This guys is tougher than my Dad! PrC for a mountain living loner.

trentonjoe

Explorer
THE MOUNTAIN MAN

(Warning: The desription part works better if you sing the "Head for the Mountains of Bush Beer" song in your head.)

A mountain man is special individual who embraces nature and and the untamed wild of hostile climates. They usually live in high mountains and are quite islolated. The mountain man as at home only when he is higher than everything but the birds. Their style is half wild boar, half old oak, half wise owl. That's alot of halves.

THe mountain man has two key componets. The first is their ability to avoid death. Something in them (maybe the boar part) allows them to fight through the pain that would drop a normal human. Most mountain man are committed to protecting their territory and will use this power to fight off invaders.

THe second is their conection to nature that is second only to druids. His skin hardens like the oak tree he resembles, he climbs rocks as well as any billy goat, and he is as unfazed by the elements as the rocks that he calls home. The mountain man becomes the physical manifestation of the mountain he lives on.

The mountain man not only has physical gifts that resemble nature but the mental ones as well. All mountain men possess the ability to fashion a protective hide. Often it is ragtag in appearance but as effective as a master leathersmith could make. More veteran mountain men concoct brews or salves that contain the healing power of nature. They often use this to help innocents who get lost in the not so hospitable realm of theirs.


Requirements for Mountain Man:

BAB: +5

Feat: Skill Focus in one of the following:
Knowledge (nature)
Wilderness Lore
CLimb

Skills: Climb 4 ranks
Wilderness Lore 7 ranks
Intuit Direction 4 ranks
Profession Herbalist 2 ranks
Knowledge nature 2 ranks


Abilities:

HD: D12
Skill Pts.: 4+int
BAB as Ranger (1 for 1)
good fort, poor refl and will

1 Remain Conscious,Armor Resriction, "Die but I don't want to"
2. Climbing Mastery, Endurance, Strength of the mountains
3 Minimalist Infusions, NAtural Armor +1
4 Exposure immunity, Toughness

5 Deathless Dance, Defend home
6 Cold Resistance 5,
7 Natural Amor +2
8 Endure cold 10

9 "Shake it off"
10 Natural amor +3, dwarf's toughness



Remain Conscious Feat (1st): Keep taking partial actions between zero and
-10 hit points.


Amor Restriction (1): THe mountain man can use no spell powers unless he is in armor he crafted himself. Mountain man armor is usually crafted from leather and furs and acts in all ways like leather armor from the PHB.


"Die? But I don't want to!" (1st): The mountain man may add his mountain man level to all saves vs. death magic.


Climbing Mastery (2nd): In mountainous terrain, a mountain man can climb at his normal movement rate without taking any penalty to his climb check. In addition, the mountain man retains his dexterity bonus to his armour class when climbing.


Endurance (2): The mountain man gains endurance as a free feat at 2nd level.

Strength of the Mountains (sp): Once per day the Mountain man can add his mountain man level to his strength score for 10 minutes.

Minimalist Infusions (3rd): The mountain man can create a natural healing salve that will heal 1d8 + his mountain man level points of damage. The Person must be in an area with sufficient plant life and
spend a minimum of four hours searching for ingredients. Searching can be
done as part of overland movement provided the Person moves at 1/2 his
maximum speed.

NAural armor (3): THe mountain man's skin becomes supernaturally tough. It provides a natural armor bonus of +1 at 3rd level, +2 at seventh, and +3 at 10th.

Exposure immunity (Ex): At 4th level, the mountain man becomes adapted to cold weather. He suffers no effects from exposure inn temperatures as low as 0 degrees F. In thick furs (like his armor) he suffers no effects of exposure at all, no matter how cold.

Toughness (4): The Mountain man gains the toughness feat at 4th level for free. He/she gains dwarf toughness at 10th level.

Deathless Dance (5th): Continues to act normally while between zero and -10
hit points for a number of rounds equal to constitution modifier.

Defend Home (5): When a mountain man is defending his territory he adds +2 to all attacks rolls, AC, and saves.

COld Resistance (Ex) : At 6th level the mountain man develops a resistance to cold. He ignores the first 5 points of damage each round. This increases to 10 at 8th level.

" Shake it off": Once per day, when a mountain man would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), he can attempt to roll with the damage. He makes a Fortitude saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The mountain man must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the mountain man can't roll.

(Edit: added feats at 2nd, 4th, and 10th level. added description)
(Edit2: added Defend home and Strength of the Mountains)
 
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Good crunch, poor fluff. First of, the name of the prestige class "Mountain Man" sounds a little lame, don't you think? Also, I would like some more flavour text, something which makes the mountain man a little more prestige. The mechanics are all sound though, so I'm really just nitpicking.
 


I hate to be a party pooper, but why would I want to multiclass to this when I can just play a single classed Barbarian and get DR? The natural armor isn't that great, considering that you can buy a magic item of NA +3 for relatively cheap, but you can't buy DR. Also, the feats are pretty blah, and the ER 10 to cold is a tad better than a Cloak of Warmth. The toughness feats just counteract that this class gets a d10 for HD (when a straight barb is getting a d12). The infusion ability seems worthless at higher levels. Deathless dance isn't that great, because generally you are never within that window between 0 and -10 at higher levels.

Defensive roll and the bonus to death magic saves, though neat, do not make or break this class.

Honestly, I'd rather play a single-classed barbarian. Then I'd get a higher UD, DR, better rages and a d12 for HD.
 

ConcreteBuddha said:
I hate to be a party pooper

Well, I'll cross you off my post prom party list then!

Seriously, the reason we made this was to convert an old 2nd edition ranger who had a kit. The kit was called, uh, wait, er, the MOountain Man.

The infusion and fighting below 0 hit points were the main themes of the kit.

I am trying to make it 3Eized. I am aware that it is pretty combat weak.

How can I make it better?

Should I change the Natural Armor bonus to DR?

Would D12 for hit points be better?

Add a bonus to combat when in mountains?

HOw about a "strenght of the mountain ability" where it can boost its strength?

How can I squeeze a smite ability in here?

Answer these questions and you might just work yourself back into the good graces of the Lawrence HS 1994 Prom King. I throw good parties

:D
 

1) Smite doesn't fit.
2) Adding a combat bonus when in mountains doesn't make sense.
3) If you want to make infusions, play a Druid with Create Infusion. :)
4) Fighting below 0 hps is horrible in 3rd ed. (Most of the time you have hundreds of hps, and so rarely will you ever fall within the range of 0 to -10.
5) A strength of the mountain ability would look an awful lot like rage.
6) Just adding DR would probably make it too powerful.
7) Honestly, I think the barbarian class is a good enough mountain man.
.
.
.
However, if you want a variant PrC "toughguy" without Rage barbarian, I'd make these changes:


Requirements:

No BAB requirement
(Note: the class fits druids as well as rangers and barbs)

Feats: Endurance, Iron Will, Toughness, Remain Conscious
(Note: any feat that fits the class should be a requirement and not a benefit)

Skills:
Climb 5 ranks
Wilderness Lore 10 ranks
Intuit Direction 5 ranks
Knowledge (nature) 5 ranks
(Note: This means that humans could take this class at L8, everyone else at L10)


Abilities:
HD: d12
Skill List: As per the PHB barbarian.

1 Natural armor +1
2 Climbing mastery
3 Natural armor +2
4 DR 1/-
5 Cold Resistance 5, Natural armor +3
6 DR 2/-
7 Natural armor +4
8 DR 3/-
9 Natural armor +5
10 Cold Resistance 10, DR 4/-

Natural armor: Does not stack with magic items or non-permanent effects. Does stack with racial natural armor.

DR: Does not stack with magic items or non-permanent effects. Same as PHB Barbarian DR.

Cold Resistance: Does not stack with magic items or non-permanent effects.


(This pretty much means that a PHB barbarian would lose greater rage and a better UD, and gain NA and cold res.)
 

ConcreteBuddha said:
2) Adding a combat bonus when in mountains doesn't make sense.

4) Fighting below 0 hps is horrible in 3rd ed. (Most of the time you have hundreds of hps, and so rarely will you ever fall within the range of 0 to -10.

5) A strength of the mountain ability would look an awful lot like rage.


2) I think it does. I believe the TRribal defenders get some sort of goofy bonus when defending his people. I added it at 5th level.

4) Most of my games are lower level. The guy I am making this for is 8th level. He doesn't have a 100, nevermind 100s. Plus that is what he wants.

5) Actually I think it looks more like Bull Strength. I added it at 2nd level.

All these bad little abilities add up to confusion. I think I may need to clean this up :D

Thanks for the help but I think we play different style games. If you are ever in NJ you can come to my parties even iof you are a party pooper

:p
 

Your Dad's Not That Tough

I started to think along the lines of ultimate survivor – thus I thought about the Dwarven Defender and copied the natural armor rate of increase and did a modified version of the damage reduction (this class is available one level lower than DD). I also used two of the prereqs from Dwarven Defender, see feats.
Shifting the cold resistance to one point per level, allowed me to have all the other bonuses, excpet minimalist infusions, occur at regular intervals – I think.


Most of the ability descriptions are the same as in the first post, so you can skip those.


Requirements for Mountain Man:
BAB: +6
Feat:
Endurance, Toughness (endurance as kind of a prereq for remain conscious [which has too many prereqs] and toughness to explain the D12 HD)

Skills:
Climb 4 ranks
Wilderness Lore 7 ranks
Intuit Direction 4 ranks
Profession Herbalist 2 ranks
Knowledge nature 2 ranks

Abilities:
HD: D12
Skill Pts.: 4+int
BAB as Ranger (1 for 1)
good fort, poor refl and will

1 Remain Conscious, armor restriction, “die but I don’t want to”, Cold Resistance 1/level
2 Climbing mastery, Natural Armor +1
3 Minimalist Infusions
4 Damage Reduction 2/-, +2 on wild lore & know nature in Mts.
5 Deathless Dance, Natural Armor +2
6 Attack mt. Creatures +2
7 Damage Reduction 3/-
8 Natural Armor +3, Exposure Immunity
9 Shake It Off,
10 Damage Reduction 4/-



Remain Conscious Feat (1st): Keep taking partial actions between zero and
-10 hit points.

Amor Restriction (1st): The mountain person can use no spell powers unless he is in armor he crafted himself. Mountain man armor is usually crafted from leather and furs and acts in all ways like leather armor from the PHB.

"Die? But I don't want to!" (1st): The mountain person may add his mountain man level to all saves vs. death magic.

Cold Resistance (1st): Mountain Person gains cold resistance of one point per level.

Climbing Mastery (2nd): In mountainous terrain, a mountain man can climb at his normal movement rate without taking any penalty to his climb check. In addition, the mountain man retains his dexterity bonus to his armor class when climbing.

Natural Armor (2nd): Person gains natural armor +1, increases at later levels.

Minimalist Infusions (3rd): The mountain man can create a natural healing salve that will heal 1d8 + his mountain man level points of damage. The Person must be in an area with sufficient plant life and spend a minimum of four hours searching for ingredients. Searching can be done as part of overland movement provided the Person moves at 1/2 his maximum speed.

Damage Reduction (4th): Just like Barbarians

Terrain Bonus (4th): Person gain +2 on wilderness lore and knowledge nature checks in mountainous regions.

Deathless Dance (5th): Continues to act normally while between zero and -10
hit points for a number of rounds equal to constitution modifier.

Mastery of Weapons (6th): Person gains +2 on attack rolls vs. creatures from Mountainous climates.

Exposure immunity (Ex) (8th): The mountain man becomes adapted to cold weather. He suffers no effects from exposure inn temperatures as low as 0 degrees F. In thick furs (like his armor) he suffers no effects of exposure at all, no matter how cold.

"Shake it off" (9th): Once per day, when a mountain man would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), he can attempt to roll with the damage. He makes a Fortitude saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. The mountain man must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the mountain man can't roll.
 

All arguments aside here is my yule tide gift to my community, er and to those rough Mountain men
 

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