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High up in the peaks and valleys of mighty mountain ranges, the
mountaineer can be found. He climbs
across terrain that even the hardiest ranger would find all but impossible to
cross, exposing himself to cold that even the toughest frost barbarian would
find bone chilling. The Mountaineer lives for the mountains and his skill at
scaling the 'unscalable' cliffs and peaks of the mountain ranges is the stuff of
legend. Mountaineers are generally of human stock - the other races are
physically at a disadvantage when trying to scale rugged mountains. A few half-orcs
or half-elves might be found in their number, possibly some dwarves (certainly
sturdy enough - but lacking the advantage of height). Rangers often find they have a calling for this prestige class,
since their skills go hand in hand with the Mountaineers. Fighters, barbarians
and even druids are also found amongst their number. A handful of rogues (often
bandits) have the ability and desire to qualify for this prestige class.
Monks belonging to a local mountain monastery could well find this class
suitable for them. Bards wandering the mountainous regions of the Flanaess would
also find the climbing skills invaluable. Sorcerers and Wizards are unknown
amongst their number, and Paladins very rarely take up this role, usually
considering it 'beneath them'. To learn the skills of a Mountaineer, a character must find one willing to teach him. After spending some time learning from a Mountaineer, characters can go out on their own for a time, returning at various times to pick up new skills. Hit Die: d10 Requirements
The Mountaineer
Class Skills The Mountaineer's class skills (and key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis). Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armour Proficiency: Mountaineers are
proficient with all simple and martial weapons, light and medium armors but not
shields. Note that amour check penalties for amour heavier than leather apply to
the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket
and Tumble. Defensive Climb: While
climbing the Mountaineer can add a +1 dodge bonus to his AC. This offsets the
fact the characters lose their dexterity bonus (to AC) while climbing. Inner Warmth: Mountaineers can add +2 to their Fortitude saving throws related to the effects of cold (see Cold Dangers pg. 86 of the DMG), including spells and spell like effects (note this doesn't apply to Reflex saving throws - such as avoiding a cone of cold spell). Mountain Foe: At 1st level Mountaineers must select one species found in their native mountain range as their mountain foe. Thereafter they gain +1 on damage rolls and appropriate skill checks against that foe - exactly as defined for a ranger's favored enemy (pg. 45 PHB). If they choose the same foe as their favored enemy (if a Ranger) the results stack. At 5th level Mountaineers get a second mountain foe, so they must choose another foe, for which they get +1 bonus on damage and skill checks. The Foe that they selected at first level goes up to a bonus of +2. Climber's Strength: A Mountaineer's muscles are so attuned to surges of extra-strength that they can be called upon to perform above normal for very short periods. Once per day the Mountaineer receives a +2 bonus to his Strength ability score. This last 3 whole rounds plus one round for each Mountaineer level the character has. Mountain Lore: Mountaineers can add a +2 circumstance bonus to any wilderness lore checks made while in a mountain range (including those made for tracking). Negate Higher Ground: When being attacked from above, a mountaineer's opponent only gains +1 to hit rather than the usual +2. Master Mountaineers have practiced the fighting styles that help negate the advantage of higher ground. Soft Landing: Mountaineers have had much practice at falling. They can train their bodies to maneuver while falling so that the impact is not as great. If the Mountaineer falls (accidentally) they still get to take the first 10 feet as subdual damage rather than lethal (normally a character gets this only if the intentionally jumped). Additionally the Mountaineer gains a +2 circumstance bonus to any Jump skill checks made for lessening the impact of a fall (see pg. 112 DMG). Cold Resistance: Mountaineers do not feel the cold like lowlanders do. They receive damage reduction of 3/0 for damage inflicted by cold-based attacks (including frost and ice). Fast Climb: When a Mountaineer tries accelerated climbing (moving at normal speed - see pg. 65 PHB) he only suffers a -3 penalty instead of a -5 penalty to his Climb skill check. Reflex Snag: The Mountaineer receives a +3 circumstance bonus when trying to catch themselves on a wall, branch or outcropping when falling (on a slope or a straight fall). Mountain Stride: Mountaineers can climb over mountains and walk along mountain passes without leaving a discernable trail, similar to the Druid's ability woodland stride.
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