:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. From: David Bolack ---------------------------------------------------------------------- Highlander There are a few changes that have to be made in this, but this is the basic idea.... Originally in a local D&D campaign a player decided to "convert" the AD&D cavelier to D&D and when succeding in doing this he promptly named it the Highlander (Based on the fact that we had just recently seen the movie of the same name.) As much as the class had against it, the name stuck. So I became determined to rewrite the class entirely so that it was worthy of it's name. Here goes..... The Highlander is a clan oriented fighter. Trained from early on in his life to properly wield the clan weapon and often how to forge it. The honor of the family name is proudly shown on almost all weapons and on all armour and shields. Their skill with the clan weapon exceeds most experinced men early on. The Headmaster of each clan brandishs the symbol of his power in battle. It is known only as the Kinsweapon (no matter what clan it is.) This weapon, is the symbol of the clan and the most valued item of the clan. Clans often intermarry with most distant relatives or with other clans. Bloodfueds occasionally errupt between opposing clans which often end with the extinction of an entire clan. The only other alternative is to acquire the Kinsweapon of the opposing clan. GM Notes: The Highlander is a specialist fighter. He only need have the minimum ability scores for a fighter, no others. Outside of that there are a few restrictions that the character MUST adhere to in order to remain anything other than a normal fighter. It is the code of the Highlander. 1: The character MUST specialize in one of the melee weapon proficiencies as per the chart listed below in this document. Only a Dagger proficiency may be taken as an additional MELEE weapon. A bow may be taken as an additional proficency but only if it used ONLY for hunting. Clan Weapon The clan weapon is chosen as per the chart below. 3d10 Weapon 3- 7 Battle Axe 8-10 Warhammer 11-12 Mace 13-15 Pole Arm (any) 15-22 Sword (Includes Sickle. Choose 1!) 23-24 Spear,Javalin,Trident 25-27 Flail, Morning Star 28 Paired (One Handed) Weapon (no negatives) 29 Weapon and Shield (Addtional +1 to shield bonus if in use.) 30 Choice 2: The character must NEVER use a weapon that is not that of his clan. (The weapon chosen to meet the above condition is his clan weapon.) Violating this will result in a loss of face in the clan which can only be regained in the same manner as a paladin must, that of a quest assigned by the head of the clan. 3: Always respect the Elders of a Clan. Whether or not a Bloodfeud is in effect can influence this. Traditional clan enemies occasionally are treated with spite but still with some respect. 4: Never refuse a call to bloodfued. Many times throughout history decade long wars have occurred between opposing clans. Failing to acknowledge a call to Bloodfued is a self-banishment from the clan. If a character refuses to acknowledge a call he becomes a Wanderer with all GAINED abilities retained but from that point on he gains no more and progresses as a normal fighter. However he must still retain the code of the Highlander, even if he changes classes. 5: Cannot keep more treasure than can carry (or invest in his way of living. I.E. A new farming mule) For adhering to this code the character gains the following abilities. 1: Uses any armor or weapon that a fighter can use. 2: Saves and attacks as per a fighter of the same level. 3: 1 addtional attack every third round (repeating) for every third level starting at one. (Note that the additional attacks are spaced out. For example an 11th level Highlander with 4 bonus attacks would have 3 attacks first round, 2 second and 2 third.) 4: Fighter exceptional strength and constitution bonuses. A Highlander gains levels as per the chart below. Level Hit Dice Experience 1 1d10 0 - 1850 2 2d10 1851 - 3700 3 3d10 3701 - 7400 4 4d10 7401 - 18500 5 5d10 18501 - 37000 6 6d10 37001 - 74000 7 7d10 74001 - 138750 8 8d10 138751 - 259000 9 9d10 259001 - 536500 10 9d10+2 536501 - 814000 It is recommended that in your campaign that this class be limited to a particular race in a specific part(s) of your gaming world. * Origin: Time Tunnel BBS (918)234-3617 (1:170/800)