Tuesday, November 6, 2012

Fantasy Core RPG--The Half-Orc Berserker

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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