Plainsman

Appearance:

The Tanbylan plainsman (often called tribesman) are bronze-skinned and weatherbeaten. Even an average plainsman will tower above all but the tallest of their Utenden neighbors to the south. They are usually garbed in animal leathers, though it is not uncommon to see them go bare chested. Individual tribes have their own signature styles (such as the manes of the Duraa or the typically horseback Dunay).

Personality:

While the general personality and outlook can vary greatly from tribe to tribe the plainsman as a whole can be described as lighthearted and hardworking. Even the dark and misunderstood Duraa are known to be friendly to most everyone. Tribesman can occasionally be unwelcoming to the more affluent and imperial minded Utendans.

Lands:

Plainsman can be found throughout the northern and north-eastern plains of Tanbyle. They rarely venture past the mountains but they are known to brush the outskirts of some of the surrounding forests, especially in the wintertime.

RACIAL TRAITS
Average Height:5’4” – 6’2”
Average Weight120-210 lb.
Ability Scores+2 Con, -2 Cha
Size: Medium
Base Speed: 30ft.
Languages: Plainspeak, Tanbylan Trade Tongue
Illiterate: All Tribesman are illiterate. They may spend 2 skill points to remove this.
Racial Abilities: Specific to tribe, See below.
Racial Class: Totem Warrior* (See tribal info below)

Tribal Specifics:

Duraa
  • Totem: Lion
  • Flesh of the Fallen: Once per day may consume the flesh of a foe the Duraan has felled in battle to restore their own health by the 1 HD of the dead foe.
Dumaa
  • Totem: Serval
  • From Grass to Sky: Dumaa hunters seek to emulate the acrobatic serval. They mimic the patient stalking and earth defying leaps of the cat. Once per day a Dumaa Tribesman may leap from the ground using all his strength. Treat this jump as if it were a leap of the heavens ability.
Dunay
  • Totem: Wild Horse
  • Effortless Movement:
Duskree
  • Totem: Emu
  • Fleet of Foot: Duskree Tribesman mimic the speed and running capabilities of the Emu. They recieve a +10 bonus to movement speed.

RACIAL ADVANCEMENT
Alignment:Any
Hit Dice:d8
Skill Points:4 + Intelligence Modifier (x4 at 1st)

Level Base Attack Bonus Fort. Save Ref. Save Will Save Special
1 +1 +2 +0 +0 Tribal Wandering
2 +2 +2 +0 +0 Tribal Wandering
3 +3 +3 +1 +1 Tribal Wandering

Class Skills:

When undergoing a level of Racial Advancement the Plainsman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Tribal Wandering:

Every time a Plainsman takes a level of Racial Advancement they may choose one of the Racial Abilities of one of the other tribes. These abilities may not stack. The plainsman must spend time living with the tribe chosen to learn the ability.

* This class can be found in the Arcana Unearthed book.

Plainsman

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