Nomad (3.5e NPC Class)

Nomad

Nomads are people without lands, yet are still tied to a specific racial or familial group.

Alignment: Any, though neutral leanings are most common.

Starting Age: Simple


Table: The Nomad
Hit Die: d6
LevelBase
Attack
Bonus
FortRefWillSpecial
1st+0+0+2+0Nomadic Loyalty
2nd+1+1+3+0
3rd+1+1+3+1
4th+2+1+4+1
5th+2+1+4+1
6th+3+2+5+2
7th+3+2+5+2
8th+4+2+6+2
9th+4+3+6+3
10th+5+3+7+3Leadership
11th+5+3+7+3
12th+6/+1+4+8+4
13th+6/+1+4+8+4
14th+7/+2+4+9+4
15th+7/+2+5+9+5
16th+8/+3+5+10+5
17th+8/+3+5+10+5
18th+9/+4+6+11+6
19th+9/+4+6+11+6
20th+10/+5+6+12+6

Class Skills (4 + Int modifier per level)
Appraise, Handle Animal, Hide, Knowledge (Nomadic History), Perform (Dance, Musical Instrument or Singing), Navigation, Ride, Sense Motive, Spot, Survival, Swim.

Class Features

All of the following are class features of the Nomad:

Weapon and Armor Proficiency: Nomads are proficient with all simple weapons, plus any regional or racial weapons commonly associated with the nomad's milieu (see examples below). A nomad is also proficient with light & medium armor, plus small shields and bucklers.

Examples of Regional Weapons
Nomad TypeWeapon
Desert nomadsScimitar
Steppe nomadsComposite shortbow
Arctic/subarctic nomadsHarpoon
Seafaring nomadsNet

Nomadic Loyalty: No member of the nomad's familial or tribal group will knowingly attack her, unless the nomad has been banished from the group. Furthermore, other nomads of the same regional or racial group will treat the character with respect, if not genuine good will.

Leadership: At 10th level, a nomad gains Leadership as a bonus feat, if the requirements are met. The limit to this feat is that the nomad can only gather followers from her own regional or racial nomadic type.



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