The
Half-Orc Berserker
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
AC Bonus
|
1st
|
+1/+0
|
+2
|
+0
|
+0
|
+1
|
2nd
|
+2/+1
|
+3
|
+0
|
+0
|
+1
|
3rd
|
+3/+1
|
+3
|
+1
|
+1
|
+1
|
4th
|
+4/+2
|
+4
|
+1
|
+1
|
+2
|
5th
|
+5/+2
|
+4
|
+1
|
+1
|
+2
|
6th
|
+6/+3
|
+5
|
+2
|
+2
|
+2
|
7th
|
+7/+3
|
+5
|
+2
|
+2
|
+3
|
8th
|
+8/+4
|
+6
|
+2
|
+2
|
+3
|
9th
|
+9/+4
|
+6
|
+3
|
+3
|
+4
|
10th
|
+10/+5
|
+7
|
+3
|
+3
|
+4
|
Description: All Orcs are male and are
unfortunately able to reproduce with human females. This brutish offspring will
be bigger and stronger than the average man. A Half-Orc in human society is
thankfully merely repulsive in looks, as opposed to being hunted as a monster.
All Half-Orcs are also male and are born sterile. Given their abilities and relative charisma
compared to regular Orcs, an ambitious Half-Orc could aspire to clan leadership,
but they would be ruling a clan of Orcs.
While badly discriminated against in human society, most will choose
that over living in Orc society.
Hit
Die: d12
Prime
Abilities:
Str, Con
Sub-Prime
Abilities:
Dex, Cha, Int, and Wis
Weapon
and Armor Proficiency: Berserkers may use any kind of melee weapon, but are generally
hopeless with ranged or thrown weapons (their fingers are too large and clumsy,
0 BAB). They are restricted from using any armor or shields. They require
maximum freedom of movement to use their special combat skills.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, Bastard Sword.
Frenzy: This is a special Stunt
attack. A Berserker may make melee attacks in a rd equal to their Con
Bonus (4 max). The attacks may be made on the same opponent
or an adjacent ones. The first attack is
made at the first BAB value. The
succeeding attacks are made at the second value. The first
attack must be successful for a Berserker to begin subsequent Frenzy
attacks. After a Frenzy attack, the
Berserker may not move or attack for 1 rd, but can still defend themselves.
Thick
Hide:
Half-Orcs are tough. Add the AC Bonus as their hide becomes more scarred and
tougher.
Regeneration: After a turn of rest after being
wounded, 1 + Con bonus hp are healed in addition to any other healing.
Infravision: Has the ability to see in the
dark.
Fearless: Immune to fear effects.
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