sleight of Hand. However, the Spider's extra limbs are spindly and delicate; it takes all their strength to wield weapons normally. Their six arms provide them with only enough leverage for the standard primary and off-hand slots. They receive no extra weapons or attacks.
• Webspinner- At will, the Spider can form a line of sticky string (3 yards per minute spun, able to support 5 pounds without snapping), lightweight sack (capacity of 5 pounds per minute spun), or a thin web (-1 penalty to Spot and attack bonus for 1 round per minute spun).
• Level adjustment +1[?].