Many half-orcs care deeply about transcending the savage reputation of their orcish parents, about trying to fit in, somehow, into wider society, even if only as mercenaries and adventurers. For these half-orcs, life is a constant struggle to overcome negative perceptions and stereotypes that die hard.
Other half-orcs dont give a damn.
Many of these half-orcs follow the ancient berserking tradition of their orcish ancestors, trusting in their ferocious strength and incredible toughness to obtain victory over their enemies. The Half-Orc berserker who survives to advance far in this brutal tradition becomes a living engine of destruction, a juggernaut of martial power. It may even be that the more cunning and ambitious half-orcs take this savage path to a higher pitch of perfection than their physically stronger, yet relatively lazy orcish brethren do.
Half-Orc Berserker: (Strength)
Hit Dice: d12
BAB Progression: As Barbarian
Weapons Allowed: Any melee, or thrown ranged
Armour Allowed: Any up to +5 AC before enchantments.
Alignment: Any non-lawful
Racial Restriction: Half-Orcs only
Experience Point Progression: As Barbarian
Berserker Rage: Once per day, the Berserker is capable of flying into a raging fit. They gain a +4 bonus to Strength and Constitution while raging, but take a -4 penalty to Intelligence and a -2 bonus to AC. While raging, Berserkers are immune to fear and charm spells. This rage lasts for 2+Constitution mod levels, and leaves the Berserker tired for an hour afterwards, taking -2 to Str, Dex and Con rolls. At 9th level, the Berserker is only tired for ten minutes. At 17th level, the Berserker suffers no exhaustion at all.
Deadly Brawler: Berserkers do d4 lethal damage using their unarmed strike.
Savage Strike: The Berserker values brute power over precision, and can elect to take a -1 penalty to their attack rolls, in order to do 2 extra damage. At 7th level, they can take a -2 penalty to do +4 damage, -3/+6 at 13th level and -4/+8 at 20th level.
Cleave: At 5th level, when a Berserker kills an enemy, they are immediately entitled to another attack against an adjacent enemy.
Iron Body: At 7th level, the Berserker gains DR of 1 against all attacks. At 10th, 13th, 16th, 19th, 22nd and 25th levels, this damage resistance increases.
Terrorizing Blow: At 9th level, the Berserker can create a state of abject panic and terror in an enemy that he strikes successfully. They must make a Charisma save against fear or suffer from uncontrollable panic, fleeing the battlefield (and exposing their back to the Berserker).
Crippling Critical: At 11th level, whenever a Berserker has a critical hit, his attack shatters an enemys bone and flesh. Unless the enemy succeeds in a Constitution saving throw, they will suffer a devastating blow to their arm (inability to use that arm in casting spells, using weapons or a shield) or their leg (movement speed halved and 1d4 Dexterity damage).
Ascension Power: At 20th level, the Berserker gains a permanent +2 bonus to either their Strength or Constitution, and gain the ability to attempt to kill an enemy outright upon a critical hit. This ability stacks with Cleave.
The Half-Orc Berserker- Kills things dead.
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Kaiser_Kris
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Kaiser_Kris
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