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This guys is tougher than my Dad! PrC for a mountain living loner.
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<blockquote data-quote="Pierson Lowgal" data-source="post: 542859" data-attributes="member: 8956"><p><strong>Your Dad's Not That Tough</strong></p><p></p><p><em>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.</em></p><p><em>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.</em></p><p></p><p><em>Most of the ability descriptions are the same as in the first post, so you can skip those.</em></p><p></p><p></p><p>Requirements for Mountain Man:</p><p>BAB: +6 </p><p>Feat: </p><p>Endurance, Toughness (endurance as kind of a prereq for remain conscious [which has too many prereqs] and toughness to explain the D12 HD) </p><p></p><p>Skills:</p><p>Climb 4 ranks</p><p>Wilderness Lore 7 ranks</p><p>Intuit Direction 4 ranks</p><p>Profession Herbalist 2 ranks</p><p>Knowledge nature 2 ranks</p><p></p><p>Abilities:</p><p>HD: D12</p><p>Skill Pts.: 4+int</p><p>BAB as Ranger (1 for 1)</p><p>good fort, poor refl and will</p><p></p><p>1 Remain Conscious, armor restriction, “die but I don’t want to”, Cold Resistance 1/level</p><p>2 Climbing mastery, Natural Armor +1</p><p>3 Minimalist Infusions</p><p>4 Damage Reduction 2/-, +2 on wild lore & know nature in Mts.</p><p>5 Deathless Dance, Natural Armor +2</p><p>6 Attack mt. Creatures +2</p><p>7 Damage Reduction 3/-</p><p>8 Natural Armor +3, Exposure Immunity</p><p>9 Shake It Off, </p><p>10 Damage Reduction 4/-</p><p></p><p></p><p></p><p>Remain Conscious Feat (1st): Keep taking partial actions between zero and</p><p>-10 hit points.</p><p></p><p>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.</p><p></p><p>"Die? But I don't want to!" (1st): The mountain person may add his mountain man level to all saves vs. death magic.</p><p></p><p>Cold Resistance (1st): Mountain Person gains cold resistance of one point per level.</p><p></p><p>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.</p><p></p><p>Natural Armor (2nd): Person gains natural armor +1, increases at later levels.</p><p></p><p>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.</p><p></p><p>Damage Reduction (4th): Just like Barbarians</p><p></p><p>Terrain Bonus (4th): Person gain +2 on wilderness lore and knowledge nature checks in mountainous regions.</p><p></p><p>Deathless Dance (5th): Continues to act normally while between zero and -10</p><p>hit points for a number of rounds equal to constitution modifier.</p><p></p><p>Mastery of Weapons (6th): Person gains +2 on attack rolls vs. creatures from Mountainous climates.</p><p></p><p>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.</p><p></p><p>"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.</p></blockquote><p></p>
[QUOTE="Pierson Lowgal, post: 542859, member: 8956"] [b]Your Dad's Not That Tough[/b] [I]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.[/I] [I]Most of the ability descriptions are the same as in the first post, so you can skip those.[/I] 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. [/QUOTE]
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