ASSH.HoMSA.Ragnar

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Hit Die Type: d12 Alignment: Chaotic (Good or Evil) Armour Allowed: Any Shields Allowed: Any Favoured Weapons: Any (but opposed to missile weapons) Saving Throw Modifier: +2 bonus to all saves (see hardy ability)

20,000XP is 5th level

Str 15 (+1 to hit and to damage, test of strength 3:6, extraordinary feat of strength 16%)
dex 13 (+1 to hit with missile attacks, test of dexterity 3:6, extraordinary feat of dex 8%)
con 15 (+1 hit point adj, +1 save vs. posions, trama 85%, test of con 3:6, extraordainary feat of con 16%)
int 10
wis 10
cha 12

Magic Items: Scale Mail armor +1, Two-Handed Sword +2

Attacks

Two Handed Sword +2 -- +4 (+6 when berserk) to hit, 3d4 +4 (+6 when berserk) slashing damage. Attacks per round 3/2 (2 when berserk)

Armor Class: 5 (damage reduction 1)

Attack Rate: 1/1 melee attack rate from 1st to 6th levels; 3/2 melee attack rate from 7th to 12th levels. Weapon mastery (q.v.) can further increase attack rate.

Berserk Rage: A furious battle lust, a feral madness harnessed. The berserker can work himself into a frenzy by pounding his chest, beating his weapons together, or biting his shield, or in some other manner as the player imagines. He can enter a rage at any time during a battle, which is especially likely if his blood has been drawn. Berserk rage can be entered once per day for every four levels of experience (1st to 4th levels = ×1; 5th to 8th levels = ×2; 9th to 12th levels = ×3) and lasts for as many rounds as the berserker’s constitution score. Here follow the benefits and drawbacks associated with berserk rage:

    • Berserk Attack Rate: Melee attack rate of 2/1 (or 5/2 with weapon mastery).
    • Enhanced Combat: +2 to attack and damage rolls on all melee attacks.
    • Fire Immunity: Impervious to normal fire; saves vs.

magical fire always successful.

    • Frightening Aspect: Fearsome to behold; enemy morale checks penalized by −2 (see Vol. III, p. 247: Combat, morale).
    • Hit Point Burst: Temporary hit points equal to one half his constitution score, rounded up. These false hit points are deducted first when the berserker is hit. At the conclusion of the rage, any bonus hit points remaining are subtracted.
    • Refusal to Fall: Can fight to as low as −3 hp. Once the battle is over, the berserker will collapse and begin to suffer the deleterious effects normally associated with negative hit points (see Vol. III, p. 261: Damage, death and dying and healing).
    • Refusal to Surrender: Cannot yield, retreat, or withdraw from melee once the rage is begun; neither can he take actions unrelated to damaging his foe immediately.
    • Unbreakable Willpower: Immunity to fear, charm, and like sorcery that may affect the berserker’s resolve (cf. emotion).
    • Uncontrollable: Once all enemy combatants have been vanquished, the berserker will continue to attack or rend their slain forms until the rage ends. However, a 1-in-8 chance exists that he will attack any living creature within 30 feet of himself— including allies—for 1d6 rounds before regaining his senses.
    • Exhaustion: When the rage ends, the berserker will be exhausted for 1d3 turns (10–30 minutes). During this period of lethargy, the berserker will suffer a −2 penalty to attack and damage rolls, and he will be unable to run. The exhausted berserker is withdrawn and languid.

Climb: To ascend or descend sheer cliffs or walls without need of climbing gear, if lightly armoured or unarmoured, as a thief of equal level (see p. 23: Table 11). If vertical, the surface must be rough or cracked. At least one check must be made per 100 feet of climbing. Failure indicates the climber has slipped and fallen at about the midpoint of the check (see Vol. III, p. 263: Damage, falling damage).

Hardy: The indomitable will to prevail; +2 bonus to all saving throws.

Leap: Mighty thews enable leaps of 25 feet or greater (if unencumbered), bridging pits, chasms, and the like.

Thick Skin: Flesh not unlike the hide of a bull, which toughens over time. The berserker has natural AC 8 at 1st level, AC 7 at 3rd level, and so on Table 13. Body armour does not “stack” with this ability, but thick skin does provide a +1 AC bonus (from 1st to 6th levels) or +2 AC bonus (from 7th to 12th levels) to berserkers clad in light armour. The berserker’s thick skin also enables him to function in subfreezing temperatures (as low as −15°F) with little need of protection

Weapon Mastery: Mastery of one weapon (+1 to attack and damage rolls, increased attack rate, etc.). Additional weapons may be mastered at 4th, 8th, and 12th levels. For more information, refer to p. 112: Weapon Skill, weapon mastery.

Two Handed Sword