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