Admiral Squish
2013-12-06, 04:11 PM
Brute
Created for Crossroads: the New World (http://www.giantitp.com/forums/showthread.php?t=269334)
In an age where warriors are replaced by musketeers, where swords and clubs fall into disuse, those with great strength find themselves in a different role than they did in the past, the role of the brute. Some maintain the fading traditions of melee combat, others repurpose their strength from a weapon into a tool, and others still seek supernatural help to keep their skills relevant in the new world they find themselves in.
Hit Die: d12
Skill Points: 4+level
Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (Dungeoneering, Engineering, Nature), Perception, Profession, Sense Motive, Survival, Swim
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Heavy Weapons, Brute Path 1
2nd
+2
+3
+0
+0
Feat of Strength, Bravery
3rd
+3
+3
+1
+1
Mettle, DR 1/-
4th
+4
+4
+1
+1
Feat of Strength
5th
+5
+4
+1
+1
Brute Path 2
6th
+6
+5
+2
+2
Feat of Strength
7th
+7
+5
+2
+2
DR 2/-
8th
+8
+6
+2
+2
Feat of Strength
9th
+9
+6
+3
+3
Brute Path 3
10th
+10
+7
+3
+3
Feat of Strength
11th
+11
+7
+3
+3
DR 3/-
12th
+12
+8
+4
+4
Feat of Strength
13th
+13
+8
+4
+4
Brute Path 4
14th
+14
+9
+4
+4
Feat of Strength
15th
+15
+9
+5
+5
DR 4/-
16th
+16
+10
+5
+5
Feat of Strength
17th
+17
+10
+5
+5
Brute Path 5
18th
+18
+11
+6
+6
Feat of Strength
19th
+19
+11
+6
+6
DR 5/-
20th
+20
+12
+6
+6
Feat of Strength
Weapon and Armor Proficiencies: A brute is proficient with all simple and martial weapons, with light and medium armor, and shields (but not tower shields).
Heavy Weapons: (Ex) A brute’s great physical strength allows them to wield larger, heavier weapons than their peers. A brute can wield weapons designed for creatures one size category larger without penalty.
Brute Path: The path of the brute is simple, but it’s not without it’s subtleties. At 1st level, a brute selects the path they will go down. At 5th level and every 4 levels thereafter, the brute advances along the chosen path. Once selected, the path cannot be changed.
Ironclad: This variety of brute turns their great strength toward defending themselves and their allies, often layering on heavy armor and shields. They may be upholding ancient knightly traditions, or be employed as bodyguards to rich or powerful individuals, or may simply enjoy the sense of invulnerability given by heavy armor.
1st At 1st level, an ironclad gain proficiency with heavy armor and tower shields. When wearing heavy armor, they can use the weight of the armor to help them in combat, gaining a bonus to CMD equal to one-half their class level (minimum 1). The bonus cannot exceed the total armor bonus granted by the heavy armor. This bonus also applies to CMB checks made to bull rush, drag, grapple, overrun, reposition, or trip.
5th At 5th level, an ironclad brute can maximize the protection granted by heavy armor. While wearing heavy armor, the ironclad increases the armor bonus to AC of their armor by 1. The bonus increases by an additional 1 for every five levels beyond 5th.
9th At 9th level, an ironclad’s strength and experience with armor allows them to ignore the great weight of their armor. The ironclad ignores any speed penalty imposed by medium or heavy armor.
13th At 13th level, an ironclad can use their armor to turn potentially fatal blows into glancing ones. While wearing heavy armor and a critical hit or sneak attack is scored against them, there is a 25% chance the critical hit or sneak attack is negated and damage is instead rolled normally.
17th At 17th level, an ironclad no longer automatically fails a saving throw on a result of a natural 1. In addition, an ironclad that fails a saving throw against an ongoing mind-affecting spell or ability can re-roll the save on the following round.
Berserker This variety of brute is capable of truly frightening displays of strength and fury. They rush into battle in a frenzy, usually only lightly armored, and deal devastating blows, damaging and terrifying their enemies. They maybe be norse, from where the tradition emerged, or they may be noted brawlers with a temper problem, or simply mad.
1st At 1st level, a berserker gains the ability to enter a rage. At 1st level, the berserker can remain use rage for a number of rounds equal to 4 +con. At every level after 1st, the berserker can rage for 2 additional rounds. Temporary increases to constitution, such as from a bear‘s endurance spell or the rage itself, do no increase the total number of rounds that the berserker can rage per day. A berserker can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a rage, the berserker gains a +4 morale bonus to strength and constitution, as well as a +2 morale bonus on will saves. In addition, they take a -2 penalty to armor class. The increase to constitution grants the berserker 2 hit points per hit die, but these disappear when the rage ends and are not lost first like temporary hit points. While in a rage, a berserker cannot use any Dexterity, Intelligence, or Charisma based skills (except Acrobatics, Intimidate, or Ride), or any ability that requires patience or concentration.
A berserker can end their rage as a free action, and is fatigued after raging, for a number of rounds equal to 2x the number of rounds the brute spent in the rage. A berserker cannot enter a new rage while fatigued or exhausted, but can otherwise enter rage multiple times during a single encounter or combat. If a berserker falls unconscious, their rage immediately end, which may kill them with the HP lost from leaving rage.
5th At 5th level, a berserker gains a +2 bonus on will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus gained during their rage.
9th At 9th level, when the berserker enters rage, the morale bonus to strength and constitution increases to +6 and the morale bonus to will saves increases to +3.
13th At 13th level, the berserker no longer becomes fatigued at the end of their rage.
17th At 17th level, when the berserker enters rage, the morale bonus to strength and constitution increases to +8 and the morale bonus to will saves increases to +4.
Feral This variety of brute calls upon powers of the natural world, namely animal spirits, to increase their strength and toughness in battle. They may be native warriors calling upon the same spirits they have for milennia, or they may be martial artists that have taken their imitation of the animal world to new extremes.
1st A feral brute can call upon a totem spirit, a specific spirit that accompanies them on their journey and embodies some aspect of their essence. They can fuse their essence with this spirit, becoming more bestial. The feral can fuse at will, activating or deactivating the ability as a swift action. While fused, the feral brute gins a +2 morale bonus to strength and a +1 bonus to natural armor, but takes a -2 penalty to will saves. While fused, the feral cannot use any intelligence or charisma based skills, with the exception of intimidate, or any ability that requires patience or concentration. If the feral falls unconscious, the fusion immediately ends.
5th At 5th level, when the feral is fused, they gain a +2 morale bonus to constitution. This increase grants the feral an additional hit point per hit die, but these points disappear when the rage ends and are not lost first like temporary hit points.
9th At 9th level, when the feral is fused, the bonus to strength +4 and the bonus to natural armor increases to +2.
13th At 13th level, when the feral is fused, the bonus to constitution increases to +4.
17th At 17th level, when the feral is fused, the bonus to strength and constitution increases to +6, and the bonus to natural armor increase to +3.
Earthen (WIP) This variety of brute gains great strength and resilience through a deep, supernatural connection to earth and the landscape around him. They become unstoppable juggernauts of terrible strength, shrugging off fearsome blows as they bear down like an avalanche on their foes.
1st
5th
9th
13th
17th
Bravery: Starting at 2nd level, a brute gains a +1 bonus on will saves against fear. This bonus increases by +1 for every 4 levels of brute after 2nd.
Feat of Strength: At 2nd level and every even-numbered level thereafter, a brute selects a feat of strength from the list below. They may select from the list of general feats of strength, or from the list of feats of strength specific to their brute path. The choices cannot be changed once made, and the brute cannot select the same feat of strength more than once, unless otherwise noted.
Mettle: At 3rd level and higher, a brute can resist magical or unusual effects with great fortitude or willpower. If the brute makes a successful fortitude or will save against an effect that would normally have a lesser effect on a successful save (such as any spell with a save of fortitude or will partial), they instead completely negates the effect. An unconscious or sleeping brute does not gain the benefit of mettle.
Damage Reduction: At 3rd level, a brute gains damage reduction. Subtract 1 from the damage the brute takes each time they are dealt damage by a weapon, natural attack, or other physical damage source. At 7th level and every 4 levels thereafter, this damage reduction increases by 1. Damage reduction can reduce an attack’s damage to 0 but not below 0.
Created for Crossroads: the New World (http://www.giantitp.com/forums/showthread.php?t=269334)
In an age where warriors are replaced by musketeers, where swords and clubs fall into disuse, those with great strength find themselves in a different role than they did in the past, the role of the brute. Some maintain the fading traditions of melee combat, others repurpose their strength from a weapon into a tool, and others still seek supernatural help to keep their skills relevant in the new world they find themselves in.
Hit Die: d12
Skill Points: 4+level
Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (Dungeoneering, Engineering, Nature), Perception, Profession, Sense Motive, Survival, Swim
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Heavy Weapons, Brute Path 1
2nd
+2
+3
+0
+0
Feat of Strength, Bravery
3rd
+3
+3
+1
+1
Mettle, DR 1/-
4th
+4
+4
+1
+1
Feat of Strength
5th
+5
+4
+1
+1
Brute Path 2
6th
+6
+5
+2
+2
Feat of Strength
7th
+7
+5
+2
+2
DR 2/-
8th
+8
+6
+2
+2
Feat of Strength
9th
+9
+6
+3
+3
Brute Path 3
10th
+10
+7
+3
+3
Feat of Strength
11th
+11
+7
+3
+3
DR 3/-
12th
+12
+8
+4
+4
Feat of Strength
13th
+13
+8
+4
+4
Brute Path 4
14th
+14
+9
+4
+4
Feat of Strength
15th
+15
+9
+5
+5
DR 4/-
16th
+16
+10
+5
+5
Feat of Strength
17th
+17
+10
+5
+5
Brute Path 5
18th
+18
+11
+6
+6
Feat of Strength
19th
+19
+11
+6
+6
DR 5/-
20th
+20
+12
+6
+6
Feat of Strength
Weapon and Armor Proficiencies: A brute is proficient with all simple and martial weapons, with light and medium armor, and shields (but not tower shields).
Heavy Weapons: (Ex) A brute’s great physical strength allows them to wield larger, heavier weapons than their peers. A brute can wield weapons designed for creatures one size category larger without penalty.
Brute Path: The path of the brute is simple, but it’s not without it’s subtleties. At 1st level, a brute selects the path they will go down. At 5th level and every 4 levels thereafter, the brute advances along the chosen path. Once selected, the path cannot be changed.
Ironclad: This variety of brute turns their great strength toward defending themselves and their allies, often layering on heavy armor and shields. They may be upholding ancient knightly traditions, or be employed as bodyguards to rich or powerful individuals, or may simply enjoy the sense of invulnerability given by heavy armor.
1st At 1st level, an ironclad gain proficiency with heavy armor and tower shields. When wearing heavy armor, they can use the weight of the armor to help them in combat, gaining a bonus to CMD equal to one-half their class level (minimum 1). The bonus cannot exceed the total armor bonus granted by the heavy armor. This bonus also applies to CMB checks made to bull rush, drag, grapple, overrun, reposition, or trip.
5th At 5th level, an ironclad brute can maximize the protection granted by heavy armor. While wearing heavy armor, the ironclad increases the armor bonus to AC of their armor by 1. The bonus increases by an additional 1 for every five levels beyond 5th.
9th At 9th level, an ironclad’s strength and experience with armor allows them to ignore the great weight of their armor. The ironclad ignores any speed penalty imposed by medium or heavy armor.
13th At 13th level, an ironclad can use their armor to turn potentially fatal blows into glancing ones. While wearing heavy armor and a critical hit or sneak attack is scored against them, there is a 25% chance the critical hit or sneak attack is negated and damage is instead rolled normally.
17th At 17th level, an ironclad no longer automatically fails a saving throw on a result of a natural 1. In addition, an ironclad that fails a saving throw against an ongoing mind-affecting spell or ability can re-roll the save on the following round.
Berserker This variety of brute is capable of truly frightening displays of strength and fury. They rush into battle in a frenzy, usually only lightly armored, and deal devastating blows, damaging and terrifying their enemies. They maybe be norse, from where the tradition emerged, or they may be noted brawlers with a temper problem, or simply mad.
1st At 1st level, a berserker gains the ability to enter a rage. At 1st level, the berserker can remain use rage for a number of rounds equal to 4 +con. At every level after 1st, the berserker can rage for 2 additional rounds. Temporary increases to constitution, such as from a bear‘s endurance spell or the rage itself, do no increase the total number of rounds that the berserker can rage per day. A berserker can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a rage, the berserker gains a +4 morale bonus to strength and constitution, as well as a +2 morale bonus on will saves. In addition, they take a -2 penalty to armor class. The increase to constitution grants the berserker 2 hit points per hit die, but these disappear when the rage ends and are not lost first like temporary hit points. While in a rage, a berserker cannot use any Dexterity, Intelligence, or Charisma based skills (except Acrobatics, Intimidate, or Ride), or any ability that requires patience or concentration.
A berserker can end their rage as a free action, and is fatigued after raging, for a number of rounds equal to 2x the number of rounds the brute spent in the rage. A berserker cannot enter a new rage while fatigued or exhausted, but can otherwise enter rage multiple times during a single encounter or combat. If a berserker falls unconscious, their rage immediately end, which may kill them with the HP lost from leaving rage.
5th At 5th level, a berserker gains a +2 bonus on will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus gained during their rage.
9th At 9th level, when the berserker enters rage, the morale bonus to strength and constitution increases to +6 and the morale bonus to will saves increases to +3.
13th At 13th level, the berserker no longer becomes fatigued at the end of their rage.
17th At 17th level, when the berserker enters rage, the morale bonus to strength and constitution increases to +8 and the morale bonus to will saves increases to +4.
Feral This variety of brute calls upon powers of the natural world, namely animal spirits, to increase their strength and toughness in battle. They may be native warriors calling upon the same spirits they have for milennia, or they may be martial artists that have taken their imitation of the animal world to new extremes.
1st A feral brute can call upon a totem spirit, a specific spirit that accompanies them on their journey and embodies some aspect of their essence. They can fuse their essence with this spirit, becoming more bestial. The feral can fuse at will, activating or deactivating the ability as a swift action. While fused, the feral brute gins a +2 morale bonus to strength and a +1 bonus to natural armor, but takes a -2 penalty to will saves. While fused, the feral cannot use any intelligence or charisma based skills, with the exception of intimidate, or any ability that requires patience or concentration. If the feral falls unconscious, the fusion immediately ends.
5th At 5th level, when the feral is fused, they gain a +2 morale bonus to constitution. This increase grants the feral an additional hit point per hit die, but these points disappear when the rage ends and are not lost first like temporary hit points.
9th At 9th level, when the feral is fused, the bonus to strength +4 and the bonus to natural armor increases to +2.
13th At 13th level, when the feral is fused, the bonus to constitution increases to +4.
17th At 17th level, when the feral is fused, the bonus to strength and constitution increases to +6, and the bonus to natural armor increase to +3.
Earthen (WIP) This variety of brute gains great strength and resilience through a deep, supernatural connection to earth and the landscape around him. They become unstoppable juggernauts of terrible strength, shrugging off fearsome blows as they bear down like an avalanche on their foes.
1st
5th
9th
13th
17th
Bravery: Starting at 2nd level, a brute gains a +1 bonus on will saves against fear. This bonus increases by +1 for every 4 levels of brute after 2nd.
Feat of Strength: At 2nd level and every even-numbered level thereafter, a brute selects a feat of strength from the list below. They may select from the list of general feats of strength, or from the list of feats of strength specific to their brute path. The choices cannot be changed once made, and the brute cannot select the same feat of strength more than once, unless otherwise noted.
Mettle: At 3rd level and higher, a brute can resist magical or unusual effects with great fortitude or willpower. If the brute makes a successful fortitude or will save against an effect that would normally have a lesser effect on a successful save (such as any spell with a save of fortitude or will partial), they instead completely negates the effect. An unconscious or sleeping brute does not gain the benefit of mettle.
Damage Reduction: At 3rd level, a brute gains damage reduction. Subtract 1 from the damage the brute takes each time they are dealt damage by a weapon, natural attack, or other physical damage source. At 7th level and every 4 levels thereafter, this damage reduction increases by 1. Damage reduction can reduce an attack’s damage to 0 but not below 0.