trentonjoe
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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)
(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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