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Ing
2007-11-08, 11:46 PM
Here's a thread of the PrC's based on the proud warrior traditions of cultures typically outside of the standard D&D representation.

Starting with the

Highlander
http://img235.imageshack.us/img235/3808/pict2a0465bst0.jpg (http://imageshack.us)
By Ing21387 (http://profile.imageshack.us/user/Ing21387)

The most feared and enigmatic warrior class of the high northern celtic and gaelic lands. The Highlander was a proud combatant who utalized the natural terrian and intimidation to became a frightful force to be reckoned with.

Prereqs
BAB 4
Blind Fight feat, mobility
Intimidate 4 ranks

Class features
HD: 10
Class skills: Intimidate, Climb, Jump, Survival, hide, move silently, spot, listen, perform
Skill pts: 2+Int modifier
Weapon proficiency: All simple and martial
Armor: Heavy and light shield, light and hide armor
http://img260.imageshack.us/img260/4079/highlanderdk9.jpg (http://imageshack.us)
By Ing21387 (http://profile.imageshack.us/user/Ing21387)
Class Features
Ambush:
When an enemy would be denied its Dex bonus to AC the Highlander giants bonus damage against that enemy. Targets that are merely flanked are not effected, unless they also are denied their Dex bonus. Otherwise this stacks with the Rogue’s Sneak attack.

Fast Movement:
A Highlander gains a bonus 10 feet move rate on normal terrain. They are denied this bonus on uneven terrain or similarly difficult to navigate land scapes. At level 6 this improves to +20, and at level 10 +30. This stacks with the barbarians or monks fast movement

Favored Terrain:
At first level a Higherlander chooses a favored terrain

http://img232.imageshack.us/img232/817/terrainyl8.jpg (http://imageshack.us)
By Ing21387 (http://profile.imageshack.us/user/Ing21387)

At 1st level, a Highlander may select a natural environment from among those given on Table: Highlander Favored Environments. Due to the Highlander's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the Highlander has selected underground as a favored environment).
If the Highlander chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).
The game master may rule that a Highlander can't select an environment that he has never visited.
A Highlander is never denied his bonus to land speed when in his favored domain.

Roar

As a partial action the Highlander can unleash a powerful scream. This scream serves to both intimidate his enemies and empower his allies. The Highlander must choose which variant they will use. They cannot switch back and forth. Unlike most charisma based abilities, the Roar can be used during a Barbarian's rage. Doing so in fact gives a +2 bonus to the intimidate check.

Times per Day: You may attempt to Roar a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.

Intimidate Variant
The Highlander’s scream puts fear and dread into his enemies.
Range: You intimidate the closest foe first. They must have the ability to hear, and must not be mindless. You don’t need line of sight to a target.
Intimidate Check: The first thing you do is roll an intimidate check turning check to see how powerful an enemy you can intimidate. Table: Roar check gives you the Hit Dice of the most powerful foe you can affect, relative to your level. On a given attempt, you can turn no creature whose Hit Dice exceed the result on this table.
Roar Damage: If your roll on Table: Roar check is high enough to let you turn at least some of the Enemies within 60 feet, roll 2d6 + your Highlander level + your Charisma modifier for Roar damage. That’s how many total Hit Dice of creatures you can intimidate
If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of foes turned than indicated on Table: Roar Check
Effect and Duration: Effected targets are shaken. For 10 rounds.
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http://img124.imageshack.us/img124/7874/roarcheckhb8.jpg (http://imageshack.us)
By Ing21387 (http://profile.imageshack.us/user/Ing21387)

Support Variant:
The Highlander rolls an Intimidate check. Every ally of the Highlander receives a bonus to saves, attacks and damage equal to 1 for check results between 1-12, 2 for checks from 13-18, and 3 for 19 and higher. Allies must be able to hear your roar in order for this effect to take hold. The effect lasts 5 rounds.

Bonus feat:
A Highlander can choose a bonus feat from the following list
Athletic, Cleave, Die hard, Endurance, Extra Turning, Great Cleave, greater weapon focus, Improved bulrush, Improved Critical, Improved Disarm, improved Shield bash, Improved sunder, Power attack, Weapon focus, Weapon specialization

AC Bonus:
When wearing light or no armor, a Highlander gains a AC bonus equal to ½ their highlander levels rounded down (minimum +1). If a Highlander chooses to forgo all armor and normal clothing they gain their CHA modifier as a bonus to AC.

Pounce:
A Highlander can choose to make a full attack at the end of a charge attack

Momentum:
A highlander gains +4 ac against AoO when moving through enemy’s threatened squares during a charge.

Wild Lore
A Highlander’s skill bonus for Hide, spot, listen and move silently when on their favored Terrain improves to +4, additionally they gain a +2 to trip attempts and +4 to their choice of Jump, Knowledge Nature, Survival, Climb, Swim, or Intimidate.

Battle Ram:
A Highlander can make a free disarm check against a target they have successfully charged against. They cannot perform both a battle ram and pounce in the same charge.

Great Roar:
For the intimidate variant affected targets become Frightened in addition to being shaken
For the support variant, affected Allies gain +1 for check results between 1-10, 2 for checks from 11-15, 3 for 15-20 and 4 for any higher. Allies must be able to hear your roar in order for this effect to take hold. The effect lasts 5 rounds.

Frenzied Charge
A highlander can move before and after an attack while performing a charge. A Higherland may attack as many targets he comes within threat range of during his charge as he has attacks per round. After each attack regardless of success he continues his charge. A Highlander may only make one attack against each target. A Highlander may not perform a Frenzied Charge, Pounce and/or Battle Ram on the same charge. Every enemy the Highlander does not attack, but moves through their threatened area gets an AoO as normal.
Grand Roar
For the intimidate variant affected targets become paniced in addition to being shaken.
For the support variant, affected allies gain +1 for checks between 1-10, 2 for checks from 11-15, 3 for checks 15-20, 4 for checks 22-30 and 5 for any higher result.

Tribal Roar:
The Highlander gains an additional effect to their roar. If they chose the intimidate variant their intimidate check acts as a regular roar of the support variant in addition. If they chose the support variant the intimidate check also affects enemies as a regular intimidate variant. (IE, it gains the effects of the rejected variant but without the effects of Great Roar and Grand Roar)

Wail of the Banshee:
As a full round action a Highlander can unleash an ungodly scream that stimulates a primal fear and madness in their enemies. The Highlander rolls an Intimidate check as if performing the intimidate variant of a Roar. The Wail effects ½ many targets as a normal roar check does. Those effected must make a will save versus 10+highlander’s CHA modifier +1/2 highlander’s hd, or become confused for 1 round per cha modifier. Every round those effected can retake the save to try to throw off the effects.

Sonofaspectre
2007-11-09, 12:45 AM
I really like this Prestige Class. It can fit in many different roles, as well as many different classes, making it a prime choice for anyone who wants the flavor as well as the abilities. I particularly like the Roar mechanic you added, with the idea of being so Intimidating you turn your opponents.

I've been looking for different prestige classes, as well as a few base classes I have made, for my Complete Face :elan: book I want to work on. If you are interested, give me a PM. :smallbiggrin:

Ing
2007-11-11, 12:50 PM
I really like this Prestige Class. It can fit in many different roles, as well as many different classes, making it a prime choice for anyone who wants the flavor as well as the abilities. I particularly like the Roar mechanic you added, with the idea of being so Intimidating you turn your opponents.

I've been looking for different prestige classes, as well as a few base classes I have made, for my Complete Face :elan: book I want to work on. If you are interested, give me a PM. :smallbiggrin:

Thanks I'm glad you like it

Azerian Kelimon
2007-11-11, 02:56 PM
Hmmmm....want to point something out.


Undead are mostly mindless, and the roar description speaks of only undead. Being mindless, they aren't affected by Roar, so I'd modify things ripped from the SRD to suit your purposes a bit more. I'd change Roar to just leave people shaken, frightened, terrorized, etc, and remove the clunky turn undead mechanic, replacing it for something more elegant, like you having to roll an intimidate check higher than (10 + CR of affected foes * 2). If you beat the DC by less than 5, the target is shakened. 5 to 14, the target is frightened, and any higher, terrorized. Just change Great Roar to make results be considered as one step higher, too. It would also be wise to just create a new feat for roar called Extra roaring, that has the same effects as Extra turning, but for roars.

You might also want to specify which type of bonus or modifier you give, and if the different abilities are Ex or Sp.

And you might want to remove battering ram, since without improved disarm, you are automatically provoking an AoO, which is not nice, every time you charge.

There might be something else, but I can't find it.

Ing
2007-11-11, 03:47 PM
Hmmmm....want to point something out.


Undead are mostly mindless, and the roar description speaks of only undead. Being mindless, they aren't affected by Roar, so I'd modify things ripped from the SRD to suit your purposes a bit more. I'd change Roar to just leave people shaken, frightened, terrorized, etc, and remove the clunky turn undead mechanic, replacing it for something more elegant, like you having to roll an intimidate check higher than (10 + CR of affected foes * 2). If you beat the DC by less than 5, the target is shakened. 5 to 14, the target is frightened, and any higher, terrorized. Just change Great Roar to make results be considered as one step higher, too. It would also be wise to just create a new feat for roar called Extra roaring, that has the same effects as Extra turning, but for roars.

You might also want to specify which type of bonus or modifier you give, and if the different abilities are Ex or Sp.

And you might want to remove battering ram, since without improved disarm, you are automatically provoking an AoO, which is not nice, every time you charge.

There might be something else, but I can't find it.

The roar doesn't effect specifically undead, it effects any non-mindless creature that is able to hear.

you don't HAVE to use Battering Ram each time. It's an options. Considering the class NEEDS to have mobility and the Momentum class features gives them ANOTHER AC bonus against AoO durring a charge (for a total of +8), even those without improved disarm might we willing to take the risk