"Dude just picked up a car."

Hit Die

d12


Level 1

You gain both of the following:
  • Extra Action: Once during each fight, you can make 3 actions instead of 2.
  • Fighter: You gain a +4 bonus on Grapple, Melee, Throwing, and Unarmed checks for each class level you have.

Level 2

Choose one of the following:
  • Fucking Savage: You take no penalty to Melee checks when wielding two 1-handed weapons.
  • Heavy Lifting: You gain a +4 bonus on Melee checks when wielding a 2-handed weapon. You also reroll 1s on damage rolls.
  • Human Turret: You gain a +4 to Shooting checks when wielding a 2-handed automatic weapons. You can carry twice as much large-round ammo as a normal person.

Level 3

Choose one of the following, or an option from a lower level:
  • Adrenaline Surge: Once per fight as an action, you can heal yourself hit points equal to 2d8 + your Survival modifier, and automatically critically hit your next attack as long as it is made before the end of your next turn.
  • Break Gear: Once per fight, you can make an attack against an opponent. If successful, you may break one piece of your target's equipment (but deal no damage to your target).
  • Grapple Expert: You gain a +10 bonus on Grapple checks, and can attempt to Pin an enemy once you have grappled it.

Level 4

Choose one of the following, or an option from a lower level:
  • Champion Athlete: You gain a +5 bonus on Balance, Climb, and Jump checks.
  • Punishing Defense: Once per turn, you may immediately make an attack against an enemy that fails to successfully hit you with a melee attack.

Level 5

Choose one of the following, or an option from a lower level:
  • Diamond Flesh: Once per fight, you may reduce all instances of damage you would take by 10 until the beginning of your next turn.
  • Horrifying Kills: Once per fight when you successfully kill someone, you may use a free action to force all enemies within sight (max range 90 feet) to make a Survival check vs DC 15 or flee in terror. (How long does terror last? what does it do?)