The Highlands in the
Western Highlands are known for people who are heartier and rougher the closer
one comes to the southern coast. In these lands every farmer knows how to use a
sword, and many pride themselves as much in their soldiery as in their
agricultural and crafting abilities. While almost every able bodied man and
many of the women consider them selves to be part of the local militia, only
the best of them develop into truly professional warriors who are accustomed to
waging war with few resources and little support in some of the roughest
terrain anyone could have the misfortune to fight in. These warriors are the
Highland Militia.
Highland Militia
lvl BA Fort Ref Will Special
1 +1 +2 0 +2 fast movement, improvised weapons.
2 +2 +3 0 +3 armor maximization +1, hardiness 1
3 +3 +3 +1 +3 home turf +1, stamina
4 +4 +4 +1 +4 remain conscious
5 +5 +4 +1 +4 armor maximization +2
6 +6 +5 +2 +5 home turf +2, hardiness 2
7 +7 +5 +2 +5 survival
8 +8 +6 +2 +6 armor maximization +3
9 +9 +6 +3 +6 home turf +3,
10 +10 +7 +3 +7 Highland Champion
HD: 1d10
Requirements:
BA: +5
Skills: Craft (Weaponsmith) +4, Craft (Armorsmith) +4
Feats: Endurance, Iron Will, Toughness.
Class Skills: Climb, Craft, Handle Animal, Hide, Intimidate, Intuit
Direction, Jump, Listen, Move Silently, Spot, Swim, Wilderness Lore.
Skill Points: 4+Int
Weapon/Armor Proficiency: A member of the Highland Militia is proficient
in all Simple and Martial Weapons, with Light and Medium Armor, and Shields.
Fast Movement: A Highland Militiaman’s movement is increased above the
norm for his race by +10 when ever he is wearing light or medium armor.
Improvised Weapons: Highland Militiamen often have to deal with a
shortage of resources, and of thus become very adapt at creating weapons from
materials that can be found in the natural surroundings. They are known to
carry daggers made of deer antlers and spears that are little more then fire
hardened sticks. With a successful craft (weaponsmith) check against a DC of
20, Highland Militiamen can craft a weapon out of natural materials found in
the hills, forests, and meadows of his homelands, instead of out of iron and
steel. This weapon is in all ways serviceable, except that it sees both its
harness and HP reduced by half. The DM may decide that certain weapons that are
made from large amounts of steel (such as swords) can not be created using this
ability.
Armor Maximization: Starting at 2nd level, Highland Militiamen learn to
make the most out of their armor. With a successful Craft (armorsmith) check
against DC 20, a Highland Militiamen can give a suit of non-enchanted light
armor a +1 AC bonus. If the armor is later enchanted, then this bonus does not
stack with any enhancement bonus. If the armor is not master work, he can also
reduce the armor check penalty by -1 with an additional Craft check against AC
20. As the Highland Militiaman gains additional levels, the AC bonus increase
as listed on the preceding table. Both the bonus to AC and the reduction of
armor check penalty are only effective if the armor is being worn by the
Militiaman. A Highland Militiaman can attempt to custom fit a suit of armor to
another individual so as to benefit from this class feature, but with a Craft
check against DC 30, and half the AC bonus to which the Militiaman would
otherwise been entitled.
Hardiness: the Highland Militia man takes 1 out of every 5 hp of damage
as subdual damage. At 6th level this increases to 2 out of 5.
Home Turf: Starting at 3rd lvl, when maneuvering through an area with which the
Militiaman is intimately familiar, the Militiaman gains a bonus to the
following skills: Climb, Hide, Intuit Direction, Listen, Move Silently, Search,
Spot, and Wilderness Lore. If only one of a group of Militiamen is familiar
with the area, they all still gain the bonus to Hide and Wilderness Lore
checks.
Stamina: At 3rd lvl the Militiaman gains a +2 competance bonus to
endurance related checks. This stacks with the Endurance Feat.
Remain Conscious: at 4th level, the Highland Militiaman gains the Remain Conscious
feat for free, even if he does not have the normal prerequisites.
Survival: The Highland Militia man gains a +3 bonus to resist severe weather
when moving at half-speed with a DC 15 Wilderness Lore Check. He gains a +6
bonus when stationary. He can apply this bonus to one companion for every point
by which he exceeds the DC 25 check.
Highland Champion: At 10th level, the Highland Militiaman becomes immune
to fear effects. Allies with 30’ gain a +2 moral bonus vs fear effects. In
addition, the Militiaman gains a +2 competance bonus to his Leadership score,
if he has the leadership feat.