Brute
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The brute is not really a barbarian, but a very large example of an individual dedicating his life to the pursuit of physical stamina and strength. He is large, intimidating, and usually sacrifices education for physical training. This demographic of techan is most commonly found in bastions that support and encourage such activity. They are almost nowhere to be found in higher tech bastions. A brute is never sent out of bastions on his own. He augments a team but never leads them. He is not known for tact and is usually the most fanatical loyalist in a city. When not tied to a bastion, a brute's only tie to his past is his reliance on technology, otherwise he risks falling under echan influences, as many end up doing when left to fend for themselves. Along with scouts, a brute possesses the greatest chance to survive on his own once his technology fades away. A brute is the best techan class because of his narrow-minded dedication to fighting and violence.

Role: The brute backs up his commander. He seldom desires recognition for his actions nor does he seek promotion. In the military, he refuses to sit down for the humdrum of officer training. He carries the largest weapons, wears the heaviest armor, and often leads charges or backs up smaller units with a powerhouse of heavy weapons. He should not be expected to offer wisdom to a delicate situation. This is not to say he is dumb, just his bulk of size is required more than his diplomatic skills. If not bound into a military unit, the brute is a hefty ally with a stiff price, as he knows he can swing the side of fight.

GAME RULE INFORMATION

Abilities: Like barbarians, the brute needs a high strength as well as a hefty constitution. Even though able to wear armor, brutes also require a high dexterity.
Alignment: Any nonlawful.
Hit Die: d12.

Class Skills

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Acrobatics (Dex), Climb (Str), Craft (Int), Demolitions (Int), Drive (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Perception (Wis), Pilot (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str)

Level Base Attack Fortitude Ref Save Will Save Special Bonus Defense
1 1 2 0 0 Armor and Improved Weapon Proficiencies 1
2 2 3 0 0 Uncanny Dodge, Bonus Feat: Cybertaker 1
3 3 3 1 1 Bonus Feat, Cyber EDF Resistance +1 2
4 4 4 1 1 Elemental Resistance 2
5 5 4 1 1 Improved Uncanny Dodge 3
6 6/1 5 2 2 Bonus Feat, Cyber EDF Resistance +2 3
7 7/2 5 2 2 Damage Reduction 1/— 4
8 8/3 6 2 2 Combat Sense 4
9 9/4 6 3 3 Bonus Feat, Cyber EDF Resistance +3 5
10 10/5 7 3 3 Damage Reduction 2/— 5
11 11/6/1 7 3 4 Elemental Resistance 6
12 12/7/2 8 4 4 Bonus Feat, Cyber EDF Resistance +4 6
13 13/8/3 8 4 4 Damage Reduction 3/— 7
14 14/9/4 9 4 4 Sudden Action 7
15 15/10/5 9 5 5 Bonus Feat, Cyber EDF Resistance +5 8
16 16/11/6/1 10 5 5 Damage Reduction 4/— 8
17 17/12/7/2 10 5 5 Elemental Resistance 9
18 18/13/8/3 11 6 6 Bonus Feat, Cyber EDF Resistance +6 9
19 19/14/9/4 11 6 6 Damage Reduction 5/— 10
20 20/15/10/5 12 6 6 Improved Charge 10

CLASS FEATURES

Weapon and Armor Proficiencies: A brute begins play with the Simple Weapons Proficiency feat and the Personal Firearms Feat. They are also proficient with all armor including power. The brute treats all longarms as one-handed weapons and can use a heavy weapon with two hands without a brace. Super heavy weapons require a mount.
Elemental Resistance: The brute ignores an amount of damage equal to his Constitution modifier against a specific element type. The element of choice includes acid, cold, electricity, fire, or sonic. The brute chooses one at 4th level and can choose another at 11th and 17th level. They cannot be the same, as they do not add up.
Bonus Feats: At 3rd, 6th, 9th, 15th, and 18th level, the brute gains a bonus feat. They may be any Fighter Feats as described in the PHB.
Combat Sense: The brute at 8th level may designate a single opponent during his action and receive a +1 competence bonus on attacks against that opponent. The brute can select a new opponent on the following round.
Sudden Action: A brute at 14th level can, once a day, focus his effort to burst into sudden action when the situation calls for it. The brute changes his place in the initiative order, moving higher in the count by a number less than or equal to his class level. The brute can declare the use of this ability at the start of any round.
Improved Charge: A brute at 20th level can make a charge without having to move in a straight line. All other charge rules apply.
Cyber EDF Resistance (Ex): The Brute gains the ability to reduce the severity of EDF rolls against cybernetics. The Cyber EDF Resistance bonus is a Luck bonus on the roll. This bonus reduced the target number of the EDF DC roll.

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