Whether it’s an island hopping campaign on the high seas or an exploration of terra incognita, coming in contact with primitive societies is a standard trope that provides exciting possibilities. Why not take it one step further and create a player character from that society?
The tribal warrior is an archetype of the fighter class.
Bonus Feats (Ex)
A tribal warrior may choose a teamwork feat, in addition to combat feats, as bonus feats.
Isihlangu Mastery (Ex)
The tribal warrior carries a five foot tall shield, known as an isihlangu, made of oxhide supported by a central shaft. Normally, the isihlangu is considered a tower shield. However, in the hands of a tribal warrior who wears no armor, the isihlangu is treated as a heavy steel shield, except for the +4 to AC, which it maintains.
War Chant (Ex)
At 2nd level, as a standard action, a tribal warrior can inspire his allies by invoking a war chant. All allies that can hear the tribal warrior within 30 feet receive a +1 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls for one round. These bonuses increase by +1 every four levels. A tribal warrior may invoke his war chant a number of times per day equal to 3 + his strength modifier.
This ability replaces bravery.
Signature Weapon (Ex)
At 3rd level, the tribal warrior must select his signature weapon. He must choose between an iklwa (stabbing spear), which has the stats of a short sword, and an iwisa (wooden cudgel), which has the stats of a warhammer. A tribal warrior gains a +1 bonus on attack and damage rolls with his signature weapon. This bonus increases by +1 for every four levels beyond 3rd.
This ability replaces armor training 1.
At 7th level, a tribal warrior gains the tactician ability as the cavalier class feature (as a cavalier of this level). He may use this ability twice per day at 7th level, plus one additional time at 11th and 15th levels, to a maximum of 4 times per day. If the tribal warrior also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression.
This ability replaces armor training 2.
Sudden Charge (Ex)
At 11th level, the tribal warrior may make a full attack after moving up to his speed. He may perform a sudden charge a number of times per day equal to his strength modifier.
This ability replaces armor training 3.
Wild Agility (Ex)
At 15th level, the tribal warrior gains the benefit of Evasion, and his base movement increases by 15 feet.
This ability replaces armor training 4.
Weapon Mastery (Ex)
A tribal warrior must choose his signature weapon for his weapon mastery class feature.