Diovid
2013-08-23, 02:52 PM
Brute
Design notes
General goals I tried to follow were the following:
1. A class should be worth taking to 20th level.
2. A class should give something every level.
3. In the high fantasy world of dnd mundanes should, at least at 20th level, feel like superheroes or like the half-gods of greek mythology.
4. Tier 3 is the most fun tier.
Class specific goals I tried to follow were:
1. I tried to make a class centered around strength and constitution. Those looking for a class that can also be built as a dexterous or intelligent or charismatic fighter should look elsewhere.
2. I tried making a class which kept the supernatural stuff to a minimum, instead focusing on boosting the extraordinary to superhuman levels. If that makes sense?
How well I managed to reach those goals are up to you.
Hit Die: d12
Class Skills
The brute's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Brute
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Exotic Proficiency, Overwhelming Presence
2nd|
+2|
+3|
+0|
+0|Armorborn, Tough
3rd|
+3|
+3|
+1|
+1|Bonus Feat, Resilient
4th|
+4|
+4|
+1|
+1|
5th|
+5|
+4|
+1|
+1|Bonus Feat
6th|
+6/+1|
+5|
+2|
+2|
7th|
+7/+2|
+5|
+2|
+2|Bonus Feat
8th|
+8/+3|
+6|
+2|
+2|
9th|
+9/+4|
+6|
+3|
+3|Bonus Feat
10th|
+10/+5|
+7|
+3|
+3|
11th|
+11/+6/+1|
+7|
+3|
+3|Bonus Feat
12th|
+12/+7/+2|
+8|
+4|
+4|
13th|
+13/+8/+3|
+8|
+4|
+4|Bonus Feat
14th|
+14/+9/+4|
+9|
+4|
+4|
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus Feat
16th|
+16/+11/+6/+1|
+10|
+5|
+5|
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Bonus Feat
18th|
+18/+13/+8/+3|
+11|
+6|
+6|
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Bonus Feat
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Immortality[/table]
Class Features
All of the following are class features of the brute.
Weapon and Armor Proficiencies: A brute is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Note
For the purpose of qualifying for feats and the effects of feats, the brute counts as a fighter of his brute level.
Bonus Feat
At 1st level, a brute gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The brute gains an additional bonus feat at 3rd level and every two brute levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A brute must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A brute is not limited to the list of fighter bonus feats when choosing these feats.
Exotic Proficiency
The brute gains proficiency with a single type of exotic medium or exotic heavy armor of his choice. Furthermore the brute also gains proficiency with either a single type of exotic shield and a single type of exotic one-handed melee weapon of his choice or with a single type of exotic two-handed melee weapon of his choice.
Overwhelming Presence
The brute may use his strength modifier or his charisma modifier (whichever is higher) for intimidate checks.
Tough (Ex)
At 2nd level and every 2 levels after that the brute gains a +1 bonus to the following checks:
- Climb, Intimidate, Jump and Swim checks.
- Bull rush, disarm, grapple, overrun, sunder and trip checks.
- Strength checks (such as those to break and burst doors and items).
- Constitution checks (such as those to keep marching or to hold one’s breath)
Furthermore, starting at 9th level a brute may always take 10 on these checks.
Armorborn (Ex)
Starting at 2nd level the brute may sleep in armor without penalty.
Starting at 4th level the brute may ignore the armor check penalty on climb, jump and swim checks.
Starting at 6th level the brute’s speed is no longer impeded by medium and heavy armor, nor by medium and heavy loads.
Starting at 8th level the brute may run at quadruple his speed instead of triple his speed when wearing heavy armor and when carrying a heavy load. In addition when wearing heavy armor which would disallow the brute from running completely (for example Mountain Plate) the brute may run at twice his speed instead of not at all.
Starting at 10th level the brute may choose to add his Constitution bonus or his Dexterity bonus (whichever is higher) to AC. Furthermore, the brute retains his Dexterity or Constitution bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However he still loses his Dexterity or Constitution bonus to AC if immobilized.
Starting at 12th level the brute gains damage reduction /- equal to (armor bonus + shield bonus) divided by 2, rounded down.
Starting at 14th level the brute may apply his armor bonus and his shield bonus to touch attacks.
Starting at 16th level, the brute becomes immune to critical hits, precision-based damage, nonlethal damage, paralysis and stunning but only when wearing medium or heavy armor.
Starting at 18th level the brute ignores the maximum dexterity bonus for armor, but not for shields.
Resilient (Ex)
At 3rd level and every 4 levels after that the brute gains a +1 bonus to all saves.
Starting at 5th level the brute does not automatically fail fortitude saves on a roll of natural 1.
Starting at 13th level if the brute succeeds on a Fortitude save with a "Fortitude save: half" or "Fortitude save: partial" effect, he suffers no ill effect or damage at all. If he fails the save, he is still affected by the effect as normal.
Starting at 17th level if the brute fails on a Fortitude save with a "Fortitude save: half" or "Fortitude save: partial" effect, he only suffers the half or partial effect.
Starting at 20th level whenever the brute would make a reflex save or a will save, he may make a fortitude save instead.
Immortality (Ex)
After attaining 20th level, a brute no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue but the brute no longer dies of old age when his time would be up.
Furthermore, the brute no longer needs to eat, sleep or breathe.
Lastly, the brute is no longer considered a mortal for the effects of Salient Divine Abilities.
Design notes
General goals I tried to follow were the following:
1. A class should be worth taking to 20th level.
2. A class should give something every level.
3. In the high fantasy world of dnd mundanes should, at least at 20th level, feel like superheroes or like the half-gods of greek mythology.
4. Tier 3 is the most fun tier.
Class specific goals I tried to follow were:
1. I tried to make a class centered around strength and constitution. Those looking for a class that can also be built as a dexterous or intelligent or charismatic fighter should look elsewhere.
2. I tried making a class which kept the supernatural stuff to a minimum, instead focusing on boosting the extraordinary to superhuman levels. If that makes sense?
How well I managed to reach those goals are up to you.
Hit Die: d12
Class Skills
The brute's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Brute
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus Feat, Exotic Proficiency, Overwhelming Presence
2nd|
+2|
+3|
+0|
+0|Armorborn, Tough
3rd|
+3|
+3|
+1|
+1|Bonus Feat, Resilient
4th|
+4|
+4|
+1|
+1|
5th|
+5|
+4|
+1|
+1|Bonus Feat
6th|
+6/+1|
+5|
+2|
+2|
7th|
+7/+2|
+5|
+2|
+2|Bonus Feat
8th|
+8/+3|
+6|
+2|
+2|
9th|
+9/+4|
+6|
+3|
+3|Bonus Feat
10th|
+10/+5|
+7|
+3|
+3|
11th|
+11/+6/+1|
+7|
+3|
+3|Bonus Feat
12th|
+12/+7/+2|
+8|
+4|
+4|
13th|
+13/+8/+3|
+8|
+4|
+4|Bonus Feat
14th|
+14/+9/+4|
+9|
+4|
+4|
15th|
+15/+10/+5|
+9|
+5|
+5|Bonus Feat
16th|
+16/+11/+6/+1|
+10|
+5|
+5|
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Bonus Feat
18th|
+18/+13/+8/+3|
+11|
+6|
+6|
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Bonus Feat
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Immortality[/table]
Class Features
All of the following are class features of the brute.
Weapon and Armor Proficiencies: A brute is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Note
For the purpose of qualifying for feats and the effects of feats, the brute counts as a fighter of his brute level.
Bonus Feat
At 1st level, a brute gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The brute gains an additional bonus feat at 3rd level and every two brute levels thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A brute must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A brute is not limited to the list of fighter bonus feats when choosing these feats.
Exotic Proficiency
The brute gains proficiency with a single type of exotic medium or exotic heavy armor of his choice. Furthermore the brute also gains proficiency with either a single type of exotic shield and a single type of exotic one-handed melee weapon of his choice or with a single type of exotic two-handed melee weapon of his choice.
Overwhelming Presence
The brute may use his strength modifier or his charisma modifier (whichever is higher) for intimidate checks.
Tough (Ex)
At 2nd level and every 2 levels after that the brute gains a +1 bonus to the following checks:
- Climb, Intimidate, Jump and Swim checks.
- Bull rush, disarm, grapple, overrun, sunder and trip checks.
- Strength checks (such as those to break and burst doors and items).
- Constitution checks (such as those to keep marching or to hold one’s breath)
Furthermore, starting at 9th level a brute may always take 10 on these checks.
Armorborn (Ex)
Starting at 2nd level the brute may sleep in armor without penalty.
Starting at 4th level the brute may ignore the armor check penalty on climb, jump and swim checks.
Starting at 6th level the brute’s speed is no longer impeded by medium and heavy armor, nor by medium and heavy loads.
Starting at 8th level the brute may run at quadruple his speed instead of triple his speed when wearing heavy armor and when carrying a heavy load. In addition when wearing heavy armor which would disallow the brute from running completely (for example Mountain Plate) the brute may run at twice his speed instead of not at all.
Starting at 10th level the brute may choose to add his Constitution bonus or his Dexterity bonus (whichever is higher) to AC. Furthermore, the brute retains his Dexterity or Constitution bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However he still loses his Dexterity or Constitution bonus to AC if immobilized.
Starting at 12th level the brute gains damage reduction /- equal to (armor bonus + shield bonus) divided by 2, rounded down.
Starting at 14th level the brute may apply his armor bonus and his shield bonus to touch attacks.
Starting at 16th level, the brute becomes immune to critical hits, precision-based damage, nonlethal damage, paralysis and stunning but only when wearing medium or heavy armor.
Starting at 18th level the brute ignores the maximum dexterity bonus for armor, but not for shields.
Resilient (Ex)
At 3rd level and every 4 levels after that the brute gains a +1 bonus to all saves.
Starting at 5th level the brute does not automatically fail fortitude saves on a roll of natural 1.
Starting at 13th level if the brute succeeds on a Fortitude save with a "Fortitude save: half" or "Fortitude save: partial" effect, he suffers no ill effect or damage at all. If he fails the save, he is still affected by the effect as normal.
Starting at 17th level if the brute fails on a Fortitude save with a "Fortitude save: half" or "Fortitude save: partial" effect, he only suffers the half or partial effect.
Starting at 20th level whenever the brute would make a reflex save or a will save, he may make a fortitude save instead.
Immortality (Ex)
After attaining 20th level, a brute no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue but the brute no longer dies of old age when his time would be up.
Furthermore, the brute no longer needs to eat, sleep or breathe.
Lastly, the brute is no longer considered a mortal for the effects of Salient Divine Abilities.