artimus261
2017-04-06, 02:47 PM
The Brute
http://orig15.deviantart.net/e119/f/2014/078/3/3/female_hill_giant_by_ianllanas-d7auh85.jpg
"You. Leave. Or I SMASH," the succint words of Yngdala, a wildlands brute.
The brute is a simple minded beast capable of delivering fearsome blows to whatever gets in her path. Despite her lacking of social skills, advanced thought, and even formal combat training the sheer brutality and fortitude of the brute keeps her alive when others would fall. As she grows in strength she learns how to tap into some bizarre store of primal energy that allows her to increase her size to potentially monstrous proportions at her peak. Aside from her ability to grow her body to freakish heights she is also able to harness the fury that she receives from the blows of her enemies, able to channel their power right back at them with instinctive cunning.
Role: Within a party the brute is the first to engage an opponent and does her best to keep it's attention, shrugging off damage while delivering heavy blows in response. They are capable of distracting many opponents without much fear of death, allowing the rest of the party to coordinate around them.
Alignment: While no particular alignment is barred from the brute they tend to lean towards chaotic or neutral alignments over lawful ones, though a lawful brute is a loyal and powerful ally.
Hit Die: d12
Starting Gold: As druid
Class Skills
The brute's class skills (and the key ability for each skill) are Climb(Str), Craft[primitive weapons](Int)*, Intimidate(Cha), Jump(Str), Knowledge[geography](Int), Knowledge[nature](Int), Listen(Wis), Spot(Wis), Survival(Wis)
*: listed at bottom of entry
Skill Ranks at 1st Level: 4 x (2 + Int modifier)
Skill Ranks per Additional Level: (2 + Int modifier)
BRUTE
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+0
Powerful build, slam, unearthly vitality, illiteracy
2nd
+1
+3
+0
+0
Damage reduction 1/-, thick skinned +1
3rd
+2
+3
+1
+1
Strain ligaments, draw strength(force)
4th
+3
+4
+1
+1
Damage reduction 2/-, enrage
5th
+3
+4
+1
+1
Giant's strength 1/day, strengthen body, draw strength(healing)
6th
+4
+5
+2
+2
Damage reduction 3/-, faster healing, thick skinned +2, stoic vigor
7th
+5
+5
+2
+2
Draw strength(speed)
8th
+6/+1
+6
+2
+2
Devastating blow +1, damage reduction 4/-, giant's strength 2/day
9th
+6/+1
+6
+3
+3
Strain muscles, draw strength(knockdown)
10th
+7/+2
+7
+3
+3
Crushing blows, damage reduction 5/-, thick skinned +3, strengthen body
11th
+8/+3
+7
+3
+3
Giant's strength 3/day, draw strength(defense)
12th
+9/+4
+8
+4
+4
Damage reduction 6/-, deadened nerves
13th
+9/+4
+8
+4
+4
Grasp the blade, draw strength(critical)
14th
+10/+5
+9
+4
+4
Damage reduction 7/-, thick skinned +4, giant's strength 4/day
15th
+11/+6/+1
+9
+5
+5
Draw strength(attack), strengthen body
16th
+12/+7/+2
+10
+5
+5
Damage reduction 8/-, devastating blows +2
17th
+12/+7/+2
+10
+5
+5
Draw strength(strength), giant's strength 5/day
18th
+13/+8/+3
+11
+6
+6
Improved grab, damage reduction 9/-, thick skinned +5
19th
+14/+9/+4
+11
+6
+6
Draw strength(destruction)
20th
+15/+10/+5
+12
+6
+6
Strength of the titan, giant's strength 6/day, damage reduction 10/-, strengthen body
Class Features
All of the following are class features of the brute.
Weapon and Armor Proficiencies: A brute is proficient with the club, morningstar, shortspear, spear, longspear, light mace, heavy mace, light hammer, throwing axe, handaxe, light pick, sap, battleaxe, heavy pick, warhammer, glaive, greataxe, and greatclub.
Illiterate: Brutes are one of the only characters who do not automatically know how to read and write. A brute may spend 2 skill points to gain the ability to read and write all languages she is able to speak.
A brute who gains a level in any other class, aside from barbarian, automatically gains literacy. Any other character who gains a brute level does not lose the literacy he or she already had.
Bonus Languages: A brute's bonus languages include giant as they often run into one another on lonely mountain peaks or isolated forests.
Powerful Build(Ex): The physical stature of a brute lets her function in many ways as if she were one size category larger. Whenever a brute is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the brute is treated as one size larger if doing so is advantageous to her. A brute is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. A brute can use weapons designed for a creature one size larger without penalty.
However, her space and reach remain those of a creature of her actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Lastly, any armor the brute might wear hampers her ability to use her bulk to it’s fullest advantage. While she may still wield weapons that are one size category larger while wearing armor the brute loses any other benefit of her powerful build while wearing any armor
Slam: The brute’s powerful body and thick limbs allow her to perform a devastating blow with brute force. The brute gains the ability to deliver a slam attack as a primary natural weapon. This slam deals 1d6 damage for a small character and 1d8 for a medium character. However the damage of this attack is subject to the same changes provided by powerful build, thusly a small brute’s slam attack is in fact increased to 1d8 and a medium brute’s slam attack is increased to 2d6.
Unearthly Vitality(Ex): The brute’s body is so thickly muscled and toughened that she gains additional vitality from her strength alone. The brute gains a 3 bonus hit points at each level of brute beginning with her 1st level. However if a character's 1st character level is as a brute she gains 12 hit points at 1st level and then gains 3 hit points at each additional level after 1st.
Damage Reduction(Ex): At 2nd level, a brute gains Damage Reduction. Subtract 1 from the damage the brute takes each time she is dealt damage from a weapon or a natural attack. At 4th level, and every two brute levels thereafter (6th, 8th, 10th, etc.), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Thick Skinned(Ex): Beginning at 2nd level the brute has never donned armor, at most wearing minor rags for warmth, the concepts of modesty and nudity not even making sense to an individual so comfortable in the wilds. However it is because of this that the brute’s skin has grown tough and resistant to injury. At 2nd level the brute gains a +1 natural armor bonus to her AC. This bonus increases to +2 at 6th level, +3 at 10th, +4 at 14th, and +5 at 18th.
Strain Ligaments(Ex): Beginning at 3rd level the brute is able to react with startlingly quick reflexes, though her body suffers from the strain the brute puts her body through. The brute can choose to take 1d6 points of nonlethal damage as an immediate action to gain a +4 bonus on a single Reflex saving throw or Initiative check she is making. This damage is added as fury for the brute and ignores her damage reduction. A brute loses the ability to strain her ligaments if she is wearing any form of armor.
Draw Strength(Ex): Beginning at 3rd level the brute is able to harness the power of her own injuries and channel it into fits of extraordinary abilities. Whenever the brute takes damage she gains that amount in a resource called fury. The brute gains fury from all attacks made before her round and the amount of fury she gains from each attack is cumulative and also accumulates from damage prevented by her Damage Reduction. The brute gains fury from nonlethal damage as well provided it is from an attack or spell.
However her fury she has gained expire at the end of each of her rounds whether she’s used them all or not and she can only hold an amount of fury at any one time equal to her Constitution modifier x her brute level. Fury can be spent on various abilities that will be listed below. Spending her fury is a free action for the brute and she can choose to divide up her points among the various uses of fury as she sees fit in any given round. The brute can spend any multiples of the listed amount of fury for stacking benefits of the abilities. For instance in a given round a brute who had received 32 damage in her last round could spend 12 fury to gain a +6 bonus on her next melee attack’s damage roll, 6 fury to gain fast healing 2 for 1 round, and 12 fury to gain a +20ft bonus to her landspeed for the round.
----Force: At 3rd level for every 5 fury spent the brute gains a +2 damage bonus on her next melee attack
----Healing: At 5th level for every 3 fury spent the brute gains fast healing 1 for 1 round
----Speed: At 7th level for every 6 fury spent the brute gains a +10ft bonus to her landspeed until the end of her round
----Knockdown: At 9th level by spending 10 fury all enemies struck by the brute until the start of her next turn must succeed on a Reflex save or be knocked prone in an adjacent square selected by the brute. The DC is 10 + ½ the brute’s level + her Strength modifier. An enemy struck multiple times must succeed on the save for each attack.
----Defense: At 11th level for every 3 fury spent the brute gains a +1 dodge bonus to her AC against the next attack made against her before the start of her next round. If she spends at least 9 fury she gains evasion against the next attack made against her that requires a saving throw. If the brute has gained evasion, and a +3 dodge bonus along with it, and has an attack roll made against her it expends her defense benefits and she loses evasion even though she had not yet made a saving throw. This also applies in the opposite sense, if a brute has gained evasion and makes a reflex save against an attack that required one she loses the dodge bonus to her AC that she had gained.
----Critical: At 13th level for every 2 fury spent the brute gains a +1 bonus on the attack roll made to confirm a threatened critical strike. This bonus last until the start of her next round but only applies to the next threatened critical attack before then.
----Attack: At 15th level by spending 15 fury the brute can make a single melee attack at her full base attack bonus as a swift action.
----Strength: At 17th level for every 3 points of fury spent the brute gains a +1 bonus on any Strength checks and Strength-based skill checks they make until the start of their next round.
----Destruction: At 19th level by spending 100 fury the brute can cause a melee attack to automatically threaten a critical hit if it successfully strikes the target
Enrage(Ex): Beginning at 4th level the brute is able to spend a round brooding over her injuries and gain even further strength by tensing every muscle in her body in preparation for her revenge. During any round after the brute has suffered damage dealt by an opponent she can, as a standard action, choose to take an amount of nonlethal damage equal to her class level, adding it to her fury pool. Additionally she retains any fury she had gained before this round, keeping it in her reservoir until the end of the following round. She can choose to do this any number of times, continuing to add and retain her fury until she decides to spend it.
Giant's Strength(Ex): Beginning at 5th level the brute can summon a primal ferocity that dwells within her and actually increase her size to inflict devastating blows. This ability functions as the enlarge person spell except that it lasts for 3 minutes/brute level and is not considered a magical effect, preventing it from being dispelled or nullified by antimagic. At 5th level the brute can use this ability once per day as a standard action and gains an additional use every 3 levels beyond 5th (2/day at 8th, 3/day at 11th, 4/day at 14th, 5/day at 17th, and 6/day at 20th). Additionally armor and weapons the brute wields do not grow in size with her. If she is wearing any form of armor the growth in size fails and the use is wasted.
Strengthen Body(Ex): At 5th level the brute begins to grow more powerful, her body being tested so rigorously that she improves drastically. At 5th level she gains a +1 bonus to her Strength or her Constitution score. She gains an additional +1 bonus at 10th, 15th, and 20th levels.
Faster Healing(Ex): Beginning at 6th level the brute’s body has had to adapt to living without care or attention or even thought to it’s well being. As such the brute heal’s two times her character level during an 8 hour rest.
Stoic Vigor(Ex): Beginning at 6th level the brute is able to periodically shrug off a portion of damage provided it does not all come at once. The brute now gains a small pool of temporary hit points that are fully restored at the start of each of her turns. The amount of temporary hit points she possesses is equal to 1/2 her class level. She gains fury as normal from damage dealt to these temporary hit points.
Devastating Blows(Ex): Beginning at 8th level the brute is capable of inflict grievous injuries with her slams. The brute gains a +1 bonus to the threat range and critical multiplier of her slam attack, increasing the threat range to 19-20 and the critical multiplier to x3. At 16th level this bonus increases to +2, raising the threat range to 18-20 and the critical multiplier to x4. Anything else that modifies her slam attacks threat range or critical multiplier stacks with this bonus but is applied to the base threat range and critical multiplier of her slam. For instance a 12th level brute who selects the Improved Critical feat for her slam only receives an additional point of threat range, the bonus applying to the original natural 20 threat range of her slam, increasing it to 18-20 at 12th level. It would still later become 17-20 at 16th level when the bonus of her devastating blows increases to +2.
Strain Muscles(Ex): The brute is able to begin straining her muscles at 9th level to gain a more powerful attack. The brute can now choose to take 1d6 points of nonlethal damage as an immediate action to gain a +2 bonus on her next melee attack and damage roll. This damage is added as fury for the brute and ignores her damage reduction.
Crushing Blows(Ex): Beginning at 10th level the brute has learned to crush her victim’s body with her heavy blows. Whenever the brute successfully deals a critical strike with a bludgeoning attack her victim takes 1d4+1 points of Constitution damage. Creatures that are immune to critical hits by virtue of their type, such as constructs and undead, are subject to the critical hit of bludgeoning weapons used by the brute as normal. However creatures that are immune by virtue of indiscernible anatomies, such as oozes, and magical immunity still ignore such critical threats. Incorporeal targets are immune to any and all effects granted by Crushing Blows.
Deadened Nerves(Ex): Beginning at 12th level the brute has suffered countless injuries and immeasurable amounts of pain and has become numb to the sensation, able to ignore it's effects and continue to function despite large amounts of injury. The brute gains the benefit of the Diehard feat, becomes immune to pain effects such as symbol of pain, and becomes immune to the staggered status. Additionally she no longer falls unconscious from nonlethal damage until it rises above her total hit points instead of her current hit points.
Grasp the Blade(Ex): Beginning at 13th level the brute can take the brunt of an attack, taking only a small injury in place of the true intended attack. The brute can choose to take 1d6 points of damage of the same type as an attack being made against her as an immediate action to gain a +4 bonus to her AC against that attack. Her damage reduction does not reduce the damage she receives for grasp the blade.
Improved Grab(Ex): Beginning at 18th level the brute has learned how to snatch up her victims after delivering her slams. The brute can now make a grapple check as a free action after successfully striking an enemy with her slam attack. The target must at least be one size category smaller than her for her to perform her improved grab and after successfully initiating the grapple follows all of the normal rules for a grapple.
Strength of the Titan(Ex): Finally at 20th level the brute is able to amass all of her power and grow to titanic heights to destroy her enemies. The brute can now expend 2 daily uses of her Giant's Strength as a full round action to gains the benefits of the Giant Size spell. The brute can choose to grow to huge, gargantuan, or colossal sizes at her option. The brute cannot gain or spend fury while under the effects of Strength of the Titan. The traits she gains are listed below. Any weapons she wields do not grow in size with her. If she is wearing any armor the change in size fails the her daily uses are wasted. The damage of slam listed below includes the brute’s powerful build trait.
_________________________Nat___AC/Atk____Space/
Size ____Str___Dex__Con___AC____Mod______Reach____Slam
Huge ___+16___-2___+8____+3 ____-2______15ft/15ft____4d6
Garg ___+24___-2___+12___+7 ____-4______20ft/20ft____6d6
Colo ___+32___-2___+16___+12____-8______30ft/30ft____8d6
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While they can't grow the size of their weapon a simple Sizing Weapon enchantment fixes that easily.
If you can't read the little chart at the bottom just refer to the Giant Size spell, complete arcane Wu Jen spell
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Craft(primitive weapons)
Like other craft skills this allows the brute to produce rudimentary weapons for herself. This follows all of the normal crafting rules. However the brute is completely lacking of metal smithing know-how and as such must use stone or bone in place of metal for weapons like the light pick or greataxe. Normally the use of such materials imparts a penalty to the attack and damage roll of the weapon but a brute is able to harness them to their fullest extent, ignoring such penalties. Any other character using these weapons still suffers a -2 penalty on attack and damage rolls made with them. Additionally the brute needs no tools to avoid taking the -2 penalty on her craft checks for primitive weapons.
The weapons a brute can make with this skill are bolas, club, light mace, light pick, light hammer, handaxe,throwing axe, quarterstaff, shortspear, spear, longspear, dart, javelin, dwarven waraxe, net, battleaxe, heavy mace, heavy pick, warhammer, glaive, greataxe, greatclub, sling, boomerang**, kylie**, atlatl**, goliath greathammer***, throwing hammer***, goad*, iuak*, ritiik*, sugliin*, and tigerskull club*.
*: Frostburn
**: Sandstorm
***: Races of Stone
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Brute Specific Feat
Fury Specialization
Prerequisite: brute 3rd level
Benefit: Whenever the brute selects Fury Specialization she chooses a single ability that she can spend her fury on. The fury cost of the selected ability drops by 1 point. Additionally the brute is treated as being 1 level higher for the purpose of determining how much fury she can hold at any given time for each Fury Specialization feat she possesses.
Special: The brute can select this feat multiple times, however she must choose a different use for her fury each time she gains this feat.
Endless Strength
Prerequisite: brute 6th level, Giant's Strength
Benefit: The brute can now use giant's strength one additional time each day.
http://orig15.deviantart.net/e119/f/2014/078/3/3/female_hill_giant_by_ianllanas-d7auh85.jpg
"You. Leave. Or I SMASH," the succint words of Yngdala, a wildlands brute.
The brute is a simple minded beast capable of delivering fearsome blows to whatever gets in her path. Despite her lacking of social skills, advanced thought, and even formal combat training the sheer brutality and fortitude of the brute keeps her alive when others would fall. As she grows in strength she learns how to tap into some bizarre store of primal energy that allows her to increase her size to potentially monstrous proportions at her peak. Aside from her ability to grow her body to freakish heights she is also able to harness the fury that she receives from the blows of her enemies, able to channel their power right back at them with instinctive cunning.
Role: Within a party the brute is the first to engage an opponent and does her best to keep it's attention, shrugging off damage while delivering heavy blows in response. They are capable of distracting many opponents without much fear of death, allowing the rest of the party to coordinate around them.
Alignment: While no particular alignment is barred from the brute they tend to lean towards chaotic or neutral alignments over lawful ones, though a lawful brute is a loyal and powerful ally.
Hit Die: d12
Starting Gold: As druid
Class Skills
The brute's class skills (and the key ability for each skill) are Climb(Str), Craft[primitive weapons](Int)*, Intimidate(Cha), Jump(Str), Knowledge[geography](Int), Knowledge[nature](Int), Listen(Wis), Spot(Wis), Survival(Wis)
*: listed at bottom of entry
Skill Ranks at 1st Level: 4 x (2 + Int modifier)
Skill Ranks per Additional Level: (2 + Int modifier)
BRUTE
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+0
Powerful build, slam, unearthly vitality, illiteracy
2nd
+1
+3
+0
+0
Damage reduction 1/-, thick skinned +1
3rd
+2
+3
+1
+1
Strain ligaments, draw strength(force)
4th
+3
+4
+1
+1
Damage reduction 2/-, enrage
5th
+3
+4
+1
+1
Giant's strength 1/day, strengthen body, draw strength(healing)
6th
+4
+5
+2
+2
Damage reduction 3/-, faster healing, thick skinned +2, stoic vigor
7th
+5
+5
+2
+2
Draw strength(speed)
8th
+6/+1
+6
+2
+2
Devastating blow +1, damage reduction 4/-, giant's strength 2/day
9th
+6/+1
+6
+3
+3
Strain muscles, draw strength(knockdown)
10th
+7/+2
+7
+3
+3
Crushing blows, damage reduction 5/-, thick skinned +3, strengthen body
11th
+8/+3
+7
+3
+3
Giant's strength 3/day, draw strength(defense)
12th
+9/+4
+8
+4
+4
Damage reduction 6/-, deadened nerves
13th
+9/+4
+8
+4
+4
Grasp the blade, draw strength(critical)
14th
+10/+5
+9
+4
+4
Damage reduction 7/-, thick skinned +4, giant's strength 4/day
15th
+11/+6/+1
+9
+5
+5
Draw strength(attack), strengthen body
16th
+12/+7/+2
+10
+5
+5
Damage reduction 8/-, devastating blows +2
17th
+12/+7/+2
+10
+5
+5
Draw strength(strength), giant's strength 5/day
18th
+13/+8/+3
+11
+6
+6
Improved grab, damage reduction 9/-, thick skinned +5
19th
+14/+9/+4
+11
+6
+6
Draw strength(destruction)
20th
+15/+10/+5
+12
+6
+6
Strength of the titan, giant's strength 6/day, damage reduction 10/-, strengthen body
Class Features
All of the following are class features of the brute.
Weapon and Armor Proficiencies: A brute is proficient with the club, morningstar, shortspear, spear, longspear, light mace, heavy mace, light hammer, throwing axe, handaxe, light pick, sap, battleaxe, heavy pick, warhammer, glaive, greataxe, and greatclub.
Illiterate: Brutes are one of the only characters who do not automatically know how to read and write. A brute may spend 2 skill points to gain the ability to read and write all languages she is able to speak.
A brute who gains a level in any other class, aside from barbarian, automatically gains literacy. Any other character who gains a brute level does not lose the literacy he or she already had.
Bonus Languages: A brute's bonus languages include giant as they often run into one another on lonely mountain peaks or isolated forests.
Powerful Build(Ex): The physical stature of a brute lets her function in many ways as if she were one size category larger. Whenever a brute is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the brute is treated as one size larger if doing so is advantageous to her. A brute is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. A brute can use weapons designed for a creature one size larger without penalty.
However, her space and reach remain those of a creature of her actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Lastly, any armor the brute might wear hampers her ability to use her bulk to it’s fullest advantage. While she may still wield weapons that are one size category larger while wearing armor the brute loses any other benefit of her powerful build while wearing any armor
Slam: The brute’s powerful body and thick limbs allow her to perform a devastating blow with brute force. The brute gains the ability to deliver a slam attack as a primary natural weapon. This slam deals 1d6 damage for a small character and 1d8 for a medium character. However the damage of this attack is subject to the same changes provided by powerful build, thusly a small brute’s slam attack is in fact increased to 1d8 and a medium brute’s slam attack is increased to 2d6.
Unearthly Vitality(Ex): The brute’s body is so thickly muscled and toughened that she gains additional vitality from her strength alone. The brute gains a 3 bonus hit points at each level of brute beginning with her 1st level. However if a character's 1st character level is as a brute she gains 12 hit points at 1st level and then gains 3 hit points at each additional level after 1st.
Damage Reduction(Ex): At 2nd level, a brute gains Damage Reduction. Subtract 1 from the damage the brute takes each time she is dealt damage from a weapon or a natural attack. At 4th level, and every two brute levels thereafter (6th, 8th, 10th, etc.), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Thick Skinned(Ex): Beginning at 2nd level the brute has never donned armor, at most wearing minor rags for warmth, the concepts of modesty and nudity not even making sense to an individual so comfortable in the wilds. However it is because of this that the brute’s skin has grown tough and resistant to injury. At 2nd level the brute gains a +1 natural armor bonus to her AC. This bonus increases to +2 at 6th level, +3 at 10th, +4 at 14th, and +5 at 18th.
Strain Ligaments(Ex): Beginning at 3rd level the brute is able to react with startlingly quick reflexes, though her body suffers from the strain the brute puts her body through. The brute can choose to take 1d6 points of nonlethal damage as an immediate action to gain a +4 bonus on a single Reflex saving throw or Initiative check she is making. This damage is added as fury for the brute and ignores her damage reduction. A brute loses the ability to strain her ligaments if she is wearing any form of armor.
Draw Strength(Ex): Beginning at 3rd level the brute is able to harness the power of her own injuries and channel it into fits of extraordinary abilities. Whenever the brute takes damage she gains that amount in a resource called fury. The brute gains fury from all attacks made before her round and the amount of fury she gains from each attack is cumulative and also accumulates from damage prevented by her Damage Reduction. The brute gains fury from nonlethal damage as well provided it is from an attack or spell.
However her fury she has gained expire at the end of each of her rounds whether she’s used them all or not and she can only hold an amount of fury at any one time equal to her Constitution modifier x her brute level. Fury can be spent on various abilities that will be listed below. Spending her fury is a free action for the brute and she can choose to divide up her points among the various uses of fury as she sees fit in any given round. The brute can spend any multiples of the listed amount of fury for stacking benefits of the abilities. For instance in a given round a brute who had received 32 damage in her last round could spend 12 fury to gain a +6 bonus on her next melee attack’s damage roll, 6 fury to gain fast healing 2 for 1 round, and 12 fury to gain a +20ft bonus to her landspeed for the round.
----Force: At 3rd level for every 5 fury spent the brute gains a +2 damage bonus on her next melee attack
----Healing: At 5th level for every 3 fury spent the brute gains fast healing 1 for 1 round
----Speed: At 7th level for every 6 fury spent the brute gains a +10ft bonus to her landspeed until the end of her round
----Knockdown: At 9th level by spending 10 fury all enemies struck by the brute until the start of her next turn must succeed on a Reflex save or be knocked prone in an adjacent square selected by the brute. The DC is 10 + ½ the brute’s level + her Strength modifier. An enemy struck multiple times must succeed on the save for each attack.
----Defense: At 11th level for every 3 fury spent the brute gains a +1 dodge bonus to her AC against the next attack made against her before the start of her next round. If she spends at least 9 fury she gains evasion against the next attack made against her that requires a saving throw. If the brute has gained evasion, and a +3 dodge bonus along with it, and has an attack roll made against her it expends her defense benefits and she loses evasion even though she had not yet made a saving throw. This also applies in the opposite sense, if a brute has gained evasion and makes a reflex save against an attack that required one she loses the dodge bonus to her AC that she had gained.
----Critical: At 13th level for every 2 fury spent the brute gains a +1 bonus on the attack roll made to confirm a threatened critical strike. This bonus last until the start of her next round but only applies to the next threatened critical attack before then.
----Attack: At 15th level by spending 15 fury the brute can make a single melee attack at her full base attack bonus as a swift action.
----Strength: At 17th level for every 3 points of fury spent the brute gains a +1 bonus on any Strength checks and Strength-based skill checks they make until the start of their next round.
----Destruction: At 19th level by spending 100 fury the brute can cause a melee attack to automatically threaten a critical hit if it successfully strikes the target
Enrage(Ex): Beginning at 4th level the brute is able to spend a round brooding over her injuries and gain even further strength by tensing every muscle in her body in preparation for her revenge. During any round after the brute has suffered damage dealt by an opponent she can, as a standard action, choose to take an amount of nonlethal damage equal to her class level, adding it to her fury pool. Additionally she retains any fury she had gained before this round, keeping it in her reservoir until the end of the following round. She can choose to do this any number of times, continuing to add and retain her fury until she decides to spend it.
Giant's Strength(Ex): Beginning at 5th level the brute can summon a primal ferocity that dwells within her and actually increase her size to inflict devastating blows. This ability functions as the enlarge person spell except that it lasts for 3 minutes/brute level and is not considered a magical effect, preventing it from being dispelled or nullified by antimagic. At 5th level the brute can use this ability once per day as a standard action and gains an additional use every 3 levels beyond 5th (2/day at 8th, 3/day at 11th, 4/day at 14th, 5/day at 17th, and 6/day at 20th). Additionally armor and weapons the brute wields do not grow in size with her. If she is wearing any form of armor the growth in size fails and the use is wasted.
Strengthen Body(Ex): At 5th level the brute begins to grow more powerful, her body being tested so rigorously that she improves drastically. At 5th level she gains a +1 bonus to her Strength or her Constitution score. She gains an additional +1 bonus at 10th, 15th, and 20th levels.
Faster Healing(Ex): Beginning at 6th level the brute’s body has had to adapt to living without care or attention or even thought to it’s well being. As such the brute heal’s two times her character level during an 8 hour rest.
Stoic Vigor(Ex): Beginning at 6th level the brute is able to periodically shrug off a portion of damage provided it does not all come at once. The brute now gains a small pool of temporary hit points that are fully restored at the start of each of her turns. The amount of temporary hit points she possesses is equal to 1/2 her class level. She gains fury as normal from damage dealt to these temporary hit points.
Devastating Blows(Ex): Beginning at 8th level the brute is capable of inflict grievous injuries with her slams. The brute gains a +1 bonus to the threat range and critical multiplier of her slam attack, increasing the threat range to 19-20 and the critical multiplier to x3. At 16th level this bonus increases to +2, raising the threat range to 18-20 and the critical multiplier to x4. Anything else that modifies her slam attacks threat range or critical multiplier stacks with this bonus but is applied to the base threat range and critical multiplier of her slam. For instance a 12th level brute who selects the Improved Critical feat for her slam only receives an additional point of threat range, the bonus applying to the original natural 20 threat range of her slam, increasing it to 18-20 at 12th level. It would still later become 17-20 at 16th level when the bonus of her devastating blows increases to +2.
Strain Muscles(Ex): The brute is able to begin straining her muscles at 9th level to gain a more powerful attack. The brute can now choose to take 1d6 points of nonlethal damage as an immediate action to gain a +2 bonus on her next melee attack and damage roll. This damage is added as fury for the brute and ignores her damage reduction.
Crushing Blows(Ex): Beginning at 10th level the brute has learned to crush her victim’s body with her heavy blows. Whenever the brute successfully deals a critical strike with a bludgeoning attack her victim takes 1d4+1 points of Constitution damage. Creatures that are immune to critical hits by virtue of their type, such as constructs and undead, are subject to the critical hit of bludgeoning weapons used by the brute as normal. However creatures that are immune by virtue of indiscernible anatomies, such as oozes, and magical immunity still ignore such critical threats. Incorporeal targets are immune to any and all effects granted by Crushing Blows.
Deadened Nerves(Ex): Beginning at 12th level the brute has suffered countless injuries and immeasurable amounts of pain and has become numb to the sensation, able to ignore it's effects and continue to function despite large amounts of injury. The brute gains the benefit of the Diehard feat, becomes immune to pain effects such as symbol of pain, and becomes immune to the staggered status. Additionally she no longer falls unconscious from nonlethal damage until it rises above her total hit points instead of her current hit points.
Grasp the Blade(Ex): Beginning at 13th level the brute can take the brunt of an attack, taking only a small injury in place of the true intended attack. The brute can choose to take 1d6 points of damage of the same type as an attack being made against her as an immediate action to gain a +4 bonus to her AC against that attack. Her damage reduction does not reduce the damage she receives for grasp the blade.
Improved Grab(Ex): Beginning at 18th level the brute has learned how to snatch up her victims after delivering her slams. The brute can now make a grapple check as a free action after successfully striking an enemy with her slam attack. The target must at least be one size category smaller than her for her to perform her improved grab and after successfully initiating the grapple follows all of the normal rules for a grapple.
Strength of the Titan(Ex): Finally at 20th level the brute is able to amass all of her power and grow to titanic heights to destroy her enemies. The brute can now expend 2 daily uses of her Giant's Strength as a full round action to gains the benefits of the Giant Size spell. The brute can choose to grow to huge, gargantuan, or colossal sizes at her option. The brute cannot gain or spend fury while under the effects of Strength of the Titan. The traits she gains are listed below. Any weapons she wields do not grow in size with her. If she is wearing any armor the change in size fails the her daily uses are wasted. The damage of slam listed below includes the brute’s powerful build trait.
_________________________Nat___AC/Atk____Space/
Size ____Str___Dex__Con___AC____Mod______Reach____Slam
Huge ___+16___-2___+8____+3 ____-2______15ft/15ft____4d6
Garg ___+24___-2___+12___+7 ____-4______20ft/20ft____6d6
Colo ___+32___-2___+16___+12____-8______30ft/30ft____8d6
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While they can't grow the size of their weapon a simple Sizing Weapon enchantment fixes that easily.
If you can't read the little chart at the bottom just refer to the Giant Size spell, complete arcane Wu Jen spell
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Craft(primitive weapons)
Like other craft skills this allows the brute to produce rudimentary weapons for herself. This follows all of the normal crafting rules. However the brute is completely lacking of metal smithing know-how and as such must use stone or bone in place of metal for weapons like the light pick or greataxe. Normally the use of such materials imparts a penalty to the attack and damage roll of the weapon but a brute is able to harness them to their fullest extent, ignoring such penalties. Any other character using these weapons still suffers a -2 penalty on attack and damage rolls made with them. Additionally the brute needs no tools to avoid taking the -2 penalty on her craft checks for primitive weapons.
The weapons a brute can make with this skill are bolas, club, light mace, light pick, light hammer, handaxe,throwing axe, quarterstaff, shortspear, spear, longspear, dart, javelin, dwarven waraxe, net, battleaxe, heavy mace, heavy pick, warhammer, glaive, greataxe, greatclub, sling, boomerang**, kylie**, atlatl**, goliath greathammer***, throwing hammer***, goad*, iuak*, ritiik*, sugliin*, and tigerskull club*.
*: Frostburn
**: Sandstorm
***: Races of Stone
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Brute Specific Feat
Fury Specialization
Prerequisite: brute 3rd level
Benefit: Whenever the brute selects Fury Specialization she chooses a single ability that she can spend her fury on. The fury cost of the selected ability drops by 1 point. Additionally the brute is treated as being 1 level higher for the purpose of determining how much fury she can hold at any given time for each Fury Specialization feat she possesses.
Special: The brute can select this feat multiple times, however she must choose a different use for her fury each time she gains this feat.
Endless Strength
Prerequisite: brute 6th level, Giant's Strength
Benefit: The brute can now use giant's strength one additional time each day.