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Raider - Barbarian

Raider (Barbarian)


Hit Points

Hit Dice: d12 per Raider (Barbarian) level
Hit Points at first Level: 12+con
Hit Points at Higher Levels: 1d12 + con or 7 + con

Proficiences

Armor: Light, Medium, Unarmored (For EVA)
Weapons: Martial, Melee
Tools: None
Saving Throws: STR, CON
Skills: Choose two from Sub-Sentient Handling (AH), Athletics, Intimidation, Biology (Nature), Perception, and Survival

Overview & Creation

An unskilled shot can pierce through a transport’s hall, depressurizing the environment and exposing all to insanely high levels of radiation, lack of oxygen, and on occasion; death. A battle axe with a blade approaching 1370 C however, rarely severs anything but a spine. In space the need to create soldiers capable of limited melee combat in tight spaces is a must. Flooding their system with temporary bouts of adrenalin, anabolic steroids, liminal testosterone, and the occasional drug cocktail is very effective. Giving these cocktails to someone with steel reinforced bones, artificial weaved skin, and boosted limbs is, Really fucking effective.


Class Features

  1. Drug Cocktails (Rage) - Hormone monitoring implants have determined that a drug cocktail would improve your combat efficiency, say Agree to confirm.
    Unarmored Defense - The Foundation has invented a form of skin that is undetectably a weave of graphene, thickness determined by your internal tolerance
  2. Fire Break Calculous (Reckless Attack) - Math has determined that sometimes the death of serval people is more efficient than the preservation of one life.
    Danger Sense - Human eyes are limited to only a tight band of color, and ears an amount range of frequency, to fix this we have replaced them
  3. Specialized Implants (Primal Path)
  4. Ability Enhancing Implants ( Ability Score Improvement)
  5. Artificially Enhanced Reflexes (Multiattack) Artificially Enhanced Speed (Fast Movement)
  6. Specialized Feature
  7. AI Assisted Violence Calculation (Feral Insticts) - On Board AI is constantly measuring the probability of hostile encounters, you are unlocked above 50.
  8. Ability Enhancing Implants ( Ability Score Improvement)
  9. Advanced Fatalism (Brutal Critical)
  10. Specialized Feature
  11. Auto-injecting Stimulation (Relentless Rage) - Why only Inject Hostility Hormones and Drugs, when we can stimulated healing and make a corpse like warrior for a little longer.
  12. Ability Enhancing Implants ( Ability Score Improvement)
  13. AI Assisted Fatalism (Brutal Critical 2)
  14. Specialized Feature
  15. Drug ReSensitivity (Persistent Rage) - Eliminates pesky Immuno Response to your drug cocktails.
  16. Ability Enhancing Implants (Ability Score Improvement)
  17. Perfected Fatalism (Brutal Critical 2)
  18. Replaced Musculature (Indomitable Might) - We've Replaced your entire muscular system with something far more reliable!
  19. Ability Enhancing Implants ( Ability Score Improvement)
  20. Replaced Humanity (Primal Champion) - Humanity is a limiting factor on your advancement, we have thus removed it.

 


Starting Equipment

(A) Raider-V5 Molten Axe (Great Axe) (B) Any other Melee Martial weapons (a) Two MDF-4 Utility Axe or (B) Any Simple Weapon An Colonial explorer’s Kit and four JAV-5 javelins


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