Base Class: Fighter
Disclaimer: This is a non final version of the Mountaineer from Solasta: Crown of the Magister. The Features listed may change, and some may differ between tabletop version (Solasta Campaign Rulebook) and video game (Solasta: Crown of the Magister) due to balancing issues.
Most of Solasta’s martial traditions have their roots in the elite army corps of the Manacalon Empire or the Tirmarian Inquisition. Mountaineers, though, are born out of the ashes of the Cataclysm. For generations, the Marches and the mountains that stand between the Badlands and the more civilized nations have been infested by orcs and other monsters. Many of these creatures make their lairs in dark tunnels, narrow canyons, and cramped ruins. This is the world of the mountaineer.
Mountaineers are specially trained to fight and survive in rocky and vertical environments. They are masters of the shield, which is as much a weapon as a protection in their skilled hands. A mountaineer’s shield can wound or knock down an opponent, and given a wall on one side and a shield in the opposite hand, a skilled mountaineer can be almost invulnerable. Their extreme mobility lets them maneuver in ways that can surprise opponents and give them a considerable tactical advantage. The greatest mountaineers can combine offensive actions into devastating chain attacks.
While mountaineers do not fit the ideal of the elegant, noble warrior, they are impressively efficient killers of Badlands monsters.
Shield Bash
At 3rd level, while wielding a shield you have advantage on your Strength (Athletics) Check when attempting to shove an opponent.
Tunnel Fighter
At 3rd level, when wearing medium or light armor and a shield you increase your shield’s efficiency when fighting with a wall at your side, gaining an additional +2 AC.
Note: The wall needs to be at the same floor height and on a tile adjacent to you (not diagonal).
Traverse
At 7th level, if you're wearing a shield and there is a free tile behind an opponent, you can use a bonus action to pass through the opponent’s tile and move to that tile. The opponent must make a Dexterity Saving Throw (DC = 8 + Proficiency Bonus + Strength Modifier) or trigger an attack opportunity from an ally of your choice within melee range of the target.
Note: Your ally must have a Reaction available.
Shield Charge
At 10th level, after successfully shoving an opponent prone with your Shield Bash Feature, you can use a Bonus Action to smash your fallen foe with your shield, automatically dealing damage equal to your Fighter Level. The opponent must make a Constitution Saving Throw (DC = 8 + Proficiency Bonus + STR Modifier) or be stunned until the start of your next turn.
Tunnel Home
At 15th level, you gain Natural Explorer - Favored Terrain (Underground). Additionally, when taking a Short Rest underground (caverns, caves, anywhere underground) you heal an additional 1d6 per recovery dice used.
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Advanced Tunnel Fighter
At 18th level, the Tunnel Fighter Feature now also increases your Attack Rolls and Damage Rolls with melee weapons by 2.
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Posted Jul 3, 2021I'm sorry, but that is not true. If you may, let me explain. The attacker (In this case the Mountaineer) sets the DC, using the Ability the feature refers to. The OPPONENT makes the Constitution or Dexterity Saving throw, using their respective Abilites. It's the same as in any other saving throw feature, like a spell. A Wizard that casts Fear uses his INT Score to determine the DC for fear - but the Opponent makes a WISDOM Save to not be frightened.
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Posted Dec 3, 2020I'm a little confused about a few things. Mostly semantics, but I can be nitpicky about details.
TRAVERSE says, "The opponent must make a Dexterity Saving Throw (DC = 8 + Proficiency Bonus + Strength Modifier)..." If you're using your Strength modifier, that makes this a Strength saving throw, not Dexterity.
SHIELD CHARGE says, "The opponent must make a Constitution Saving Throw (DC = 8 + Proficiency Bonus + STR Modifier)..." Again, if you're using your Strength modifier, that makes this a Strength saving throw, not Constitution.
Otherwise, I like it very much! It sounds like something I can use for a band of Goblins facing off against an adventuring party! (After all, why should the heroes be the only ones who get to use classes?) Very much like the Breachgnomes, why not bring back the good ol' days of 2nd Edition?
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Posted Oct 15, 2020I love this, it's a Breachgnome. (now to look for link because most people probably don't know what these are) Kits from 2nd ed days
https://dungeonsdragons.fandom.com/wiki/Breachgnome