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Tribal Protector

(Sword and Fist: A Guidebook to Monks and Fighters variant, p. 35)

The tribal protector is the battlefield champion of a savage humanoid race.

Requirements

Base Attack Bonus: +5

Alignment: The same alignment as the majority of the character?s tribe

Skills: Wilderness Lore 4 ranks

Feats: Power Attack , Cleave , Great Cleave

Race: Any humanoid or monstrous humanoid except dwarf, elf, gnome, halfling, half-elf, or human.


Hit die

d10

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: The tribal protector is proficient with all simple and martial weapons, all types of armor, and shields.

Bonus Feats: The tribal protector gains a bonus feat at 1st, 5th, and 9th level. These bonus feats must be chosen from the list of bonus feats available to a fighter.

Tribal Enemy: At first level, a tribal protector declares a specific group of people or monsters as his tribal enemy. This is a much narrower category than a ranger's favored enemy. Tribal enemies might include the neighboring human nation, members of a specific religion, a rival humanoid tribe, or the drow beneath the mountains. Tribal protectors gain a +3 bonus to Bluff and Sense Motive checks when using these skills against their enemies. They gain the same +3 bonus to weapon damage rolls against these creatures. This damage bonus does not apply to damage against creatures that are immune to critical hits, and the tribal defender does not gain this bonus when using a ranged weapon against a target more than 30 feet distant. A tribal defender who is also a ranger chooses a tribal enemy that is a subset of his favored enemy. The bonuses stack.

Homeland: Tribal protectors gain a +2 bonus to Hide, Intuit Direction, Move Silently, and Wilderness Lore checks when they are within the terrain type and geographical area of their tribal homeland. Examples of homelands include the County of Urnst, the Adri Forest, or the Vale of the Mage. This bonus reflects the protector's intimate familiarity with his home terrain.

Wild Fighting: Similar to a monk attacking with a flurry of blows, a tribal defender of 2nd level or higher can enter a state of wild fighting, attacking in a storm of ferocious assaults. The character gains one extra attack per round, at his highest base attack bonus, but all the character's attacks in that round suffer a —2 penalty. This penalty lasts for an entire round, so it also affects any attacks of opportunity the protector might make in that round.

Terrain AC Bonus: You take great advantage of your homeland's features and gain the listed deflection bonus to your AC when in your homeland (see above).

Smite: Beginning at 4th level, a tribal protector gains the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to his class level (if he hits) against a member of his tribal enemy. The protector must declare the smite before attacking. At 7h level, the protector can smite twice per day. At 10th level, this increases to three times per day.

Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Bonus feat, tribal enemy, homeland
2nd +2 +3 +3 +0 Wild fighting
3rd +3 +3 +3 +1 Terrain AC bonus +2
4th +4 +4 +4 +1 Smite 1/day
5th +5 +4 +4 +1 Bonus feat
6th +6 +5 +5 +2 Terrain AC bonus +3
7th +7 +5 +5 +2 Smite 2/day
8th +8 +6 +6 +2 Terrain AC bonus +4
9th +9 +6 +6 +3 Bonus feat
10th +10 +7 +7 +3 Smite 3/day

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Climb STR no yes
Craft INT no no
Hide DEX no yes
Intimidate CHA no no
Intuit Direction Wis yes no
Jump STR no yes
Move Silently DEX no yes
Sense Motive WIS no no
Wilderness Lore Wis no no

Spells for Tribal Protector