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Urtlan

URTLAN     As per MCC Mutant (partially) possibly combined with Orc.   **Not necessarily a PC choice at beginning of campaign.**   Hit Points: 1d10.   Speed: 30’.   Weapons Training: Crossbow, dagger, dart, longsword, short sword, scimitar, battle axe, hand axe, spear.   Alignment: As tumultuous as the Churn that spawned them, Urtlan are typically chaotic.   Mutations: At 1st level, gain random 1d3 physical mutations & 1d2 mental mutations. From MCC Core Rules p.44. Re-roll radiation-based mutations.   Mutant Horror: Your beast-like visage strikes fear in opponents. Gain 1d3 towards initiative at 1st level. Gain an additional +1 bonus/level beginning at 2nd level.   Natural Attack: Urtlan have a natural 1d5 bite or claw attack (+ STR modifier).   Seafaring: As Urtlan predominantly live at sea, they gain +1/level with seamanship/ship-handling.   Buccaneering: +1/level when using ship-mounted weapons, also when grappling & swinging on ropes.   Sneak Attack: As Thief’s Backstab, but at +1/level.   Attack Bonus: +1 every-other-level beginning at 1st.   Action Dice: As Dwarf.   Luck: Modifier applies to one specific kind of weapon.   Languages: Common plus 1/point of INT modifier.   Saves: As Dwarf.   Secret Lore: Urtlan are the result of the mutating waters of The Churn, the swirling vortex that surrounds the base of Mount Celene. To avoid persecution, the mutants fled for the high seas, where many of them have found acclaim as greatly feared reavers.

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