Monster: Highland Clan Subclasses Common Jungle Habitat: High plateaus in deserts High plateaus in jungles Frequency: V3 Rare V4Rare Organization: Mercenary State or Circus Mercenary State Activity Time: Day Day Diet: Omnivore Omnivore Intelligence: High High Treasure: M3 H Alignment: NE NG Number: 2D4 4D6 1D6 3D6 Armor Class: 5 3 4 2/-3 7 7 0/-1 Movement: 16 Cl 8 16 Cl6 Hit Dice: 3+2 6+8 4+3 9+5 THACO: 17 14 16 11 Attacks: 2 2 1 1 Damage: 1D4/1D4 1D4/1D4 --By weapon-- Special Atk: None None Special Def: Feign Death None Magic Resist: 20% 45% 10% 25% Size: 4'3" 4'6" 6'7" 7' Morale: 7 9 11 14 XP: 270 2000 Languages Highland Highland Desert Woren Jungle Woren Brass Dragon Pygmy Common Common Combat Highland Clanners wield either a pair of daggers fastened to each other by a chain or flindbars, as explained in the Monstrous Compedium under Flinds (subclass of Gnolls). Highland Daggers, as they are called, are extremely tricky and cannot even be used except as normal daggers unless the wielder has a profeciency in them. They can strike twice per turn with these weapons from up 25 feet away, and can use them as a lariat to capture foes or as daggers. They do either slashing or piercing damage. All Highland Clanners have a strange ability to Feign Death, but this is nonmagical and can be detected as false 10% of the time. While feigning death, they get a +2 to their surprise bonus if their enemy suspects nothing. Jungle Highland Clanners prefer more conventional weapons, specefically swords and axes. They are more like gorillas than normal monkeys, and thus are tougher and stronger, but not as agile, as their hot weather friends. Habitat/Society Highland Clanners live in either circus-like (think Gypsies) or military (think Keld, Grey Tower, etc.) nations. They are very polite as well, though many are still slightly cuatious around them lest they find themselves without their purse when they leave. Ecology Highland clanners serve as mercenaries to the highest bidder, and often use this money either to buy domestic luxuries, such as silk, rare foods, etc. anf hire excellent cooks and such. Though they are mercenaries most of the time, like their alignment suggests, they are not afraid to back out of a deal to save their own necks. They are masters at disappearing at times when things look bad for them and surviving, despite their frail bodies, and get a +2 bonus on all saves v.s. spells, nonmagical fire, wands, and staves. They get +1 to their saving throws against poison, rods, death, petrification, and paralysis. Origin Sten and Trubo from Breath of Fire II, as well as the whole High Fort. Highlander Clanners as PCs Common Jungle Strength 2D6 3D6+1 Dexterity 4D4+8 3D6 Constitution 2D8 3D6+1 Intelligence 3D6 2D8+1 Wisdom 3D6 2D8+1 Charisma 4D4+3 2D6 THIEF SKILL ADJUSTMENTS Common Jungle Pick Pockets +10 -0 Open Locks +5 -0 Find/Remove Traps +10 -0 Move Silently +15 +10 Hide in Shadows +10 +15 Detect Noise +5 +15 Climb Walls +25 +40 Read Languages +10 -0