Mountain Man
Description: Some people find the lure of the wild irresistible. Having tasted the pleasure of life in its purest, most primitive state, these hardy souls reject the trappings of civilization and wholeheartedly embrace the challenges of the untamed wilderness. These Mountain Men (and Women) spend their lives in relative isolation, enduring uncertain climates, hostile creatures, and chronic shortages of food and other vital supplies. They couldn't be happier.
The typical Mountain Man is robust, courageous, and uncomplicated. Book learning and formal schooling mean far less than self-reliance and common sense. Though uneducated by conventional standards, the Mountain Man has mastered all the skills needed to survive. He can manufacture his own weapons from the crudest materials, brew potent medicines from wild herbs, and doggedly persist in strenuous physical labor when others have long since succumbed to exhaustion. While hunting wild game and navigating dangerous terrain may be daunting to an outsider, it's all in a day's work for the Mountain Man.
Requirements: A Mountain Man must have a minimum Strength of 14 and a minimum Constitution of 15. The Mountain Man cannot be a full elf.
Primary Terrain: Required: Mountains.
Role: Mountain Men value privacy more than comfort. Accordingly, they make their homes in secluded caves or crude shacks hidden in remote mountain ranges. Many are nomadic, wandering from place to place with their possessions strapped to their backs, or carried by a bear or other loyal animal follower. They have little need for money, but occasionally procure goods from traveling salesmen or small town merchants, bartering with fur or hides.
Even the most stubbornly independent Mountain Man hankers for human companionship now and then, which is one of the reasons he might agree to hook up with an adventuring party. Faced with a problem too formidable for him to tackle alone--such as an encroachment from an enemy army or an infestation of powerful monsters--a Mountain Man may seek out an agreeable party to lend him a hand.
The Mountain Man speaks his mind openly and directly, regardless of who he might offend. Etiquette is hardly his strong suit, nor is personal hygiene. While some party members may find the Mountain Man's straightforward approach to life refreshing, or even endearing, most will probably view him as an unsophisticated brute, gruff and ill-mannered. Some Mountain Men have a crude sense of humor that compels them to play adolescent practical jokes, such as leaving bear droppings in a companion's sleeping bag. The Mountain Man has little interest in art or philosophy, but is a natural storyteller and loves to tell outlandishly embellished tales--often of his own exploits. He approaches combat much as he does the other elements of his life, attacking with vigor.
Secondary Skills: Bowyer/Fletcher, Fisher, Forester, Hunter, Miner, Trapper/Furrier.
Weapon Proficiencies: A Mountain Man must choose his initial weapon proficiencies from among the following: axe (any), bow (any), crossbow (any), club, dagger, dart, javelin, knife, quarterstaff, spear, staff sling, warhammer.
Nonweapon Proficiencies: Bonus: Mountaineering. Required: Hunting. Recommended: Alertness*, Endurance, Fire-building, Foraging, Mining, Running, Set Snares, Signaling*, Trail Marking*, Trail Signs*, Weather Sense. Barred: Agriculture, Armorer, Blacksmithing, Boating*, Bowyer/Fletcher (included in the special Weaponsmithing bonus, described below), Charioteering, Engineering, Etiquette, Falconry*, Heraldry, Navigation, Reading/Writing, Seamanship, Spellcraft.
Special Bonus: The Mountain Man also receives Weaponsmithing (Crude) as a bonus proficiency. He is restricted to making the weapons listed in Table 47, and can only make weapons in which he is proficient. He uses stones, wood, and other naturally available materials, so these weapons are made at no cost. This proficiency can't be improved; that is, assigning additional slots to Crude Weaponsmithing has no effect.
Optional Rule: If a weapon made of stone or bone scores a hit, roll 1d6. A stone weapon shatters on a roll of 1; a bone weapon shatters on a roll of 1 or 2 (as per The Complete Fighter's Handbook).
Table 47: Crude Weaponsmithing
(Mountain Man)
Weapon |
Construction Time |
Arrows |
7/day |
Axe, Battle |
4 days |
Axe, Hand |
1 day |
Axe, Throwing |
6 days |
Bow, Long* |
15 days |
Bow, Short |
12 days |
Dagger |
2 days |
Dart |
3/day |
Javelin |
1 day |
Knife |
2 days |
Quarterstaff |
1 day |
Spear |
2 days |
Staff Sling |
3 days |
Warhammer |
5 days |
*Seasoning the wood takes 1 year. |
Armor/Equipment: A Mountain Man begins his career with any two weapons in which he has a weapon proficiency. He receives these weapons at no charge. These weapons are handmade. Once his career is begun, the Mountain Man may manufacture additional weapons in accordance with the rules for his Crude Weaponsmithing proficiency. He may also use weapons he obtains from his companions or other sources.
A Mountain Man normally doesn't wear armor. Instead, he wears a handmade suit of leather and fur which gives him an Armor Class of 8. A Mountain Man often decorates his suit with dyed porcupine quills or strings of colorful pebbles. He sometimes adds bone necklaces, elaborate leather fringes, or a hat made of beaver or raccoon skin.
Though not strictly forbidden from wearing metal armor, a Mountain Man is so uncomfortable when doing so that he suffers a -2 penalty to all attack rolls.
Species Enemy: Any.
Followers: A Mountain Man has only a 20% chance of attracting human, demihuman, or humanoid followers. Treat a roll of 81-00 as a bear (type determined by DM: usually black, brown, or cave). Any followers rolled as full elves will be dwarves instead (except for full elf mages, who will instead be gnome illusionists).
Special Benefits:
Will to Live: Where others would submit to death, the hardy Mountain Man clings to life ferociously. This ability manifests itself in the following ways:
· If missing a saving throw vs. death magic would be fatal, the Mountain Man receives a +2 saving throw bonus.
· If a damage roll would reduce the Mountain Man to zero hit points or less, the Mountain Man makes a Constitution check. If the check succeeds, he is reduced to 1 hit point. A Mountain Man cannot use this ability if he has only 1 hit point remaining.
· If an encounter results in the death of a Mountain Man, he may not die immediately. If he makes a system shock roll, he fights on for another 1-4 rounds or until he suffers damage below -10 hit points equal to his level, whichever occurs first. He then drops dead.
Brew Healing Elixir: When a Mountain Man reaches 7th level, he gains the ability to brew a special healing elixir. He must spend 1-4 hours gathering the necessary fresh herbs and mosses, usually available in any forest, jungle, or mountain region (as determined by the DM). It takes an hour to brew the elixir, which remains potent for 24 hours. The elixir acts as one dose of a potion of healing. The Mountain Man may brew the healing elixir once per day.
Special Hindrances:
Limited Stealth: The Mountain Man has a -5% chance to hide in natural surroundings and a -5% chance of moving silently.
Limited Magic: A Mountain Man lacks the patience and discipline to wield magic effectively. He memorizes fewer spells than other rangers and doesn't acquire them until he reaches 10th level (see Table 48).
Table 48: Mountain Man Spell Progression
Mountain |
Casting |
Priest Spell Level |
Man Level |
Level |
1 |
2 |
3 |
1-9 |
- |
- |
- |
- |
10-11 |
1 |
1 |
- |
- |
12-13 |
2 |
2 |
- |
- |
14-15 |
3 |
2 |
1 |
- |
16+ |
4 |
2 |
2 |
- |
No Fortifications: A Mountain Man has no interest in fortifications and will never build one.
Limited Money: Other than his weapons and clothing, a Mountain Man may own only a single item worth 15 gp or more. The total value of all of his other possessions, including money and treasure, save training costs, cannot exceed 100 gp. Excess treasure and possessions are given away as the Mountain Man sees fit. (However, the Mountain Man still receives all experience points due him for finding treasure and fellow party members receive no experience point benefit for the gifts from a Mountain Man.)
Reaction Penalty: The Mountain Man's crude manner and ungainly appearance make strangers uncomfortable. He suffers a -1 reaction adjustment from all NPCs.
The Mountain Man suffers a -2 reaction penalty when encountering nobles, aristocrats, and other cultural elite, as they find him particularly unpleasant.