Campaign of the Month: June 2012
The Nomad class is adapted from Cubicle 7 Entertainment’s The Tome of Secrets
Description: Nomads call no place, and every place home. They freely travel throughout their territory as nature and their whim dictate. Some travel because of seasonal hunting and farming requirements, some because they have an insatiable wanderlust.
Regions: Nomads can hail from many different cultures, from the Jute horse-lords, the wandering camel drovers of the Al’Farai, the goblinoid Ovar-Kin of On’Vani Ovar, the northmen of The Northland Kingdoms, Gol, Thule, or the free clans of the Centauri. Gnomes and Bantami can also be nomadic in nature. Many Gypsies, especially those who scout new locals for the tribe, are members of this class.
Adventures: Nomads consider themselves the best, purest adventurers, seeking the journey for its own sake. They freely attach to any group amusing or interesting enough for their troubles, and make their decisions form there. The nomad’s skills and unusual abilities lend themselves well to the adventuring lifestyle.
Characteristics: As men and women of guile, nomads prefer to talk their way out of trouble. This does not mean they are unwilling to fight, rather that they prefer not to kill potential customers or marks.
Alignment: Nomads prefer to live by their wits than by the laws of the land, though many individuals tribes may follow their own rules. Nomads may not be lawful, but may pick any other alignment without restrictions.
Religion: Nomads worship either privately or as a tribe, favoring deities of travel, luck, and/or protection domains. They reflexively hide their rituals from outsiders, and consider it a great honor to invite another (or to be invited) to take part in such a ceremony.
Background: Nomads are those individuals who frequently travel the land, willfully or otherwise, and rely less on their skill at arms than in their own cunning. Acting something like the rural equivalent of rogues, nomads share a similar stigma, and many find themselves fleeing armed mobs for the slightest transgressions.
Races: Nomads draw their numbers equally from all the surface races, and trade among or prey upon these races with little favoritism. Subterranean races, in contrast, produce very few nomads, as the limited resources for survival forces even the most tolerant societies to cast out nomads.
With so much outside prejudice (justifiable or otherwise), nomads tend to treat each other very well, and it is not unheard of for nomads to receive aid from blood enemies (though this represents a terrible loss of face).
Hit Die: d8
Alignment: Any non-lawful
The Nomad’s Class Skills (and the key abilities for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 6 + Int modifier
|1||+0||+2||+2||+0||Code of the Nomad, Bonus Language, Handy|
|3||+2||+3||+3||+0||Tale-spinner +1, Worldly|
|6||+4||+5||+5||+2||Bonus language, Worldly|
|10||+7/+2||+7||+7||+3||Call the Tribes|
|18||+13/+8/+3||+11||+11||+6||Tale-spinner +4, Worldly|
|20||+15/+10+/5||+12||+12||+6||Master of the Tribe|
Weapon and Armor Proficiency: Nomads are proficient with all simple weapons and light armor. They have no proficiency with shields.
Code of the Nomad: Though nomads hold others’ laws in flagrant disregard, and indeed only have the faintest guidelines themselves, a nomad’s honor is sacrificed only in the direst of circumstances. As a people, nomads hold no allegiances with larger societies, and only other nomads will likely come to their aid in a time of need. A nomad without honor finds even this tenuous support failing. Nomad honor, in contrast with the more staid stylings of paladins or knights, is one of inclusive tolerance and aid. While not all nomads follow the strictures of nomad honor, almost all nomad tribes pay at least lip service to their code. The five most common and important strictures are as follows, as well as the common methods unscrupulous nomad warp them:
- Accountability: A nomad does not allow others to suffer unduly for his actions. While he can expect aid in fleeing or combating enemies (see Hospitality, below), if doing so would send others to certain death, he must either accept his fate or flee, in both cases on his own. Similarly, a nomad has no quarrel with an enemy’s allies or subordinates, and should not attack them without need. Dishonest nomads use this to eliminate rivals with impunity; as long as a nomad is not proven to be directly behind another’s misfortunes, other nomads are honor-bound to protect him.
- Debt: A nomad must always offer payment for a service. This can be anything from the usual monetary or bartered exchanges to the offer of stories or directions to a safer location. This stricture is the most mutable of all, and nomads commonly believe a fool’s trade is still valid.
- Hospitality: A nomad must grant hospitality to any who ask of it. If the nomad cannot aid the supplicant, he must instead point the way to someone who can. Nomads have no tolerance for those who abuse this privilege, and a nomad who is an ungracious guest had best leave quickly. Bards, children, and elders receive hospitality with little question; others had best prove they need it.
- The Tale: The tale is a formalized mix of storytelling and diplomacy, with the speaker (usually a prominent bard within one tribe of nomads) reciting tales of great and terrible men the tribe has met. While most outsiders consider this a colorful trait in nomads, in actuality it is a very effective method of communicating between nomad tribes. Malicious tale-spinners slant the stories to their favor, disrupting the flow of communication.
Bonus Language: Due to their extensive traveling, the Nomad picks up many languages throughout their career. At 1st, 6th, and 11th level, the Nomad may choose one additional language. This language must be spoken in the regions of his travels.
Handy: The Nomad, at 1st level, has learned to become useful in matters of craft and profession, picking up techniques and methods from those he visits. He may use any craft or profession skill, as long as it is a mundane application, even if he has no ranks in that skill.
Bonus Feat: Due to his wide-ranging experiences, a nomad gains extra feats as her career progresses. She gains a bonus feat at 2nd, 4th, and 16th levels. These feats may be selected from any list, as long as the Nomad meets the prerequisites for the feat.
Tale-spinner: At 3rd level, the Nomad gets a +1 bonus on all Diplomacy and Perform (oratory) skill checks. At 8th level, this bonus increases to +2, and raises further to +3 at 13th level, and finally +4 at 18th level
Worldly: Starting at 3rd level, the nomad chooses one cross-class skill, which becomes a class skill thereafter. The nomad gains an additional cross-class skill, which becomes a class skill at 6th level, and every 3 levels thereafter. Alternately, the nomad may choose a skill that is considered trained only. This skill becomes a cross-class skill.
Unburdened: At 5th level, the Nomad’s encumbrance is treated as one level lower. So a heavily encumbered 5th level or higher Nomad would count as having a medium encumbrance. At 15th level, the Nomad’s encumbrance is treated as two lower than it actually is.
Tireless: Starting at 7th level, the nomads constant travels prepare his body for the constant rigors of adventuring. He no longer requires the normal hours of sleep as a normal member of his race. Instead this time is cut in half (typically to 4 hours). In addition, he gains the benefit of the Endurance feet, if he does not already possess it.
At 14th level, his sleep time is again cut in half. At 19th level, the nomad’s required sleep is once again cut in half and his Constitution score increases by 2.
Call the Tribes: Once per year, a nomad of 10th or greater level may call upon the nomad tribes for a conference. This is an extremely dangerous proposition for the tribes, who will not risk attack for a dishonorable nomad. Once the tribes gather, (a period of up to six weeks), the character has a number of days equal to his Charisma modifier to convince the other tribes of a goal or danger which threatens them all. The difficulty of this act depends on the nature of the character’s argument, and the NPCs leading the tribes, all of which are determined by the DM. If the nomad convinces the tribes, he gains the Leadership feat for free and begins his own tribe. He may only gain this feat once, and thus may only create one tribe.
Personal Growth: At 17th level, the nomad’s Charisma increases by 2. This effect is immediate and permanent.
Master of the Tribe: At 20th level, the nomad gains the benefits of the Leadership feat. If he already possesses the feat, he doubles the number of followers by level. The nomad becomes renowned and so does his tribe.
Nomads who become lawful may not advance in the class again until becoming nonlawful and may not use the Call the Tribes or Master of the Tribe effects.