WARRIOR-BARBARIAN KIT Highlander Description: Highlanders are those Barbarians who hail from areas of rolling hills, high mountain peaks, and desolate trackless moors and heaths. Highlanders live for the thrill of battle, but at the same time they often face an ongoing battle to eke out a living in the harsh and unforgiving highlands that are their homes. Their native lands are characterized by grim mountains, icy rivers, vast empty hills and stretches of evergreen forest, and rocky coastlines pounded by relentless surf. Weather is a brutal and ever-present challenge--spring and summer are short, while winter is long and hard. Snow and icy rain assault the land mercilessly, driven on biting northern winds. The plants and animals of the northern highlands are hardy and resourceful, and Highlanders share this toughness of spirit, as only the strongest can survive in this rugged land. Fierce independence and a deep sense of honor are the only rules a Highlander recognizes. Here, loyalty to one's family and companions is a higher and truer calling than loyalty owed to a sovereign or clan chief. To uphold these ideals, Highlanders are never slow to defend their realms should an external threat arise, setting aside blood feuds and internecine warfare to fight a common foe with a bravery and skill that are legendary. Requirements: Highlanders share the usual Barbarian racial and ability score requirements. Weapons & Armor: Except in rare cases, Highlanders never wear armor, though they may use shields. At 1st level, a Highlander must become proficient in the following weapons: axe (hand), club, great club, dagger, spear, and sword (claymore). Special Benefits: Highlanders love battle and march joyously into conflict with their hearts bursting with courage and excitement at the coming fray. They are terrifying opponents to face on the field, and their charge can break the ranks of the stoutest-hearted soldiers. Battle Song: On the field of battle, Highlanders will almost always burst out in a glorious chanting song celebrating the wondrous joy of combat and bloodshed. This Battle Song helps Highlanders to focus their energies on laying waste to the enemies before them, and it grants them a +4 bonus to saves vs. fear (and morale for NPC Highlanders) and allows a +1 bonus to hit and damage with any of their 'preferred weapons' listed above. Even if a Highlander is not able to sing (or convinced not to do so for some reason), he or she still receives a +2 bonus to saves vs. fear (and morale) due to his or her overwhelming confidence in coming success in battle. All beings within 60' hearing this horrific dirge suffer a -2 penalty to their morale checks regardless of whether they are allies or enemies of the Highlander, save that creatures immune to fear (including other Highlanders) are unaffected. Allies within 10' of the Highlander, however, gain a +2 bonus to saves vs. fear due to the Highlander's obvious willingness to fight and die on their behalf. Blood Feud: Highlanders hold grudges for slights against their honor, and it is not at all uncommon for a Highlander to declare a blood feud with a person or group that has slighted him or her. At each level of experience, a Highlander can declare a Blood Feud with an individual person or creature, that person's family, their nation, or even their entire race. Thereafter, any time a Highlander confronts the object of his or her Blood Feud in battle he or she will become enraged and attack in a berserk bloodletting frenzy. In order to achieve this enraged state, a Highlander must be chanting his or her Battle Song, though this can be done in preparation for battle--a Highlander need not wait until combat actually begins. After 1d4+2 rounds of chanting his or her Battle Song, the Highlander will slip into an enraged battle fury that will last until he or she is killed or rendered unconscious, or else 1d4 rounds after all potential targets in sight are slain or the Highlander is restrained in some fashion. Even if a Highlander is prevented from singing, there is a 5% cumulative chance per round spent in the presence of the object of his or her Blood Feud that he or she will become enraged and attack (even in a noncombat situation). This rage provides the following benefits to the Highlander: - Attacks per round are doubled (he or she can throw two weapons (axe, club, spear) while advancing into melee, but cannot attack in melee in the same round) - A bonus of +1 to hit and +3 to damage with all attacks - A temporary AC bonus of 1 point per level (to a maximum of AC 0 at 10th level) - A bonus of 2 hit points per level, even beyond his or her normal maximum; damage suffered is subtracted first from these bonus hit points - Attacks from behind gain only a +2 bonus to hit and no other benefits (no backstabbing allowed) due to his or her frenetic and nearly hyperactive movement in combat. - Half damage from Punching and Wrestling attacks by humanoid characters - Immunity to stunning and knockout attacks - Immunity to mind-affecting attacks (save for illusions) - +4 to saves vs. blindness or knockdown attacks - Temporary immunity to all necromantic effects (effects are held in abeyance until the rage ends, at which point they take effect in the order they occurred), including all forms of curing This rage has several negative aspects, however: - The Highlander has no idea how many hit points he or she has while enraged. He or she feels no pain, only the ecstatic rush of battle and utter fulfillment of glorious combat, and only the DM knows how many hit points he or she has unless he or she is killed. - Once the rage has begun, the Highlander must close to melee (though weapons may be hurled while advancing) and remain in melee until all opponents are killed; if an opponent is killed or flees, the Highlander must attack the closest living being. - An Intelligence check can be attempted to avoid attacking a known ally within 10' during combat. If the ally is another Highlander, the check is made with a bonus equal to the enraged Highlander's level (as he or she can instinctively recognize the tribal markings and garb of a kinsman). This check must be made whenever an ally is the closest person to an enraged Highlander; as long as actual enemies are closer to the Highlander than an ally, no check is necessary. - When a Highlander's rage dissipates, he or she is severely weakened, suffering a -2 penalty to all die rolls and losing 2 points of Strength and Dexterity until he or she is able to rest for 1d6 turns. Whenever a Highlander declares a Blood Feud, he or she must do it openly and publicly, and a Highlander's contempt and hatred for such creatures is obvious to all. This results in a -4 reaction penalty with any creature included within the Blood Feud over and above any other reaction modifiers, and the best possible reaction with such creatures is 'cautious'. A Highlander can call off a Blood Feud if the real or imagined slight over which it was declared is made right, whether through payment of a 'weregild', penance performed by the perpetrator of the slight, or some other means. It can also be called off once a Highlander has slain at least one member of the group named in the Blood Feud for every level of experience he or she possesses (or all creatures named, if less than this amount). Once a Blood Feud has been settled, regardless of how it is settled, a Highlander cannot declare another until he or she gains a level of experience. Hardiness: As a standard Barbarian. Heroic Effort: As a standard Barbarian. Highlander Charge: The charge of a shrieking, chanting Highlander is a fearsome thing to behold, and it can shatter the fighting spirit of even the bravest foes. Hence, whenever a Highlander charges while chanting his or her Battle Song, he or she may attempt a Charisma check with a +1 bonus for every three levels of experience (rounding up). If this check is successful, all sentient foes (save for undead and other fearless creatures or conjured/summoned creatures being forced to fight; animals are unaffected) within 30' of the Highlander who have hit dice less than or equal to half the Highlander's level must make an immediate morale check or be routed from the field of battle, fleeing for as long as the Highlander is visible and for 1d10 rounds thereafter. In addition to this fearsome charge, a Highlander of 5th level or above can cause fear in weaker creatures that he or she meets. The Highlander must be in plain sight and must adopt a threatening pose with weapons at the ready, though he or she need not actually attack or even draw a weapon. All creatures with 1 hit die or less within 30' of the Highlander must save vs. breath weapon (at -2 if the Highlander is mounted) or flee from the Highlander for as long as he or she pursues and for 1d10 rounds thereafter or else will surrender to the Highlander and beg for their lives (depending on the circumstances). Any creature terrified by a Highlander Charge will seek to avoid any confrontation with the Highlander for the rest of that day. If forced into combat or unable to flee at least 30' away from the Highlander, the creature suffers a -2 penalty to initiative, attack rolls, saving throws, and ability checks. These penalties apply to a 1 HD or lower creature even if the save is successful. At 9th level, this ability improves to the point that a Highlander Charge can terrify creatures with up to 4 hit dice/levels. In addition, though creatures with 4+1 or greater hit dice/levels cannot be made to flee in panic they must still save or else suffer the above penalties if they are close to the Highlander. Creatures with 4+1 or greater hit dice/levels who save suffer no ill effects. A Highlander can choose when to use this ability, turning it on and off (as it were) at will. A creature that makes its saving throw vs. this power is immune to the fear effect for the duration of that encounter with the Highlander but must save again if they meet the Highlander again later and the fear power is again invoked. Note that this ability generally affects only humanoid creatures--animals and most non-humanoid monsters cannot be affected. Survival Skill: As a standard Barbarian, save that a Highlander gains a +10% bonus to his or her Climb Walls score, and his or her foraging ability is limited to mountain, hill, moor, forest, and 'rough' terrain. Tribal Stature: As a standard Barbarian two levels higher than their actual level, as Highlanders put great stock in a warrior's prowess and ability to boast of his or her accomplishments and intimidate 'civilized' weaklings. Tribal Warfare: As a standard Barbarian. Special Hindrances: Highlanders share the standard hindrances of all Barbarians. In addition, they avoid wearing armor, as they believe it carries at least an implicit assumption of cowardice on the part of the wearer and a lack of trust in his or her own battle prowess. In some cases, they will wear hide armor made from the remains of a creature that they have personally killed or had a hand in killing, but even this is mostly done for ceremonial purposes or for warmth, rather than for protection, and Highlanders wearing armor will almost always strip it off before engaging in combat; failure to do so negates all Tribal Warfare benefits due to their discomfort. All Highlanders follow a strict code of honor developed over centuries of tradition. These traditions are very important in Highlander society, and a Highlander who violates them loses all Tribal Stature until such time as he or she makes restitution (DM's discretion) with those they have wronged. This 'Code of the Clan' has the following strictures: 1. Extend kindness to those who cross your door. 2. Openly declare your presence, identity, and intentions when you encounter a stranger. 3. Avenge the killing of a kinsman. 4. Assume any legal claims of a kinsman who has died or cannot resolve the claim on his or her own. On the field of battle, Highlanders face an even more stringent code of acceptable behavior in battle. As with the 'Code of the Clan', these rules of engagement are very nearly bred into the bone of every Highlander and are an indelible part of their mental makeup. Should a Highlander violate one of these strictures, he or she loses all Blood Feud and Tribal Warfare benefits until such time as appropriate atonement is made for his or her cowardly breach of honor. This warrior code is as follows: 1. Never strike an opponent without warning. 2. Never strike an opponent until he or she is ready to receive your blow. 3. Do not engage in mortal combat with an opponent who is less than your equal. 4. Do not gang up on an individual opponent. 5. Do not pursue a fleeing foe from the field. 6. Do not mock your opponent. 7. Missile weapons are for killing animals, not men. 8. Pray for your fallen enemy after the battle is done Highlanders will thus almost never attack from surprise, always announcing their presence and allowing their enemy to take the full measure of the warrior who challenges them and dares to confront them as an equal on the field of combat. They will also never use missile weapons vs. most opponents, except for hurling weapons at an enemy while advancing into melee. It must be made clear that this warrior code does not apply against animals (especially while hunting) or non-sentient or nonliving opponents (e.g., undead, golems, carnivorous plants, jellies and oozes) is always permissible. It is also possible (though rare) for the shamans of a tribe to declare certain creatures or the members of a particular nation or society da'tsang or 'without honor', meaning that they are such treacherous and dishonorable rogues that they do not merit normal consideration under the rules of engagement. When battling such foes, all bets are off and a Highlander is free to use any and all means to eliminate them. Short of these categories, even enemies under a Blood Feud are entitled to be faced as warriors under a Highlander's normal rules of engagement. Because Highlanders prefer open combat and eschew the use of surprise and similar sneaky (they would say 'cowardly') tactics, they do not possess the Natural Stealth of other Barbarians. Also, they spend a great deal of time practicing for war and considering matters of personal and clan honor and thus do not gain the Outdoor Craft possessed by other Barbarians. Bonus Proficiencies: Chanting, Endurance Preferred Proficiencies: Agriculture, Animal Handling, Appraising, Brewing, Cooking, Fire-building, Hunting, Jumping, Leatherworking, Local History, Mining, Mountaineering, Pottery, Religion, Running, Stonemasonry, Tannery, Tracking, Weaponsmithing, Weather Sense, Weaving