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    Default The Brute [Base Class, Crossroads]

    Brute
    Created for Crossroads: the New World

    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
    {table=head]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
    [/table]

    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.
    Last edited by Admiral Squish; 2014-03-10 at 01:55 PM.
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    Default Re: The Brute [Base Class, Crossroads]

    Feats of Strength:

    General
    Spoiler
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    Powerful Blow

    Bleeding Blow

    Body Bludgeon

    Brawler

    Greater Brawler

    Clear Mind

    Crippling Blow

    Surprise Accuracy

    Deadly Accuracy

    Disruptive

    Inured to Energy

    Flesh Wound

    Guarded Life

    Lesser Hurling

    Hurling

    Greater Hurling

    Hurling Charge

    Increased Damage Reduction

    Internal Fortitude

    Knockback

    Knockdown

    Lethal Accuracy

    Mighty Swing

    Rolling Dodge

    Smasher

    Spellbreaker

    Swift Foot

    Sprint

    Strength Surge

    Unexpected Strike

    Superstition


    Defender
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    Master of Armor

    Master of Shields

    Boasting Taunt

    Come And Get Me

    Guarded Stance
    -
    -
    -
    -
    -


    Berserker
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    Moment of Clarity

    Reckless Abandon

    Inspire Ferocity

    Roused Anger

    Intimidating Glare

    Terrifying Howl

    Fearless Rage
    -
    -


    Feral
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    Bite

    Claws

    Improved natural armor

    Improved grab

    Rend

    Pounce

    Climb

    Swim

    Imp. Climb

    Imp. Swim

    Low-Light Vision

    Darkvision

    Scent

    Primal Scent


    Earthen
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    Ground Breaker

    Ground Breaker, Greater

    Renewed Vigor

    Regenerative Vigor

    Renewed Vitality
    -
    -
    -
    -
    -
    Last edited by Admiral Squish; 2013-12-06 at 04:48 PM.
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    Default Re: The Brute [Base Class, Crossroads]

    Reserved for regular feats
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    Default Re: The Brute [Base Class, Crossroads]

    So, this class is supposed to be highly customizable, the basic chassis designed based on the trope of The Big Guy (Warning: TVtropes link). The idea is that this class can fill the role of any melee character, but also adds a bit of utility, making the character's strength into a tool that can be used both in and out of combat for a wide variety of purposes.
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    Default Re: The Brute [Base Class, Crossroads]

    Suggestion for the 13th level ability of the Ironclad path:

    As long as he is wearing heavy armor, the Ironclad receives DR 1/-, increasing by 1 per four class levels. This DR can stack with one other source of DR/-. If the Ironclad has multiple other sources of DR /-, it stacks with the highest single value.

    I'm not sure how to word the stacking. The basic idea is to give him some extra DR /- without making it abusable.

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    Default Re: The Brute [Base Class, Crossroads]

    One can never go wrong with increasing the DR, true. Though, perhaps double the current rate is a bit much. Perhaps something like:

    At 13th level, an ironclad can use their armor to turn aside blows. While wearing heavy armor, the ironclad increases the damage reduction/- granted by their class levels by 2.

    I was gonna go by 1/2, but then I realized the bonus would be +2 in two levels anyways, and it wouldn't increase after that.
    Last edited by Admiral Squish; 2013-12-10 at 07:13 PM.
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    Default Re: The Brute [Base Class, Crossroads]

    On Ironclad 13, how about some fortification while wearing heavy armor? Or make them immune/resistan to non lethal damage. Or each turn they gain a small non stackable temporary hp pool equal to half their armor bonus.

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    Default Re: The Brute [Base Class, Crossroads]

    You know, I could actually see the fortification option. Much more unique than just bumping up the DR. I can't really figure out how to explain the regenerating Temp HP, though, at least without magic.
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    Default Re: The Brute [Base Class, Crossroads]

    Ironclad - Wearing armor should not help you succeed grapple, trip, disarm, drag, dirty trick, or reposition checks. I like the buff to your CMD, but the buff to CMB doesn't really make sense except for Bull Rush, Sunder and Overrun.

    Berserker - So a brute is better at raging than a barbarian at earlier levels huh? Well, I never really liked the long gaps between improvements on a barbarian's rage anyway, and I could see the brute just straight up replacing a barbarian, so that's fine.

    Feral - Is this a (polymorph) effect? Is it a supernatural ability? This is definitely magical in nature, so if you're trying to avoid non-magic here you need to take this out. I'd like to see some natural attacks here though, doesn't make sense to basically just take a weaker, more defensive version of rage if you don't get bites and poisons and claws and rakes and wings and etc.

    Earthen - Dwarven Brutes ho! Looking forward to this, but for now, let me offer some suggestions:

    Break the Ground, like a barbarian
    Stability like a dwarf
    Tremorsense
    Ignoring DR/Adamantine and hardness when you Sunder

    I feel like Heavy Weapons could scale a little bit though. Maybe at 1st, 6th, 11th, and 16th, the brute gets to wield larger and larger weapons, up to a maximum of Colossal?
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    Default Re: The Brute [Base Class, Crossroads]

    The Brute class is supposed to replace fighter, barbarian, and in general, all the melee classes in the crossroads setting. It's sort of an all-purpose melee kind of character. The idea is to make them useful in combat, but give them some utility role as well.

    Ironclad- It increases one's weight, and that weight can be better thrown around by one skilled in it's wear. In a grapple, it can help you acheive a pin. With a trip, you're you can throw your weight into the pull to increase your chance to trip. Drag, reposition, and overrun all seem like obvious applications of increased weight. Disarm and sunder, okay, you have a point. For those. I'll limit the things that the bonus applies to.

    Berserker- It's only about a level faster, but yeah, since this is replacing barbarian, it's not much of an issue.

    Feral- I'd have to say supernatural. It's not that I'm avoiding magical abilities, it's that I'm trying to avoid throwing magical abilities into things that don't really have a magical root. The reason they don't have natural attacks here is because the idea is to put them under the feats of strength. I mean, a deer feral wouldn't gain claw attacks. It requires a bit of customization.

    Earthen- I'm actually planning to have all of those abilities as feats of strength. Well, except the stability, I could actually use that.

    I don't think heavy weapons should scale. Anything larger than +1 size is a little ridiculous to look at.
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    Default Re: The Brute [Base Class, Crossroads]

    Quote Originally Posted by Admiral Squish View Post
    The Brute class is supposed to replace fighter, barbarian, and in general, all the melee classes in the crossroads setting. It's sort of an all-purpose melee kind of character. The idea is to make them useful in combat, but give them some utility role as well.
    Ah, and with that context, I can make a few more points. So, there are two main problems I have with this class if it indeed is going to be the base melee class.

    1) This class does not get Sense Motive as a class skill. Not having Bluff and Diplomacy are fine, but strong silent types definitely need a way to resist the enemy rogue/bard's charm, and the brute has no Wisdom synergy nor a high Will save, so he should at least be protected from mundane trickery with a decent Sense Motive.

    2) There are currently no anti-mage components to this class. The idea of a templar is core to pretty much every roleplaying game and you'll find one player in a lot of groups who loves playing a strong warrior that aggros casters if for no other reason than because he hates that game's magic system.

    Ironclad- It increases one's weight, and that weight can be better thrown around by one skilled in it's wear. In a grapple, it can help you acheive a pin. With a trip, you're you can throw your weight into the pull to increase your chance to trip. Drag, reposition, and overrun all seem like obvious applications of increased weight. Disarm and sunder, okay, you have a point. For those. I'll limit the things that the bonus applies to.
    Dirty Trick is also one that doesn't really seem like it'd benefit from weight. Dirty trick is pantsing your opponent or throwing sand in his face or kicking him in the crotch. It has nothing to do with strength, hell it's more roguish than warrior.

    Berserker- It's only about a level faster, but yeah, since this is replacing barbarian, it's not much of an issue.
    Agreed.

    Feral- I'd have to say supernatural. It's not that I'm avoiding magical abilities, it's that I'm trying to avoid throwing magical abilities into things that don't really have a magical root. The reason they don't have natural attacks here is because the idea is to put them under the feats of strength. I mean, a deer feral wouldn't gain claw attacks. It requires a bit of customization.
    Well, be careful about the prereqs for those feats then. Customization is good, but it won't do well to have someone who can pounce like a tiger, breathe fire like a dragon, and has 60' fly speed with good maneuverability like a hawk.

    Earthen- I'm actually planning to have all of those abilities as feats of strength. Well, except the stability, I could actually use that.

    I don't think heavy weapons should scale. Anything larger than +1 size is a little ridiculous to look at.
    Alright.
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    Default Re: The Brute [Base Class, Crossroads]

    Quote Originally Posted by Admiral Squish View Post
    You know, I could actually see the fortification option. Much more unique than just bumping up the DR. I can't really figure out how to explain the regenerating Temp HP, though, at least without magic.
    The Temp HP can be explained by the armour absorbing blows, not you being magically tougher. You can think of it as weaker DR which applies per round instead of per hit.

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    Default Re: The Brute [Base Class, Crossroads]

    Alright, added sense motive to class skills.

    Hmm. Mage-hunter is an option, certainly. I based the class archetypes off the TVtropes page for different kinds of Big Guy. I don't know if mage-hunter should be a archetype all it's own, but I could certainly see there being some general abilities relating to taking down magicians.
    Though, I'm debating if I should roll a holy warrior archetype into this class.

    Alright, I edited the ironclad 1 ability.

    On feral, there are probably going to be ways to exploit the system a bit, but none of them are extremely overpowered and honestly, there's so much variance in what I'm trying to express that putting in extra limitations will make it unnecessarily limiting. Though, I would point out that dragons aren't animals, and that there's no PC-available flight in this setting.

    As for armor-as-temp HP, then the attacks would be damaging the armor, and unless that magically regenerates, sooner or later you'd run out of armor.
    Though, you did give me an idea for how to tweak another one of my projects, but that's not gonna happen 'til further down the road.
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    Default Re: The Brute [Base Class, Crossroads]

    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
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