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Playing Like Celebrim - NPC Classes
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<blockquote data-quote="Celebrim" data-source="post: 6836975" data-attributes="member: 4937"><p><strong>The Brute - A class for the physically skilled ordinary</strong></p><p></p><p><span style="font-size: 12px">Brute</span></p><p>The world is filled with intractable things that resist change. Things that are not in motion, resist being placed in motion. A brute is up to the task. Brutes are experts in manual labor. When something needs to be shoved, dragged, pushed, lifted, hefted, tossed or hauled, a brute is your best bet.</p><p><strong>Adventurers:</strong> Brutes are rarely adventures, but sometimes make their way into the adventuring life either by design or accident. It’s not unusual for brutes to be employed as henchmen by mercenaries, adventurers, or explorers that need heavy loads carried. A brute which survives this experience may eventually become a full-fledged adventurer in their own right. Likewise, the brute is naturally inclined to see his great strength as something that ought to be put to the purpose of either protecting or bullying others, and one or the other of these responsibilities may lead the brute into placing himself at risk and in conflict with others. But the brute, though strong, is not a true expert in martial affairs nor are they particularly well-suited to the extraordinary challenges of an adventuring life. Thus most brutes will eventually multi-class into complementary classes like fighter or fanatic if they are long in such careers.</p><p><strong>Characteristics:</strong> Brutes are hard and hardened men, good with their fists, and used to employing force. The employ direct action, and get to the point quickly. </p><p><strong>Alignment:</strong> Brutes can be of any alignment. Good aligned brutes tend to see themselves as protectors of their smaller and weaker comrades. Evil brutes tend to see their strength as giving them a natural right to rule over and take from the weak. Lawful brutes are likely to put their skills in the service of those persons or organizations they deem the most powerful, and to see themselves in the role of the willing hands and fists of that organization. Chaotic brutes on the other hand seem themselves as the natural counterbalance to the power of the many, and seek to make their own ways. Naturally, as common men with common concerns, many also care little for such things.</p><p><strong>Religion:</strong>It is quite natural for brutes to gravitate to the worship of gods of strength, and those known for displaying overt power such as the gods of storms, seas and earthquakes. </p><p><strong>Background:</strong> Most brutes are employed as teamsters, longshoremen, porters, litter-bearers, miners, lumberjacks, or stevedores. Crafts that require significant strength and hard labor, such as stone and brick masonry, sailing, whaling, or blacksmithing also have their share of brutes. Brutes often serve as assistants to skilled craftsman that need strong backs, and they work in foundries, warehouses, abattoirs, mills and factories moving the heavy loads and operating large machines. Brutes are also commonly employed as bouncers and bodyguards, and as professional thugs by criminal organizations. A few brutes may even work as professional athletes.</p><p><strong>Races:</strong> Humans are most commonly found as brutes, though a good share can be found among the strong and hardy dwarf and orine races as well. Goblins often lack the strength and size necessary to obtain true skill as a brute, and hobgoblins are generally too proud to pursue such work – deeming it appropriate only for slaves. Elves, fey, and idreth are almost never brutes, as the entire ideology goes against their usual nature. Amongst the giants, and the monstrous and feral races however, brutes are one if not the most common class.</p><p><strong>Other Classes:</strong> Most brutes work alongside commoners and share much of their outlook, but as actual experts in the field of manual labor they excel commoners in most regards, and are often well aware of this fact and so see themselves as being a cut above the common man. It’s not unusual for brutes to be leaders of work gangs or foremen, provided they have the intelligence, or to believe they deserve to be such leaders – if they do not. Many brutes have close working relationships with experts, and see themselves as valuable – if not necessarily equal - partners. Brutes admire the exercise of skill, but many tend to look with suspicion on anything that is subtle or uncanny. Sorcerers and shamans are generally feared if not actually reviled. Wizards are viewed much as strange but perhaps needful experts, and rogues are either distrusted or seen as expert comrades depending on the inclination of the brute. Explorers are generally viewed as natural and hardy comrades, and fanatics as being persons of similar character to themselves. Fighters, especially those that employ techniques involving great power and strength, often win admiration and fascination from brutes. </p><p></p><p><strong>Alignment: </strong>Any</p><p><strong>Hit Die:</strong> d12</p><p><strong>Requirements: </strong>Str 12</p><p><strong>Class Skills: </strong>The Brute’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Porter (Str), Handle Animal (Cha), Run (Str), Swim (Str), and Use Rope (Dex)</p><p><strong>Skill Points at 1st Level:</strong> (4 + Int modifier) x4.</p><p><strong>Skill Points at Each Additional Level</strong>: 4 + Int modifier.</p><p><strong>Weapon and Armor Proficiency:</strong> A brute is proficient with light armor. A brute is proficient with unarmed strikes, and gains proficiency with one of the following additional weapons each time the brute gains a class level: club, battle ax, footman’s flail, great ax, great club, hand ax, heavy mace, heavy pick, light hammer, light mace, light pick, morningstar, oar, sap or warhammer. If the Brute is already proficient with all these weapons, they may become proficient with any one weapon that they are not yet proficient in (if any). </p><p></p><p>Table: The Brute</p><p> </p><p><strong>Level Base Attack Bonus Fort Save Ref Save Will Save Special </strong></p><p>1st +0 +2 +0 +0 Brute Strength, Improved Unarmed Strike, Ordinary Challenges, Smash +1</p><p>2nd +1 +3 +0 +0 Master Porter</p><p>3rd +2 +3 +1 +1 Superior Unarmed Strike</p><p>4th +3 +4 +1 +1 Bonus Feat</p><p>5th +3 +4 +1 +1 Smash +2</p><p>6th +4 +5 +2 +2 </p><p>7th +5 +5 +2 +2 Damage reduction 1/—</p><p>8th +6/+1 +6 +2 +2 Bonus Feat</p><p>9th +6/+1 +6 +3 +3 </p><p>10th +7/+2 +7 +3 +3 Smash +3, Mettle</p><p>11th +8/+3 +7 +3 +3 </p><p>12th +9/+4 +8 +4 +4 Bonus Feat</p><p>13th +9/+4 +8 +4 +4 Damage reduction 2/—</p><p>14th +10/+5 +9 +4 +4 </p><p>15th +11/+6/+1 +9 +5 +5 Smash +4</p><p>16th +12/+7/+2 +10 +5 +5 Bonus Feat</p><p>17th +12/+7/+2 +10 +5 +5 </p><p>18th +13/+8/+3 +11 +6 +6 </p><p>19th +14/+9/+4 +11 +6 +6 Damage reduction 3/—</p><p>20th +15/+10/+5 +12 +6 +6 Bonus Feat, Juggernaut, Smash +5</p><p></p><p><strong>Brute Strength:</strong>For each level of brute gained, a brute gains bonus skill points equal to his strength bonus. If Brute is taken at 1st level, he gains skill points equal to four times his strength bonus. These skill points may be only used to gain ranks in strength based skills.</p><p></p><p><strong>Improved Unarmed Strike:</strong>At 1st level, a brute gains Improved Unarmed strike as a bonus feat. If he already has this feat, he may instead take any feat from the Expert bonus feat list which he qualifies for.</p><p></p><p><strong>Smash:</strong> At 1st level, a brute gains a +1 bonus to hit when making unarmed strikes, a +1 bonus to strength checks to open or break an object, and a +1 bonus on bull rush and overrun combat maneuver checks. These bonuses increase to +2 at 5th level, to +3 at 10th level, +4 at 15th level, and +5 at 20th level.</p><p></p><p><strong>Master Porter:</strong> At 2nd level, a brute gains Master Porter as a bonus feat. If he already has this feat, he may instead take any feat from the Expert bonus feat list which he qualifies for.</p><p></p><p><strong>Superior Unarmed Strike:</strong> At 3rd level, a brute gains Superior Unarmed strike as a bonus feat. If he already has this feat, he may instead take any feat from the Expert bonus feat list which he qualifies for.</p><p></p><p><strong>Bonus Feat:</strong>At 4th level, and again every 4 levels thereafter (8th, 12th, 16th, 20th), a brute gains a bonus feat. This feat may be any feat on the expert bonus feat list that the Brute has the prerequisites for.</p><p></p><p><strong>Damage Reduction:</strong>Beginning at 7th level, the Brute gains Damage Reduction 1/-. This increases to DR 2/- at 13th level and DR 3/- at 19th level. This DR stacks with any other source of similar DR that the character may have from another source. </p><p></p><p><strong>Mettle:</strong>Beginning at 10th level, if the Brute succeeds on a Fortitude save against an effect with a partial effect on a successful save, the Brute instead suffer no effects.</p><p></p><p><strong>Juggernaut:</strong>At 20th level, the brute is counted as being one size class larger for the purposes of encumbrance limits, unarmed strikes, and combat maneuver checks.</p><p></p><p><strong>Ordinary Challenges:</strong>Each day that a brute does 8 or more hours of manual labor, they gain 1 bonus XP. This XP can only be used to gain levels in the brute class.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6836975, member: 4937"] [b]The Brute - A class for the physically skilled ordinary[/b] [SIZE=3]Brute[/SIZE] The world is filled with intractable things that resist change. Things that are not in motion, resist being placed in motion. A brute is up to the task. Brutes are experts in manual labor. When something needs to be shoved, dragged, pushed, lifted, hefted, tossed or hauled, a brute is your best bet. [B]Adventurers:[/B] Brutes are rarely adventures, but sometimes make their way into the adventuring life either by design or accident. It’s not unusual for brutes to be employed as henchmen by mercenaries, adventurers, or explorers that need heavy loads carried. A brute which survives this experience may eventually become a full-fledged adventurer in their own right. Likewise, the brute is naturally inclined to see his great strength as something that ought to be put to the purpose of either protecting or bullying others, and one or the other of these responsibilities may lead the brute into placing himself at risk and in conflict with others. But the brute, though strong, is not a true expert in martial affairs nor are they particularly well-suited to the extraordinary challenges of an adventuring life. Thus most brutes will eventually multi-class into complementary classes like fighter or fanatic if they are long in such careers. [B]Characteristics:[/B] Brutes are hard and hardened men, good with their fists, and used to employing force. The employ direct action, and get to the point quickly. [B]Alignment:[/B] Brutes can be of any alignment. Good aligned brutes tend to see themselves as protectors of their smaller and weaker comrades. Evil brutes tend to see their strength as giving them a natural right to rule over and take from the weak. Lawful brutes are likely to put their skills in the service of those persons or organizations they deem the most powerful, and to see themselves in the role of the willing hands and fists of that organization. Chaotic brutes on the other hand seem themselves as the natural counterbalance to the power of the many, and seek to make their own ways. Naturally, as common men with common concerns, many also care little for such things. [B]Religion:[/B]It is quite natural for brutes to gravitate to the worship of gods of strength, and those known for displaying overt power such as the gods of storms, seas and earthquakes. [B]Background:[/B] Most brutes are employed as teamsters, longshoremen, porters, litter-bearers, miners, lumberjacks, or stevedores. Crafts that require significant strength and hard labor, such as stone and brick masonry, sailing, whaling, or blacksmithing also have their share of brutes. Brutes often serve as assistants to skilled craftsman that need strong backs, and they work in foundries, warehouses, abattoirs, mills and factories moving the heavy loads and operating large machines. Brutes are also commonly employed as bouncers and bodyguards, and as professional thugs by criminal organizations. A few brutes may even work as professional athletes. [B]Races:[/B] Humans are most commonly found as brutes, though a good share can be found among the strong and hardy dwarf and orine races as well. Goblins often lack the strength and size necessary to obtain true skill as a brute, and hobgoblins are generally too proud to pursue such work – deeming it appropriate only for slaves. Elves, fey, and idreth are almost never brutes, as the entire ideology goes against their usual nature. Amongst the giants, and the monstrous and feral races however, brutes are one if not the most common class. [B]Other Classes:[/B] Most brutes work alongside commoners and share much of their outlook, but as actual experts in the field of manual labor they excel commoners in most regards, and are often well aware of this fact and so see themselves as being a cut above the common man. It’s not unusual for brutes to be leaders of work gangs or foremen, provided they have the intelligence, or to believe they deserve to be such leaders – if they do not. Many brutes have close working relationships with experts, and see themselves as valuable – if not necessarily equal - partners. Brutes admire the exercise of skill, but many tend to look with suspicion on anything that is subtle or uncanny. Sorcerers and shamans are generally feared if not actually reviled. Wizards are viewed much as strange but perhaps needful experts, and rogues are either distrusted or seen as expert comrades depending on the inclination of the brute. Explorers are generally viewed as natural and hardy comrades, and fanatics as being persons of similar character to themselves. Fighters, especially those that employ techniques involving great power and strength, often win admiration and fascination from brutes. [B]Alignment: [/B]Any [B]Hit Die:[/B] d12 [B]Requirements: [/B]Str 12 [B]Class Skills: [/B]The Brute’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Porter (Str), Handle Animal (Cha), Run (Str), Swim (Str), and Use Rope (Dex) [B]Skill Points at 1st Level:[/B] (4 + Int modifier) x4. [B]Skill Points at Each Additional Level[/B]: 4 + Int modifier. [B]Weapon and Armor Proficiency:[/B] A brute is proficient with light armor. A brute is proficient with unarmed strikes, and gains proficiency with one of the following additional weapons each time the brute gains a class level: club, battle ax, footman’s flail, great ax, great club, hand ax, heavy mace, heavy pick, light hammer, light mace, light pick, morningstar, oar, sap or warhammer. If the Brute is already proficient with all these weapons, they may become proficient with any one weapon that they are not yet proficient in (if any). Table: The Brute [B]Level Base Attack Bonus Fort Save Ref Save Will Save Special [/B] 1st +0 +2 +0 +0 Brute Strength, Improved Unarmed Strike, Ordinary Challenges, Smash +1 2nd +1 +3 +0 +0 Master Porter 3rd +2 +3 +1 +1 Superior Unarmed Strike 4th +3 +4 +1 +1 Bonus Feat 5th +3 +4 +1 +1 Smash +2 6th +4 +5 +2 +2 7th +5 +5 +2 +2 Damage reduction 1/— 8th +6/+1 +6 +2 +2 Bonus Feat 9th +6/+1 +6 +3 +3 10th +7/+2 +7 +3 +3 Smash +3, Mettle 11th +8/+3 +7 +3 +3 12th +9/+4 +8 +4 +4 Bonus Feat 13th +9/+4 +8 +4 +4 Damage reduction 2/— 14th +10/+5 +9 +4 +4 15th +11/+6/+1 +9 +5 +5 Smash +4 16th +12/+7/+2 +10 +5 +5 Bonus Feat 17th +12/+7/+2 +10 +5 +5 18th +13/+8/+3 +11 +6 +6 19th +14/+9/+4 +11 +6 +6 Damage reduction 3/— 20th +15/+10/+5 +12 +6 +6 Bonus Feat, Juggernaut, Smash +5 [B]Brute Strength:[/B]For each level of brute gained, a brute gains bonus skill points equal to his strength bonus. If Brute is taken at 1st level, he gains skill points equal to four times his strength bonus. These skill points may be only used to gain ranks in strength based skills. [B]Improved Unarmed Strike:[/B]At 1st level, a brute gains Improved Unarmed strike as a bonus feat. If he already has this feat, he may instead take any feat from the Expert bonus feat list which he qualifies for. [B]Smash:[/B] At 1st level, a brute gains a +1 bonus to hit when making unarmed strikes, a +1 bonus to strength checks to open or break an object, and a +1 bonus on bull rush and overrun combat maneuver checks. These bonuses increase to +2 at 5th level, to +3 at 10th level, +4 at 15th level, and +5 at 20th level. [B]Master Porter:[/B] At 2nd level, a brute gains Master Porter as a bonus feat. If he already has this feat, he may instead take any feat from the Expert bonus feat list which he qualifies for. [B]Superior Unarmed Strike:[/B] At 3rd level, a brute gains Superior Unarmed strike as a bonus feat. If he already has this feat, he may instead take any feat from the Expert bonus feat list which he qualifies for. [B]Bonus Feat:[/B]At 4th level, and again every 4 levels thereafter (8th, 12th, 16th, 20th), a brute gains a bonus feat. This feat may be any feat on the expert bonus feat list that the Brute has the prerequisites for. [B]Damage Reduction:[/B]Beginning at 7th level, the Brute gains Damage Reduction 1/-. This increases to DR 2/- at 13th level and DR 3/- at 19th level. This DR stacks with any other source of similar DR that the character may have from another source. [B]Mettle:[/B]Beginning at 10th level, if the Brute succeeds on a Fortitude save against an effect with a partial effect on a successful save, the Brute instead suffer no effects. [B]Juggernaut:[/B]At 20th level, the brute is counted as being one size class larger for the purposes of encumbrance limits, unarmed strikes, and combat maneuver checks. [B]Ordinary Challenges:[/B]Each day that a brute does 8 or more hours of manual labor, they gain 1 bonus XP. This XP can only be used to gain levels in the brute class. [/QUOTE]
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